Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Bevy ECS economy: Wallet components, a PriceTable resource, Purchase and Transfer messages, vendor stock. Use when a debit must see the price row and two wallets must not be written by unordered systems. Keywords: Bevy, economy, wallet, price, Purchase, get_many_mut.
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 wallets, prices, or vendors change numbers. Item identity stays on bevy-inventory-system.
Update. Use .chain() when stock must drop before the wallet debit.Purchase and Transfer.| Need | Bevy shape |
|---|---|
| Wallet | A component of currency amounts you define. |
| Price row | A resource table. |
| Transaction | A message. One system writes both wallets with get_many_mut. |
[package]
name = "economy"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
Price lookup and the wallet write share one chain so the debit sees the row that was chosen.
#[derive(Component)]
struct Wallet {
coins: u32,
}
#[derive(Clone, Copy)]
struct PriceRow {
item: u32,
cost: u32,
}
#[derive(Resource)]
struct PriceTable {
rows: Vec<PriceRow>,
}
#[derive(Message)]
struct Purchase {
buyer: Entity,
item: u32,
}
fn buy(
mut purchases: MessageReader<Purchase>,
table: Res<PriceTable>,
mut wallets: Query<&mut Wallet>,
) {
for purchase in purchases.read() {
let Some(row) = table.rows.iter().find(|row| row.item == purchase.item) else {
continue;
};
let Ok(mut wallet) = wallets.get_mut(purchase.buyer) else {
continue;
};
if wallet.coins < row.cost {
continue;
}
wallet.coins -= row.cost;
}
}
pub struct EconomyPlugin;
impl Plugin for EconomyPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(PriceTable {
rows: vec![
PriceRow { item: 1, cost: 12 },
PriceRow { item: 2, cost: 40 },
],
})
.add_message::<Purchase>()
.add_systems(Update, buy);
}
}
Moving coins between two wallets uses one mutable query so the two writes cannot race.
#[derive(Component)]
struct Wallet {
coins: u32,
}
#[derive(Message)]
struct Transfer {
from: Entity,
to: Entity,
amount: u32,
}
fn transfer(mut moves: MessageReader<Transfer>, mut wallets: Query<&mut Wallet>) {
for mv in moves.read() {
if mv.amount == 0 || mv.from == mv.to {
continue;
}
let Ok([mut from, mut to]) = wallets.get_many_mut([mv.from, mv.to]) else {
continue;
};
if from.coins < mv.amount {
continue;
}
from.coins -= mv.amount;
to.coins += mv.amount;
}
}
A vendor lists stock. The purchase message names the item id; this system only refuses an empty shelf.
#[derive(Component)]
struct Vendor {
item: u32,
stock: u32,
}
#[derive(Message)]
struct Purchase {
buyer: Entity,
item: u32,
}
fn take_stock(mut purchases: MessageReader<Purchase>, mut vendors: Query<&mut Vendor>) {
for purchase in purchases.read() {
for mut vendor in &mut vendors {
if vendor.item != purchase.item || vendor.stock == 0 {
continue;
}
vendor.stock -= 1;
break;
}
}
}
Chain take_stock before buy when a sale must decrement the shelf and the wallet together.
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 scene-tree script on the actor |
| 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 | Read the official manual linked below | 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 scene-tree node or signal bus for this mechanic. 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.
The library pin on bevy-master stays 0.20.
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.
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The English summary is being prepared. Showing the original description.
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The English summary is being prepared. Showing the original description.
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The English summary is being prepared. Showing the original description.
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The English summary is being prepared. Showing the original description.
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The English summary is being prepared. Showing the original description.