Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
The English summary is being prepared. Showing the original description.
See how to installReview the instructions the agent will receive before you install.
Load this when an actor grants, cools down, or spends an ability. Combat resolution stays on bevy-combat-system.
Update or the fixed timestep. Use .chain() when damage must land before death.| Need | Bevy idiom |
|---|---|
| Ability definition | A Resource catalog plus a component row on the caster. |
| Cooldown | remaining stepped with Time<Fixed>::delta_secs in FixedUpdate. |
| Cast | MessageWriter<CastAccepted> after the cooldown and charge gates pass. |
FixedUpdate.[package]
name = "abilities"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
Cooldown and charges share the caster. Tick, then accept the cast, on FixedUpdate.
#[derive(Component)]
struct Cooldown {
remaining: f32,
duration: f32,
}
#[derive(Component)]
struct Charges {
current: u32,
max: u32,
}
#[derive(Message)]
struct CastAccepted {
caster: Entity,
}
fn tick_cooldowns(time: Res<Time<Fixed>>, mut query: Query<&mut Cooldown>) {
let dt = time.delta_secs();
for mut cooldown in &mut query {
cooldown.remaining = (cooldown.remaining - dt).max(0.0);
}
}
fn try_cast(
mut casters: Query<(Entity, &mut Cooldown, &mut Charges)>,
mut casts: MessageWriter<CastAccepted>,
) {
for (entity, mut cooldown, mut charges) in &mut casters {
if cooldown.remaining > 0.0 || charges.current == 0 {
continue;
}
charges.current -= 1;
cooldown.remaining = cooldown.duration;
casts.write(CastAccepted { caster: entity });
}
}
fn recharge(time: Res<Time<Fixed>>, mut casters: Query<(&Cooldown, &mut Charges)>) {
let dt = time.delta_secs();
for (cooldown, mut charges) in &mut casters {
if cooldown.remaining <= 0.0 && charges.current < charges.max && dt > 0.0 {
charges.current += 1;
}
}
}
pub struct AbilityPlugin;
impl Plugin for AbilityPlugin {
fn build(&self, app: &mut App) {
app.add_message::<CastAccepted>()
.add_systems(FixedUpdate, (tick_cooldowns, try_cast, recharge).chain());
}
}
The catalog is one resource. Live cooldown stays on the entity.
#[derive(Clone, Copy)]
struct AbilityDef {
id: u32,
cooldown: f32,
cost: u32,
}
#[derive(Resource)]
struct AbilityCatalog {
rows: Vec<AbilityDef>,
}
fn lookup(catalog: &AbilityCatalog, id: u32) -> Option<&AbilityDef> {
catalog.rows.iter().find(|row| row.id == id)
}
#[derive(Component)]
struct Cooldown {
remaining: f32,
duration: f32,
}
#[derive(Component)]
struct Charges {
current: u32,
max: u32,
}
fn spawn_caster(mut commands: Commands, catalog: Res<AbilityCatalog>) {
let def = lookup(&catalog, 1);
let duration = def.map(|row| row.cooldown).unwrap_or(0.5);
commands.spawn((
Cooldown {
remaining: 0.0,
duration,
},
Charges { current: 2, max: 2 },
));
}
A shared lock sits in a resource so one system owns it.
#[derive(Message)]
struct CastAccepted {
caster: Entity,
}
#[derive(Resource)]
struct GlobalCooldown {
remaining: f32,
}
fn tick_gcd(time: Res<Time<Fixed>>, mut gcd: ResMut<GlobalCooldown>) {
gcd.remaining = (gcd.remaining - time.delta_secs()).max(0.0);
}
fn arm_gcd(mut gcd: ResMut<GlobalCooldown>, mut casts: MessageReader<CastAccepted>) {
for _cast in casts.read() {
gcd.remaining = gcd.remaining.max(0.4);
}
}
Register CastAccepted with add_message in the same plugin that adds tick_gcd and arm_gcd.
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.
| 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.
| If you need | Do this | Do not |
|---|---|---|
| Per-entity data | Component + Query | A value 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 | Check the official docs first | A made-up crate or API |
Load references/ecs-ownership.md for the ownership table.
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 cooldown stored in a process-global static. WHY: the caster's Cooldown component and the catalog Resource are the owners.
No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
The library pin on bevy-master stays 0.20.0. Permalinks stay unversioned.
latest branch.Component, systems, Query, Startup, Update, and .chain().Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.No reviews yet. Tell others what you thought.
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Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
The English summary is being prepared. Showing the original description.
Spawn and tune Bevy 0.20 directional, point, and spot lights, cascade shadows, distance fog, and a nearest-light shadow budget. Use when a 3D scene needs a sun, local lights, or fog on the camera. Keywords: DirectionalLight, PointLight, SpotLight, CascadeShadowConfig, DistanceFog, bevy_light.
The English summary is being prepared. Showing the original description.
Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
The English summary is being prepared. Showing the original description.
Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.
The English summary is being prepared. Showing the original description.
Rewrite Bevy 2D actors and cameras into 3D meshes and Camera3d while keeping gameplay components. Use when a Bevy 2D game should gain a perspective camera, mesh draw, and a planar velocity lifted onto XZ. Keywords: Camera2d, Camera3d, Sprite, Mesh3d, StandardMaterial, WishVelocity.
The English summary is being prepared. Showing the original description.
Bevy ECS skill for moving a Bevy game from 3D to 2D. Keywords: Bevy, 3D, 2D, adapt, sprite, camera.
The English summary is being prepared. Showing the original description.