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---
name: bevy-genre-visual-novel
description: "Thin Bevy genre router for Visual novel. Keywords: Bevy, Visual novel, genre, ECS, router."
---
# Bevy Visual novel (thin router)
Genre router. Domain work lives in the Bevy skills below.
## When to use
Load this for dialogue, portraits, and choice flags.
## 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-dialogue-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-dialogue-system/SKILL.md) - Lines.
- [bevy-ui-text](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ui-text/SKILL.md) - Body text.
- [bevy-ui-layout](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ui-layout/SKILL.md) - Choice buttons.
- [bevy-save-load](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-save-load/SKILL.md) - Route flags.
## Scope
Lines, the visible character index, and route flags are resources. Choice rows are entities. A full script parser stays data you load into those resources.
## Examples
```toml
[package]
name = "visual-novel"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
```
One resource owns the script index and the flags later scenes read.
```rust
#[derive(Clone)]
struct Line {
speaker: String,
body: String,
}
#[derive(Resource)]
struct Script {
lines: Vec<Line>,
index: usize,
flags: Vec<String>,
}
fn current_line(script: &Script) -> Option<&Line> {
script.lines.get(script.index)
}
fn advance(script: &mut Script) {
if script.index + 1 < script.lines.len() {
script.index += 1;
}
}
fn set_flag(script: &mut Script, flag: &str) {
if !script.flags.iter().any(|f| f == flag) {
script.flags.push(flag.to_string());
}
}
```
Space advances. Number keys pick a choice and write its flag.
```rust
#[derive(Component)]
struct Choice {
key: KeyCode,
flag: String,
next_index: usize,
}
#[derive(Clone)]
struct Line {
speaker: String,
body: String,
}
#[derive(Resource)]
struct Script {
lines: Vec<Line>,
index: usize,
flags: Vec<String>,
}
fn advance(script: &mut Script) {
if script.index + 1 < script.lines.len() {
script.index += 1;
}
}
fn set_flag(script: &mut Script, flag: &str) {
if !script.flags.iter().any(|f| f == flag) {
script.flags.push(flag.to_string());
}
}
fn read_advance(keys: Res<ButtonInput<KeyCode>>, mut script: ResMut<Script>) {
if keys.just_pressed(KeyCode::Space) {
advance(&mut script);
}
}
fn read_choice(
keys: Res<ButtonInput<KeyCode>>,
choices: Query<&Choice>,
mut script: ResMut<Script>,
) {
for choice in &choices {
if keys.just_pressed(choice.key) {
set_flag(&mut script, &choice.flag);
script.index = choice.next_index.min(script.lines.len().saturating_sub(1));
}
}
}
pub struct NovelPlugin;
impl Plugin for NovelPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(Script {
lines: vec![Line {
speaker: "Guide".to_string(),
body: "The gate is shut.".to_string(),
}],
index: 0,
flags: Vec::new(),
})
.add_systems(Update, (read_advance, read_choice).chain());
}
}
```
Startup spawns two choices. The portrait name is a component on its own entity.
```rust
#[derive(Component)]
struct Portrait {
name: String,
}
#[derive(Component)]
struct Choice {
key: KeyCode,
flag: String,
next_index: usize,
}
#[derive(Resource)]
struct Script {
lines: Vec<Line>,
index: usize,
flags: Vec<String>,
}
#[derive(Resource, Default)]
struct ShownLine {
speaker: String,
portrait: String,
body: String,
}
#[derive(Clone)]
struct Line {
speaker: String,
body: String,
}
fn current_line(script: &Script) -> Option<&Line> {
script.lines.get(script.index)
}
fn spawn_scene(mut commands: Commands) {
commands.spawn(Portrait {
name: "guide".to_string(),
});
commands.spawn(Choice {
key: KeyCode::Digit1,
flag: "opened_gate".to_string(),
next_index: 1,
});
commands.spawn(Choice {
key: KeyCode::Digit2,
flag: "walked_away".to_string(),
next_index: 2,
});
}
fn show_portrait(
portraits: Query<&Portrait>,
script: Res<Script>,
mut shown: ResMut<ShownLine>,
) {
let Some(line) = current_line(&script) else {
return;
};
let Some(portrait) = portraits.iter().next() else {
return;
};
shown.speaker = line.speaker.clone();
shown.portrait = portrait.name.clone();
shown.body = line.body.clone();
}
```
## 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 Godot node script |
| 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 Godot 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
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-visual-novel](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/godot-genre-visual-novel/SKILL.md) - Visual novel on the Godot engine, same depth.
- [bevy-dialogue-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-dialogue-system/SKILL.md) - Lines.
- [bevy-ui-text](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ui-text/SKILL.md) - Body text.
- [bevy-ui-layout](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ui-layout/SKILL.md) - Choice buttons.
- [bevy-save-load](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-save-load/SKILL.md) - Route flags.
#### 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.