
Bevy Game Loop Time Trial
Run a Bevy 0.20 time trial as ECS data.
Install
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill bevy-game-loop-time-trial -g -a claude-code -y- Repository
- thedivergentai/Game-Dev-Agentic-Skills917
- Category
- Engineering
- Updated
- 19d ago
- License
- LGPL-3.0
- Context cost
- Mediumabout 2,034 tokens
- Runs scripts
- No, instructions only
What it does
Run a Bevy 0.20 time trial as ECS data. Use when a race clock, split gates, and a finish line share one resource and must be chained, while movement steps on FixedUpdate. Keywords: Bevy, time trial, RaceClock, SplitGate, FixedUpdate, chain.
Bevy time-trial loop
When to use
Load this when a run records elapsed time, splits, or a finish line.
ECS shape
- Components: a racer marker and a finish volume.
- Resources: the race clock, split list, and best time live on one resource.
- Systems: tick the clock, record a split, then test the finish line, in that order with
.chain(). - Messages: one-shot facts (hit, pickup, quest advance) go through bevy-events-messaging. This file does not add a new event type name.
[package]
name = "time-trial"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
The race clock is one resource. Three systems write it, so they share one chain.
#[derive(Resource)]
struct RaceClock {
elapsed: f32,
splits: Vec<f32>,
finished: bool,
best: f32,
}
#[derive(Component)]
struct Racer;
#[derive(Component)]
struct FinishLine;
fn spawn_course(mut commands: Commands) {
commands.insert_resource(RaceClock {
elapsed: 0.0,
splits: Vec::new(),
finished: false,
best: f32::MAX,
});
commands.spawn((Racer, Transform::from_xyz(0.0, 0.0, 0.0)));
commands.spawn((FinishLine, Transform::from_xyz(10.0, 0.0, 0.0)));
commands.spawn(SplitGate {
at_x: 5.0,
taken: false,
});
}
fn tick_race(time: Res<Time>, mut clock: ResMut<RaceClock>) {
if !clock.finished {
clock.elapsed += time.delta_secs();
}
}
#[derive(Component)]
struct SplitGate {
at_x: f32,
taken: bool,
}
