Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Bevy 0.20 party router: local seats, shared scores, and minigame swaps as ECS data. Use when routing a local party game. Keywords: Bevy, Party, minigame, score, 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 for local minigame swaps and shared scores.
Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.Local seats, the shared board, and the current minigame are plain data. Mode machines, devices, and timed rounds stay in the skills linked above.
| Call | Owner here | Leave to the linked skill |
|---|---|---|
| One seat earns the round | PartyBoard.award_pending, then clear it | Input devices in bevy-input-handling |
| Hub opens a race | CurrentMinigame on a just-pressed key | The state machine in bevy-state-machines |
| Score mode ends | bump round and the active seat, then return to hub | The timer in bevy-game-loop-time-trial |
[dependencies]
bevy = "0.20"
#[derive(Component)]
struct LocalSeat {
index: u8,
score: i32,
}
#[derive(Resource)]
struct PartyBoard {
active: u8,
round: u32,
award_pending: bool,
}
fn award(mut board: ResMut<PartyBoard>, mut seats: Query<&mut LocalSeat>) {
if !board.award_pending {
return;
}
board.award_pending = false;
for mut seat in &mut seats {
if seat.index == board.active {
seat.score += 1;
}
}
}
pub struct ScorePlugin;
impl Plugin for ScorePlugin {
fn build(&self, app: &mut App) {
app.insert_resource(PartyBoard {
active: 0,
round: 1,
award_pending: true,
})
.add_systems(Update, award);
}
}
#[derive(Resource)]
struct PartyBoard {
active: u8,
round: u32,
award_pending: bool,
}
#[derive(Clone, Copy, PartialEq, Eq)]
enum Minigame {
Hub,
Race,
Score,
}
#[derive(Resource)]
struct CurrentMinigame(Minigame);
fn open_race(keys: Res<ButtonInput<KeyCode>>, mut current: ResMut<CurrentMinigame>) {
if keys.just_pressed(KeyCode::Digit1) && current.0 == Minigame::Hub {
current.0 = Minigame::Race;
}
}
fn advance_round(
keys: Res<ButtonInput<KeyCode>>,
mut current: ResMut<CurrentMinigame>,
mut board: ResMut<PartyBoard>,
) {
if keys.just_pressed(KeyCode::Digit2) && current.0 == Minigame::Score {
board.round += 1;
board.active = board.active.wrapping_add(1) % 4;
board.award_pending = true;
current.0 = Minigame::Hub;
}
}
pub struct MinigamePlugin;
impl Plugin for MinigamePlugin {
fn build(&self, app: &mut App) {
app.insert_resource(CurrentMinigame(Minigame::Hub))
.add_systems(Update, (open_race, advance_round).chain());
}
}
#[derive(Component)]
struct LocalSeat {
index: u8,
score: i32,
}
fn join_seat(keys: Res<ButtonInput<KeyCode>>, mut commands: Commands, seats: Query<&LocalSeat>) {
if keys.just_pressed(KeyCode::KeyJ) {
let index = seats.iter().count() as u8;
if index < 4 {
commands.spawn(LocalSeat { index, score: 0 });
}
}
}
pub struct JoinPlugin;
impl Plugin for JoinPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, join_seat);
}
}
fn main() {
App::new()
.add_plugins(MinimalPlugins)
.add_plugins(JoinPlugin)
.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 | One mutable blob shared by every 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 |
| Behavior a linked domain skill already owns | Keep this router to components and resources | A second implementation in this file |
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 add to a seat score every frame. WHY: the board flag awards once, then clears, so the active seat does not climb for free.
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.
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.
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.