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---
name: bevy-genre-shooter
description: "Route a Bevy 0.20 shooter: projectile entities, hitscan by translation, collide-and-despawn, wave budget resource. Keywords: Bevy, shooter, Projectile, hitscan, Wave, despawn, ECS."
---
# Bevy Shooter (thin router)
Genre router. Domain work lives in the Bevy skills below.
## When to use
Load this for a 2D or top-down shooter loop: aim, projectiles as entities, and waves.
## 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. Do not invent a genre plugin.
## Routing
- [bevy-input-handling](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-input-handling/SKILL.md) - Aim and fire.
- [bevy-combat-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-combat-system/SKILL.md) - Damage.
- [bevy-game-loop-waves](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-game-loop-waves/SKILL.md) - Spawns.
- [bevy-spatial-queries](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-spatial-queries/SKILL.md) - Shots and spatial queries.
## Examples
```toml
[dependencies]
bevy = "0.20"
```
A projectile is an entity with velocity. The ship is a separate component. Fire spawns; motion integrates. They touch different data, so they can run in parallel.
```rust
#[derive(Component)]
struct Ship;
#[derive(Component)]
struct Projectile {
velocity: Vec2,
damage: i32,
}
fn fire(
mouse: Res<ButtonInput<MouseButton>>,
ships: Query<&Transform, With<Ship>>,
mut commands: Commands,
) {
if !mouse.just_pressed(MouseButton::Left) {
return;
}
for tf in &ships {
commands.spawn((
Projectile {
velocity: Vec2::new(480.0, 0.0),
damage: 1,
},
Transform::from_translation(tf.translation),
));
}
}
fn fly(mut shots: Query<(&Projectile, &mut Transform)>, time: Res<Time>) {
let dt = time.delta_secs();
for (shot, mut tf) in &mut shots {
tf.translation.x += shot.velocity.x * dt;
tf.translation.y += shot.velocity.y * dt;
}
}
fn install_shots(app: &mut App) {
app.add_systems(Update, (fire, fly));
}
```
Hitscan picks the nearest target inside a range by comparing translations, then applies damage after the read loop ends.
```rust
#[derive(Component)]
struct Health(i32);
#[derive(Component)]
struct Ship;
fn hitscan(
ships: Query<&Transform, With<Ship>>,
mut targets: Query<(Entity, &Transform, &mut Health), Without<Ship>>,
) {
let mut chosen: Vec<Entity> = Vec::new();
for origin in &ships {
let mut best: Option<Entity> = None;
let mut best_dist = 240.0_f32;
for (entity, tf, _) in &targets {
let dist = origin
.translation
.truncate()
.distance(tf.translation.truncate());
if dist < best_dist {
best_dist = dist;
best = Some(entity);
}
}
if let Some(entity) = best {
chosen.push(entity);
}
}
for entity in chosen {
if let Ok((_, _, mut hp)) = targets.get_mut(entity) {
hp.0 -= 1;
}
}
}
```
A shot that reaches a hurtbox despawns. Chain `collide` after `fly` when both write projectile entities in the same schedule.
```rust
#[derive(Component)]
struct Projectile {
damage: i32,
}
#[derive(Component)]
struct Health(i32);
fn collide(
mut commands: Commands,
shots: Query<(Entity, &Transform, &Projectile)>,
mut targets: Query<(&Transform, &mut Health), Without<Projectile>>,
) {
for (shot_entity, shot_tf, shot) in &shots {
for (tf, mut hp) in &mut targets {
let dist = shot_tf
.translation
.truncate()
.distance(tf.translation.truncate());
if dist < 16.0 {
hp.0 -= shot.damage;
commands.entity(shot_entity).despawn();
break;
}
}
}
}
```
The wave index is a resource. Spawning enemies spends the budget, matching bevy-game-loop-waves.
```rust
#[derive(Resource)]
struct Wave {
index: u32,
budget: u32,
}
#[derive(Component)]
struct Enemy;
#[derive(Component)]
struct Health(i32);
fn spawn_wave(mut commands: Commands, mut wave: ResMut<Wave>) {
if wave.budget == 0 {
return;
}
for _ in 0..wave.budget {
commands.spawn((Enemy, Health(3)));
}
wave.budget = 0;
wave.index += 1;
}
```
## Scope
- Aim routing and named actions belong on bevy-input-handling.
- A spatial index for many bodies belongs on bevy-spatial-queries. The range check above is enough for a handful of targets.
## 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` | A field stored off the 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 |
| An API outside the documented set | Use the examples in this skill | 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.
- Do not despawn a projectile from inside a mutable query over that same projectile. WHY: despawn goes through `Commands`; `collide` reads shots immutably and writes `Health` on the other query.
- Do not chain `fire` and `fly` when they touch different data. WHY: spawn and integration stay parallel; chain only `collide` after `fly` when both run in one schedule and the shot must move before the range test.
- 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 `latest` branch.
### 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-shooter](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/godot-genre-shooter/SKILL.md) - Shooter on the Godot engine, same depth.
- [bevy-input-handling](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-input-handling/SKILL.md) - Aim and fire.
- [bevy-combat-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-combat-system/SKILL.md) - Damage.
- [bevy-game-loop-waves](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-game-loop-waves/SKILL.md) - Spawns.
- [bevy-spatial-queries](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-spatial-queries/SKILL.md) - Shots and spatial queries.
#### 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.