Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Route a Bevy 0.20 RTS. Use when selection and move orders are components, a control group is one resource, and marching runs after the order write in one chain. Keywords: Bevy, RTS, Selected, MoveOrder, ControlGroup, chain, genre.
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 selection, orders, and groups.
Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.Selection, move orders, and control groups are components and one resource. Pathfinding stays on bevy-ai-navigation.
[package]
name = "rts"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
Selected marks the current group. A move order is a target point. March runs after the order is written.
#[derive(Component)]
struct Selected;
#[derive(Component)]
struct MoveOrder {
target: Vec3,
}
fn issue_move(keys: Res<ButtonInput<KeyCode>>, mut units: Query<&mut MoveOrder, With<Selected>>) {
if !keys.just_pressed(KeyCode::KeyM) {
return;
}
for mut order in &mut units {
order.target = Vec3::new(12.0, 0.0, 6.0);
}
}
fn march(time: Res<Time<Fixed>>, mut units: Query<(&MoveOrder, &mut Transform)>) {
let dt = time.delta_secs();
for (order, mut transform) in &mut units {
let delta = order.target - transform.translation;
let step = 6.0 * dt;
if delta.length() <= step {
transform.translation = order.target;
} else {
transform.translation += delta.normalize_or_zero() * step;
}
}
}
pub struct OrderPlugin;
impl Plugin for OrderPlugin {
fn build(&self, app: &mut App) {
app.add_systems(FixedUpdate, (issue_move, march).chain());
}
}
Number keys store the selected entities on a resource. Pressing the key again clears Selected and restores the group.
#[derive(Resource, Default)]
struct ControlGroup {
members: Vec<Entity>,
}
#[derive(Component)]
struct Selected;
fn bind_group(
keys: Res<ButtonInput<KeyCode>>,
selected: Query<Entity, With<Selected>>,
mut group: ResMut<ControlGroup>,
mut commands: Commands,
) {
if keys.just_pressed(KeyCode::Digit1) && keys.pressed(KeyCode::ControlLeft) {
group.members.clear();
for entity in &selected {
group.members.push(entity);
}
return;
}
if keys.just_pressed(KeyCode::Digit1) {
for entity in &selected {
commands.entity(entity).remove::<Selected>();
}
for entity in group.members.clone() {
commands.entity(entity).insert(Selected);
}
}
}
Click-select uses a pointer resource filled by another system. Units inside the radius gain Selected.
#[derive(Resource)]
struct PointerWorld(Vec3);
#[derive(Component)]
struct Selectable;
#[derive(Component)]
struct Selected;
fn click_select(
buttons: Res<ButtonInput<MouseButton>>,
pointer: Res<PointerWorld>,
mut commands: Commands,
units: Query<(Entity, &Transform), With<Selectable>>,
selected: Query<Entity, With<Selected>>,
) {
if !buttons.just_pressed(MouseButton::Left) {
return;
}
for entity in &selected {
commands.entity(entity).remove::<Selected>();
}
for (entity, transform) in &units {
if transform.translation.distance(pointer.0) < 1.5 {
commands.entity(entity).insert(Selected);
}
}
}
fn spawn_units(mut commands: Commands) {
commands.insert_resource(PointerWorld(Vec3::ZERO));
for index in 0..4 {
commands.spawn((
Selectable,
MoveOrder {
target: Vec3::new(index as f32 * 2.0, 0.0, 0.0),
},
Transform::from_xyz(index as f32 * 2.0, 0.0, 0.0),
));
}
}
#[derive(Component)]
struct MoveOrder {
target: Vec3,
}
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 |
| 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 |
| Group orders | Selected plus MoveOrder on each unit, marched in one system | A formation type invented as an engine singleton |
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 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 links stay on the unversioned learn pages.
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.
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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.