Skip to content
Back to skills

Bevy Mechanic Revival

ASecurity

Bevy ECS skill for a Bevy downed and revival loop. Keywords: Bevy, revival, downed, respawn, ECS.

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

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-mechanic-revival --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Bevy Mechanic Revival?

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

Security grade badge for Bevy Mechanic Revival
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/thedivergentai-bevy-mechanic-revival/badge)](https://www.skillsdirectory.com/skills/thedivergentai-bevy-mechanic-revival)

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-mechanic-revival
description: "Bevy ECS skill for a Bevy downed and revival loop. Keywords: Bevy, revival, downed, respawn, ECS."
---

# Bevy revival mechanic

## When to use

Load this when an actor is downed, can be revived, or respawns.

## ECS shape

- **Components:** a downed flag and a revive elapsed you define.
- **Resources:** run-wide tables live in a resource (bevy-data-resources), not an autoload.
- **Systems:** mutate those components on `Update` or the fixed timestep. Use `.chain()` when damage must land before death.
- **Messages:** one-shot facts (hit, pickup, quest advance) go through bevy-events-messaging. This file does not add a new event type name.

## Scope

Downed time, revive progress, and the last checkpoint are components. Overlap is a distance test here; a physics solver can replace that test later.

## Examples

```toml
[package]
name = "revival"
version = "0.1.0"
edition = "2021"

[dependencies]
bevy = "0.20"
```

Health hits zero, the actor is downed, and an ally within range fills the revive bar. A full bar clears the downed flag and restores health.

```rust
#[derive(Component)]
struct Health {
    current: f32,
    max: f32,
}

#[derive(Component)]
struct Downed {
    elapsed: f32,
}

#[derive(Component)]
struct Reviving {
    progress: f32,
    needed: f32,
}

#[derive(Component)]
struct Ally;

fn apply_down(
    mut commands: Commands,
    mut actors: Query<(Entity, &Health), Without<Downed>>,
) {
    for (entity, health) in &mut actors {
        if health.current <= 0.0 {
            commands.entity(entity).insert(Downed { elapsed: 0.0 });
        }
    }
}

fn tick_revive(
    time: Res<Time<Fixed>>,
    allies: Query<&Transform, With<Ally>>,
    mut downed: Query<(Entity, &Transform, &mut Health, &mut Downed, Option<&mut Reviving>)>,
    mut commands: Commands,
) {
    let dt = time.delta_secs();
    for (entity, transform, mut health, mut downed, reviving) in &mut downed {
        downed.elapsed += dt;
        let near = allies.iter().any(|ally| {
            ally.translation.distance(transform.translation) < 2.0
        });
        if !near {
            commands.entity(entity).remove::<Reviving>();
            continue;
        }
        let progress = reviving.map(|mut rev| {
            rev.progress += dt;
            rev.progress
        });
        if let Some(progress) = progress {
            if progress >= 2.0 {
                health.current = health.max;
                commands.entity(entity).remove::<Downed>().remove::<Reviving>();
            }
        } else {
            commands.entity(entity).insert(Reviving {
                progress: 0.0,
                needed: 2.0,
            });
        }
    }
}
```

The checkpoint resource stores the respawn pose. Death after the bleed-out moves the actor there and refills health.

```rust
#[derive(Resource)]
struct Checkpoint {
    translation: Vec3,
}

#[derive(Component)]
struct Health {
    current: f32,
    max: f32,
}

#[derive(Component)]
struct Downed {
    elapsed: f32,
}

fn move_to_checkpoint(
    mut query: Query<(Entity, &mut Transform, &mut Health, &Downed)>,
    checkpoint: Res<Checkpoint>,
    mut commands: Commands,
) {
    for (entity, mut transform, mut health, downed) in &mut query {
        if downed.elapsed < 8.0 {
            continue;
        }
        transform.translation = checkpoint.translation;
        health.current = health.max;
        commands.entity(entity).remove::<Downed>();
    }
}

pub struct RevivalPlugin;

impl Plugin for RevivalPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource(Checkpoint {
            translation: Vec3::ZERO,
        })
        .add_systems(FixedUpdate, move_to_checkpoint);
    }
}
```

Touching a marker overwrites the checkpoint.

```rust
#[derive(Component)]
struct CheckpointMarker;

#[derive(Component)]
struct Player;

#[derive(Resource)]
struct Checkpoint {
    translation: Vec3,
}

fn capture_checkpoint(
    players: Query<&Transform, With<Player>>,
    markers: Query<&Transform, With<CheckpointMarker>>,
    mut checkpoint: ResMut<Checkpoint>,
) {
    let Ok(player) = players.single() else {
        return;
    };
    for marker in &markers {
        if player.translation.distance(marker.translation) < 1.2 {
            checkpoint.translation = marker.translation;
        }
    }
}
```

## 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 node, resource, or signal types for this mechanic. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

- No Godot types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
- No invented APIs or unnamed third-party crates as the chosen solver. 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) - Hub and schedules.
- [bevy-ecs-composition](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ecs-composition/SKILL.md) - Components and systems.
- [bevy-combat-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-combat-system/SKILL.md) - What drops health to zero.
- [bevy-data-resources](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-data-resources/SKILL.md) - Tables and definitions.
- [bevy-events-messaging](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-events-messaging/SKILL.md) - One-shot facts.

#### Complements
- [bevy-state-machines](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-state-machines/SKILL.md) - Mode flags.
- [godot-mechanic-revival](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/godot-mechanic-revival/SKILL.md) - Revival on the Godot engine, same depth.

#### Downstream / consumers
- None yet.

#### 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.md8.8 KB
  • references/ecs-ownership.md670 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.