Skip to content
Back to skills

Bevy Genre Puzzle

ASecurity

Bevy genre router for Puzzle. Keywords: Bevy, Puzzle, genre, ECS, router.

  • 866 stars
  • 0 votes
  • 0 copies
  • 0 views
  • Added October 19, 2026
developmentrustgogitapidocumentation

Works with

  • api

Security analysis

A100/100

Pro scans all 2 files and shows the line behind each finding

Scanned October 19, 2026

npx -y skills add thedivergentai/Game-Design-Agentic-Skills --skill bevy-genre-puzzle --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Bevy Genre Puzzle?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Bevy Genre Puzzle
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/thedivergentai-bevy-genre-puzzle/badge)](https://www.skillsdirectory.com/skills/thedivergentai-bevy-genre-puzzle)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
SKILL.md
---
name: bevy-genre-puzzle
description: "Bevy genre router for Puzzle. Keywords: Bevy, Puzzle, genre, ECS, router."
---

# Bevy Puzzle

Genre router. Domain work lives in the Bevy skills below.

## When to use

Load this for grid rules and an undo stack you own.

## 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 `Update` or 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. Grid tiles and the undo stack below are components plus one resource.

## Examples

```toml
[dependencies]
bevy = "0.20"
```

Each tile stores a grid coordinate and whether it is a goal. The undo stack is a resource of prior coordinates. Read input, push history, then slide. Those systems share `Tile`, so they chain.

```rust
#[derive(Clone, Copy)]
struct GridPos {
    x: i32,
    y: i32,
}

#[derive(Component)]
struct Tile {
    pos: GridPos,
    goal: bool,
}

#[derive(Component)]
struct PlayerToken;

#[derive(Resource, Default)]
struct UndoStack {
    steps: Vec<GridPos>,
}

fn boot(mut commands: Commands) {
    commands.insert_resource(UndoStack { steps: Vec::new() });
    commands.spawn((
        PlayerToken,
        Tile {
            pos: GridPos { x: 0, y: 0 },
            goal: false,
        },
    ));
    commands.spawn(Tile {
        pos: GridPos { x: 2, y: 0 },
        goal: true,
    });
}

fn read_move(keys: Res<ButtonInput<KeyCode>>) -> GridPos {
    if keys.just_pressed(KeyCode::ArrowRight) {
        GridPos { x: 1, y: 0 }
    } else if keys.just_pressed(KeyCode::ArrowLeft) {
        GridPos { x: -1, y: 0 }
    } else if keys.just_pressed(KeyCode::ArrowUp) {
        GridPos { x: 0, y: 1 }
    } else if keys.just_pressed(KeyCode::ArrowDown) {
        GridPos { x: 0, y: -1 }
    } else {
        GridPos { x: 0, y: 0 }
    }
}

fn push_undo(
    keys: Res<ButtonInput<KeyCode>>,
    players: Query<&Tile, With<PlayerToken>>,
    mut undo: ResMut<UndoStack>,
) {
    if keys.just_pressed(KeyCode::KeyZ) {
        return;
    }
    let delta = read_move(keys);
    if delta.x == 0 && delta.y == 0 {
        return;
    }
    if let Some(tile) = players.iter().next() {
        undo.steps.push(tile.pos);
    }
}

fn slide_player(
    keys: Res<ButtonInput<KeyCode>>,
    mut players: Query<&mut Tile, With<PlayerToken>>,
) {
    if keys.just_pressed(KeyCode::KeyZ) {
        return;
    }
    let delta = read_move(keys);
    for mut tile in &mut players {
        tile.pos.x += delta.x;
        tile.pos.y += delta.y;
    }
}

fn undo_move(
    keys: Res<ButtonInput<KeyCode>>,
    mut undo: ResMut<UndoStack>,
    mut players: Query<&mut Tile, With<PlayerToken>>,
) {
    if !keys.just_pressed(KeyCode::KeyZ) {
        return;
    }
    let Some(prev) = undo.steps.pop() else {
        return;
    };
    for mut tile in &mut players {
        tile.pos = prev;
    }
}

fn install(app: &mut App) {
    app.add_systems(Startup, boot).add_systems(
        Update,
        (undo_move, push_undo, slide_player).chain(),
    );
}
```

The puzzle is solved when the player token shares a cell with a goal tile.

```rust
#[derive(Clone, Copy, PartialEq, Eq)]
struct GridPos {
    x: i32,
    y: i32,
}

#[derive(Component)]
struct Tile {
    pos: GridPos,
    goal: bool,
}

#[derive(Component)]
struct PlayerToken;

fn solved(players: Query<&Tile, With<PlayerToken>>, goals: Query<&Tile>) -> bool {
    let Some(player) = players.iter().next() else {
        return false;
    };
    goals.iter().any(|tile| tile.goal && tile.pos == player.pos)
}
```

`push_undo` and `slide_player` both call `read_move`, which reads `ButtonInput` twice in one frame. `just_pressed` stays true for the frame, so both see the same key.

## Scene shape

| Piece | Bevy idiom |
| --- | --- |
| Genre content | Entities plus the domain skills linked below |
| Run-wide director | A `Resource` |
| Loop notices | bevy-events-messaging |

## Routing

- [bevy-state-machines](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-state-machines/SKILL.md) - Solve state.
- [bevy-input-handling](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-input-handling/SKILL.md) - Moves.
- [bevy-data-resources](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-data-resources/SKILL.md) - Rule tables.
- [bevy-ui-layout](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ui-layout/SKILL.md) - Hints.

## Scope

- Tiles store `GridPos`. `UndoStack` keeps prior player coordinates. Bevy has no puzzle-grid type; the example above is the data.

## 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 script that owns the whole tree |
| 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 |
| An API outside the documented set | Check the official docs first | A made-up crate or API |

Load [references/ecs-ownership.md](references/ecs-ownership.md) for the ownership table.

## NEVER

- Do not pin `/0.20.0/` in docs URLs. WHY: links stay on `latest`; 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.

- No foreign-engine types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
- 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

Official pages stay on unversioned permalinks. The library pin on bevy-master stays **0.20**.

### Official Documentation
- [Assets](https://bevy.org/assets/) - Official asset catalog. No third-party crate was selected.
- [Examples](https://github.com/bevyengine/bevy/tree/latest/examples#examples) - Example tree on the `latest` branch.
- [ECS](https://bevy.org/learn/quick-start/getting-started/ecs/) - `Component`, systems, `Query`, `Startup`, `Update`, and `.chain()`.
- [Plugins](https://bevy.org/learn/quick-start/getting-started/plugins/) - `Plugin`, `DefaultPlugins`, `MinimalPlugins`, and `add_plugins`.

### Related Skills

#### Prerequisites
- [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - ECS ownership and schedules.
- [bevy-ecs-composition](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ecs-composition/SKILL.md) - Spawn and query shape.

#### Complements
- [godot-genre-puzzle](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/godot-genre-puzzle/SKILL.md) - Peer skill for the same genre.
- [bevy-state-machines](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-state-machines/SKILL.md) - Solve state.
- [bevy-input-handling](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-input-handling/SKILL.md) - Moves.
- [bevy-data-resources](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-data-resources/SKILL.md) - Rule tables.
- [bevy-ui-layout](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ui-layout/SKILL.md) - Hints.

#### Downstream / consumers
- None. This router does not own a second implementation.

#### Master
- [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Bevy router.

Files in this skill

  • SKILL.md9.2 KB
  • references/ecs-ownership.md531 B

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

Comments

Loading comments…

Newsletter

Get the weekly list of safe new skills, and the ones we pulled.