Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Bevy 0.20 action-RPG router: real-time hits, stats, inventory, and quests as ECS joins, with domain work in the linked skills. Use when routing an action RPG. Keywords: Bevy, action RPG, hits, stamina, quests, ECS, router.
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.
Genre router. Domain work lives in the Bevy skills below.
Load this to route an action RPG: real-time hits, stats, inventory, and quests.
Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.| Godot idea | Bevy idiom |
|---|---|
| Genre scene tree | Entities plus the domain skills linked below |
| Autoload director | A resource, not a singleton node |
| Signal bus for the loop | bevy-events-messaging |
This router shows the ECS joins an action RPG uses. Stats, hits, gear, and quests stay in the domain skills linked above. Hit volumes belong with the physics skills.
| Join | Owner | Schedule |
|---|---|---|
| Incoming damage amount | Component on the actor, removed after it is applied | Update, apply then clear with .chain() |
| Reach and stamina | Components on the actor | Read by the ability skill; this router only spawns them |
| Slain count | One resource | Update, after the hit system |
| Gear id | Component on the actor | Inventory skill writes it; do not also write it from combat |
[dependencies]
bevy = "0.20"
#[derive(Component)]
struct Vitality {
hp: i32,
max_hp: i32,
}
#[derive(Component)]
struct IncomingHit {
amount: i32,
}
fn apply_hits(mut actors: Query<(&mut Vitality, &IncomingHit)>) {
for (mut vitality, hit) in &mut actors {
vitality.hp = (vitality.hp - hit.amount).max(0);
}
}
fn clear_hits(mut commands: Commands, hits: Query<Entity, With<IncomingHit>>) {
for entity in &hits {
commands.entity(entity).remove::<IncomingHit>();
}
}
pub struct ActionHitPlugin;
impl Plugin for ActionHitPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, (apply_hits, clear_hits).chain());
}
}
#[derive(Component)]
struct GearSlot {
item_id: Option<u32>,
}
#[derive(Resource, Default)]
struct QuestFlags {
slain: u32,
need: u32,
}
fn equip(mut slots: Query<&mut GearSlot>) {
for mut slot in &mut slots {
if slot.item_id.is_none() {
slot.item_id = Some(1);
}
}
}
fn note_kill(mut flags: ResMut<QuestFlags>) {
if flags.slain < flags.need {
flags.slain += 1;
}
}
pub struct ActionProgressPlugin;
impl Plugin for ActionProgressPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(QuestFlags { slain: 0, need: 3 })
.add_systems(Update, (equip, note_kill));
}
}
#[derive(Component)]
struct Actor;
#[derive(Component)]
struct MeleeReach(f32);
#[derive(Component)]
struct Stamina {
current: f32,
max: f32,
}
fn spawn_actor(mut commands: Commands) {
commands.spawn((
Actor,
MeleeReach(1.5),
Stamina {
current: 100.0,
max: 100.0,
},
Transform::default(),
));
}
pub struct ActionRpgPlugin;
impl Plugin for ActionRpgPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, spawn_actor);
}
}
fn main() {
App::new()
.add_plugins(MinimalPlugins)
.add_plugins(ActionRpgPlugin)
.run();
}
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 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 this skill | Load the skill that owns it | 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 clear IncomingHit in parallel with the system that reads it. WHY: both mutably touch that component, so the clear must be .chain()ed after the apply.
Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.
No Godot types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No invented genre APIs. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
Do not pick a physics or net crate here. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
The library pin on bevy-master stays 0.20.0. Official pages stay on the unversioned site.
Component, systems, Query, Startup, Update, and .chain().Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.latest branch.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.
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.