Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
The English summary is being prepared. Showing the original description.
Bevy ECS skill for animation playback. Keywords: Bevy, AnimationPlayer, AnimationClip, AnimationPlugin, animate_targets.
The English summary is being prepared. Showing the original description.
Run score Not tested
See how to installReview the instructions the agent will receive before you install.
Load this when an entity should play an AnimationClip. Blend graphs belong on bevy-animation-graph. 2D sprite specifics belong on bevy-2d-animation.
AnimationPlayer controls playback. AnimatedBy links a target entity to the player entity. AnimationTargetId selects which curves apply.AnimationClip holds VariableCurve entries.advance_animations advances time. animate_targets writes the curves. AnimationPlugin adds animation support.AnimationEvent can be triggered from a clip. Check the animation docs for observer wiring beyond the trait name.| Need | Bevy idiom |
|---|---|
| Who advances time | AnimationPlayer on an entity |
| Clip asset | AnimationClip inside an AnimationGraph node |
| Which bone or field | AnimationTargetId plus AnimatedBy |
| Repeat | ActiveAnimation::repeat, which sets RepeatAnimation::Forever |
[dependencies]
bevy = "0.20"
AnimationPlayer::play takes an AnimationNodeIndex from an AnimationGraph, not a clip handle. AnimationGraph::from_clip builds that one-node graph. AnimatedBy points the target at the player entity. AnimationTargetId::from_name selects the curves for that name.
use bevy::animation::{AnimatedBy, AnimationTargetId};
#[derive(Resource)]
struct WalkNode(AnimationNodeIndex);
fn setup_walk(
mut commands: Commands,
mut clips: ResMut<Assets<AnimationClip>>,
mut graphs: ResMut<Assets<AnimationGraph>>,
) {
let clip = clips.add(AnimationClip::default());
let (graph, index) = AnimationGraph::from_clip(clip);
let player = commands
.spawn((
AnimationPlayer::default(),
AnimationGraphHandle(graphs.add(graph)),
))
.id();
commands.spawn((
AnimatedBy(player),
AnimationTargetId::from_name(&Name::new("Hips")),
Transform::default(),
));
commands.insert_resource(WalkNode(index));
}
fn play_loop(mut players: Query<&mut AnimationPlayer>, walk: Res<WalkNode>) {
for mut player in &mut players {
player.play(walk.0).repeat();
}
}
Pause, resume, and seek act on every active clip on that player.
fn pause_players(mut players: Query<&mut AnimationPlayer>) {
for mut player in &mut players {
player.pause_all();
}
}
fn resume_and_seek(mut players: Query<&mut AnimationPlayer>) {
for mut player in &mut players {
player.resume_all().seek_all_by(0.25);
}
}
Stop one node, or ask whether it is still active, without touching the other clips on the same player.
fn stop_walk(mut players: Query<&mut AnimationPlayer>, walk: Res<WalkNode>) {
for mut player in &mut players {
if player.is_playing_animation(walk.0) {
player.stop(walk.0);
}
}
}
#[derive(Resource)]
struct WalkNode(AnimationNodeIndex);
Scale every active clip on the player. glTF files load as AnimationClip assets; this player plays the graph node that holds that clip.
fn slow_motion(mut players: Query<&mut AnimationPlayer>) {
for mut player in &mut players {
player.adjust_speeds(0.5);
}
}
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 plain struct stored outside the world |
| 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.
Do not pass an AnimationClip handle to AnimationPlayer::play. WHY: play takes an AnimationNodeIndex from the graph built with AnimationGraph::from_clip.
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.
No login needed. Share how it worked for you, ask a question, or note where it did not run.
No comments yet. Be the first to write one.
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.
Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
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.