Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Route a Bevy 0.20 platformer: coyote time and jump buffer on Mover, gravity on FixedUpdate, one-way ledges, follow camera. Keywords: Bevy, platformer, coyote, Mover, FixedUpdate, Camera2d, ECS.
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 a platformer to movement, camera, and tiles.
Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.[dependencies]
bevy = "0.20"
Coyote time and the jump buffer live on the mover. Gravity and the jump write velocity in one system so they cannot race.
#[derive(Component)]
struct Mover {
velocity: Vec2,
grounded: bool,
coyote: f32,
jump_buffer: f32,
}
fn arm_jump(keys: Res<ButtonInput<KeyCode>>, mut movers: Query<&mut Mover>) {
if !keys.just_pressed(KeyCode::Space) {
return;
}
for mut mover in &mut movers {
mover.jump_buffer = 0.15;
}
}
fn feel(mut movers: Query<&mut Mover>, time: Res<Time<Fixed>>) {
let dt = time.delta_secs();
for mut mover in &mut movers {
if mover.grounded {
mover.coyote = 0.12;
} else {
mover.coyote = (mover.coyote - dt).max(0.0);
}
mover.jump_buffer = (mover.jump_buffer - dt).max(0.0);
if mover.jump_buffer > 0.0 && mover.coyote > 0.0 {
mover.velocity.y = 420.0;
mover.coyote = 0.0;
mover.jump_buffer = 0.0;
mover.grounded = false;
}
if !mover.grounded {
let gravity = if mover.velocity.y < 0.0 { 2200.0 } else { 1400.0 };
mover.velocity.y -= gravity * dt;
}
}
}
fn install_feel(app: &mut App) {
app.add_systems(Update, arm_jump)
.add_systems(FixedUpdate, feel);
}
arm_jump and feel both write Mover, and they sit on different schedules. If that borrow conflicts, move arm_jump onto FixedUpdate and .chain() it before feel.
Integration reads Mover and writes Transform. Chain it after feel.
#[derive(Component)]
struct Mover {
velocity: Vec2,
}
fn integrate(mut bodies: Query<(&Mover, &mut Transform)>, time: Res<Time<Fixed>>) {
let dt = time.delta_secs();
for (mover, mut tf) in &mut bodies {
tf.translation.x += mover.velocity.x * dt;
tf.translation.y += mover.velocity.y * dt;
}
}
A one-way ledge is a component with a top height. The mover only snaps when it is falling.
#[derive(Component)]
struct OneWay {
half_width: f32,
top: f32,
}
#[derive(Component)]
struct Mover {
velocity: Vec2,
grounded: bool,
}
fn land(
mut bodies: Query<(&mut Mover, &Transform)>,
platforms: Query<(&OneWay, &Transform)>,
) {
for (mut mover, body_tf) in &mut bodies {
if mover.velocity.y > 0.0 {
continue;
}
let feet = body_tf.translation.truncate();
for (plat, plat_tf) in &platforms {
let top = plat_tf.translation.y + plat.top;
let dx = (feet.x - plat_tf.translation.x).abs();
if dx <= plat.half_width && (feet.y - top).abs() < 6.0 {
mover.grounded = true;
mover.velocity.y = 0.0;
}
}
}
}
The camera copies the player translation and keeps its own z.
#[derive(Component)]
struct Player;
fn follow(
player: Query<&Transform, With<Player>>,
mut cameras: Query<&mut Transform, (With<Camera2d>, Without<Player>)>,
) {
let Ok(player_tf) = player.single() else {
return;
};
let Ok(mut cam) = cameras.single_mut() else {
return;
};
cam.translation.x = player_tf.translation.x;
cam.translation.y = player_tf.translation.y;
}
land and feel both write Mover. Chain them on FixedUpdate when both are installed.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 field stored off the 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 |
| An API outside the documented set | Use the examples in this skill | 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 apply gravity on Update while coyote and the jump buffer tick on FixedUpdate. WHY: frame time then changes jump height.
Do not write Mover from arm_jump and feel on two schedules. WHY: those systems alias the same component; put both on FixedUpdate and .chain() arm_jump before feel.
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 latest branch.
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.
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.