Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Bevy card-game router: zones, turn resource, deck order, catalog costs, EndTurn and PlayCard messages. Use for a local hand, board, and seat order. Keywords: Bevy, card game, zone, turn, deck, energy, chain.
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 for a local card zone, hand, and turn order.
Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.| Need | Bevy shape |
|---|---|
| Cards and zones | Entities with Card and InZone |
| Turn and catalog | Resources |
| End turn, draw, play | Messages consumed on one .chain() |
rand. Online play stays on the networking skills.[package]
name = "cards"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
rand = "0.9"
Zones and the active seat are plain data. Ending a turn advances the seat, then draws one card into that seat's hand.
#[derive(Clone, Copy, PartialEq, Eq)]
enum ZoneKind {
Deck,
Hand,
Board,
}
#[derive(Component)]
struct Card {
def: u32,
}
#[derive(Component)]
struct InZone {
owner: u8,
kind: ZoneKind,
order: u16,
}
#[derive(Resource)]
struct Turn {
active: u8,
players: u8,
}
#[derive(Message)]
struct EndTurn;
fn end_turn(mut turns: MessageReader<EndTurn>, mut turn: ResMut<Turn>) {
for _end in turns.read() {
turn.active = (turn.active + 1) % turn.players.max(1);
}
}
fn draw_one(turn: Res<Turn>, mut ends: MessageReader<EndTurn>, mut cards: Query<(Entity, &mut InZone)>) {
if ends.read().next().is_none() {
return;
}
let mut next_order = 0u16;
let mut pick: Option<Entity> = None;
for (entity, zone) in &cards {
if zone.owner != turn.active {
continue;
}
if zone.kind == ZoneKind::Hand {
next_order = next_order.max(zone.order.saturating_add(1));
}
if zone.kind == ZoneKind::Deck && pick.is_none() {
pick = Some(entity);
}
}
if let Some(entity) = pick {
if let Ok((_entity, mut zone)) = cards.get_mut(entity) {
zone.kind = ZoneKind::Hand;
zone.order = next_order;
}
}
}
pub struct CardLoopPlugin;
impl Plugin for CardLoopPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(Turn {
active: 0,
players: 2,
})
.add_message::<EndTurn>()
.add_systems(Update, (end_turn, draw_one).chain());
}
}
Shuffle writes a new deck order from rand::rng. Run it from Startup before the first draw.
use rand::seq::SliceRandom;
#[derive(Component)]
struct InZone {
owner: u8,
order: u16,
}
fn shuffle_deck(mut cards: Query<&mut InZone>) {
let mut order: Vec<u16> = (0..cards.iter().count() as u16).collect();
order.shuffle(&mut rand::rng());
for (mut zone, index) in cards.iter_mut().zip(order) {
zone.order = index;
}
}
Definitions sit in one resource. The entity only stores the id.
#[derive(Clone, Copy, PartialEq, Eq)]
enum ZoneKind {
Hand,
Board,
}
#[derive(Component)]
struct InZone {
kind: ZoneKind,
}
#[derive(Clone, Copy)]
struct CardDef {
id: u32,
cost: u8,
}
#[derive(Resource)]
struct CardCatalog {
rows: Vec<CardDef>,
}
#[derive(Component)]
struct Card {
def: u32,
}
fn cost_of(catalog: &CardCatalog, card: &Card) -> u8 {
catalog
.rows
.iter()
.find(|row| row.id == card.def)
.map(|row| row.cost)
.unwrap_or(0)
}
#[derive(Message)]
struct PlayCard {
card: Entity,
}
fn play_card(
mut plays: MessageReader<PlayCard>,
catalog: Res<CardCatalog>,
mut cards: Query<(&Card, &mut InZone)>,
mut energy: ResMut<Energy>,
) {
for play in plays.read() {
let Ok((card, mut zone)) = cards.get_mut(play.card) else {
continue;
};
if zone.kind != ZoneKind::Hand {
continue;
}
let cost = cost_of(&catalog, card);
if energy.left < cost {
continue;
}
energy.left -= cost;
zone.kind = ZoneKind::Board;
}
}
#[derive(Resource)]
struct Energy {
left: u8,
}
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 in this router. 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.
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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The English summary is being prepared. Showing the original description.
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