Genre router. Domain work lives in the Bevy skills below.
When to use
Load this for sanity or detection as your components, plus lighting and audio.
ECS shape
- Components hold the genre's per-entity flags as plain data. This file does not name new engine types.
- Resources hold run-wide counters (score, wave index, seed) via bevy-data-resources.
- Systems read those components on
Updateor the fixed timestep from bevy-master. Order them with.chain()when a later system must see the result. - Schedule: gameplay mode changes go through bevy-state-machines. This file registers only the sanity, suspicion, and light systems.
Routing
- bevy-3d-lighting - Darkness.
- bevy-audio-systems - Stingers.
- bevy-ai-navigation - Stalker policy.
- bevy-mechanic-secrets - Lore flags.
Scope
Sanity, suspicion, and light energy live on components. Darkness, stingers, and stalker paths stay in the skills linked above.
| Call | Owner here | Leave to the linked skill |
|---|---|---|
| Fear falls while the player is vulnerable | Sanity on FixedUpdate |
A light or audio crate |
| The stalker has line of sight | Stalker.sees_player and suspicion |
Pathfinding in bevy-ai-navigation |
| A held light spends energy | LightCell.energy |
Spotlights in bevy-3d-lighting |
[dependencies]
bevy = "0.20"
#[derive(Component)]
#[require(Transform)]
struct Sanity {
value: f32,
}
#[derive(Resource)]
struct SanityDrain(f32);
fn drain_sanity(time: Res<Time>, drain: Res<SanityDrain>, mut minds: Query<&mut Sanity>) {
let step = drain.0 * time.delta_secs();
for mut sanity in &mut minds {
sanity.value = (sanity.value - step).max(0.0);
}
}
pub struct SanityPlugin;
impl Plugin for SanityPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(SanityDrain(4.0))
.add_systems(FixedUpdate, drain_sanity);
}
}
#[derive(Component)]
struct Stalker {
suspicion: f32,
sees_player: bool,
}
fn raise_suspicion(time: Res<Time>, mut stalkers: Query<&mut Stalker>) {
for mut stalker in &mut stalkers {
if stalker.sees_player {
stalker.suspicion = (stalker.suspicion + time.delta_secs()).min(1.0);
} else {
stalker.suspicion = (stalker.suspicion - time.delta_secs() * 0.25).max(0.0);
}
}
}
pub struct StalkerPlugin;
impl Plugin for StalkerPlugin {
fn build(&self, app: &mut App) {
app.add_systems(FixedUpdate, raise_suspicion);
}
}
#[derive(Component)]
#[require(Transform)]
struct Sanity {
value: f32,
}
#[derive(Component)]
struct LightCell {
energy: f32,
}
fn spend_light(time: Res<Time>, mut lights: Query<&mut LightCell>) {
for mut light in &mut lights {
light.energy = (light.energy - time.delta_secs() * 2.0).max(0.0);
}
}
fn spawn_player(mut commands: Commands) {
commands.spawn((Sanity { value: 100.0 }, LightCell { energy: 40.0 }));
}
pub struct HorrorSetupPlugin;
impl Plugin for HorrorSetupPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, spawn_player)
.add_systems(FixedUpdate, spend_light);
}
}
fn main() {
App::new()
.add_plugins(MinimalPlugins)
.add_plugins(HorrorSetupPlugin)
.run();
}
Expert Knowledge Delta
Target: Bevy 0.20+.
Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their APIs. Systems run in parallel unless .chain() orders the ones that conflict.
Who owns state
| Piece | Owner | Who may mutate | Schedule |
|---|---|---|---|
| Data on one entity | Component |
One system via Query |
Update or FixedMain |
| One value for the whole app | Resource |
One system | Startup to insert, then the schedule that reads it |
| Spawn | Commands |
The spawning system | Startup for the initial world; later schedules for runtime spawn |
| Order that must not race | .chain() |
The chained systems only | Same schedule |
| Plugin boundary | Plugin |
build registers systems and resources |
Before the app runs |
Borrow rule: two systems that both mutably query the same component must be ordered (.chain()) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.
Decision
| If you need | Do this | Do not |
|---|---|---|
| Per-entity data | Component + Query |
One mutable blob shared by every entity |
| App-wide config or clock | Resource |
Copy the value onto every entity |
| Stable simulation step | FixedMain and the Fixed clock |
Tie simulation to raw frame Update |
| Startup spawn | Commands in Startup |
Spawn from a render system |
| Cross-system notice that is not shared state | Message or observer slot in bevy-events-messaging |
A new event type invented in this file |
| Behavior a linked domain skill already owns | Keep this router to components and resources | A second implementation in this file |
Load references/ecs-ownership.md for the ownership table.
NEVER
-
Do not pin
/0.20.0/in docs URLs. WHY: links stay onlatest; the 0.20 target is stated once in prose. -
Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless
.chain()orders them. -
Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.
-
Do not drain sanity on raw
Update. WHY: fear and light energy are simulation and belong onFixedUpdate. -
No invented genre APIs. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
-
Do not pick a physics or net crate here. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
Reference
The library pin on bevy-master stays 0.20.0. Official pages stay on the unversioned site.
Official Documentation
- Assets - Official asset catalog. No third-party crate was selected.
- Examples - Example tree on the
latestbranch. - ECS -
Component, systems,Query,Startup,Update, and.chain(). - Plugins -
Plugin,DefaultPlugins,MinimalPlugins, andadd_plugins.
Related Skills
Prerequisites
- bevy-master - ECS ownership and schedules.
- bevy-ecs-composition - Spawn and query shape.
Complements
- bevy-3d-lighting - Darkness.
- bevy-audio-systems - Stingers.
- bevy-ai-navigation - Stalker policy.
- bevy-mechanic-secrets - Lore flags.
Downstream / consumers
- None. This router does not own a second implementation.
Master
- bevy-master - Bevy router.