Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Thin Bevy genre router for Sports. Keywords: Bevy, Sports, genre, 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 match clock, teams, and ball entities you define.
Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.Match clock, score, possession, and formation targets are components and one resource. A rigid-body ball solver stays on the physics skill once one is chosen.
[package]
name = "sports"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
The clock and score are one resource. Period changes after the clock step in the same chain.
#[derive(Clone, Copy, PartialEq, Eq)]
enum Period {
Kickoff,
Playing,
Goal,
FullTime,
}
#[derive(Resource)]
struct Match {
period: Period,
seconds_left: f32,
score_a: u32,
score_b: u32,
}
fn tick_match(time: Res<Time<Fixed>>, mut game: ResMut<Match>) {
if game.period != Period::Playing {
return;
}
game.seconds_left = (game.seconds_left - time.delta_secs()).max(0.0);
if game.seconds_left == 0.0 {
game.period = Period::FullTime;
}
}
fn score_goal(team_a: bool, game: &mut Match) {
if team_a {
game.score_a += 1;
} else {
game.score_b += 1;
}
game.period = Period::Goal;
}
pub struct MatchPlugin;
impl Plugin for MatchPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(Match {
period: Period::Kickoff,
seconds_left: 300.0,
score_a: 0,
score_b: 0,
})
.add_systems(FixedUpdate, tick_match);
}
}
Athletes seek a slot. Only the presser chases the ball; the rest hold formation so the side does not bunch.
#[derive(Component)]
struct Athlete {
speed: f32,
presses: bool,
}
#[derive(Component)]
struct Slot {
offset: Vec3,
}
#[derive(Component)]
struct Ball;
fn hold_formation(
time: Res<Time<Fixed>>,
ball: Query<&Transform, With<Ball>>,
slots: Query<&Slot>,
mut athletes: Query<(&Athlete, &mut Transform), Without<Ball>>,
) {
let Ok(ball_tf) = ball.single() else {
return;
};
let dt = time.delta_secs();
for (athlete, mut transform) in &mut athletes {
let mut target = ball_tf.translation;
if !athlete.presses {
if let Some(slot) = slots.iter().next() {
target += slot.offset;
}
}
let delta = target - transform.translation;
let step = athlete.speed * dt;
if delta.length() > step {
transform.translation += delta.normalize() * step;
} else {
transform.translation = target;
}
}
}
The action key passes when the controlled athlete has the ball, and takes the ball when that athlete is close.
#[derive(Component)]
struct Controlled;
#[derive(Component)]
struct HasBall;
#[derive(Component)]
struct Athlete {
speed: f32,
presses: bool,
}
#[derive(Component)]
struct Ball;
fn contextual_action(
keys: Res<ButtonInput<KeyCode>>,
ball: Query<&Transform, With<Ball>>,
mut athletes: Query<(Entity, &Transform, Has<HasBall>, Has<Controlled>), With<Athlete>>,
mut commands: Commands,
) {
if !keys.just_pressed(KeyCode::KeyJ) {
return;
}
let Ok(ball_tf) = ball.single() else {
return;
};
for (entity, transform, has_ball, controlled) in &mut athletes {
if !controlled {
continue;
}
if has_ball {
commands.entity(entity).remove::<HasBall>();
} else if transform.translation.distance(ball_tf.translation) < 1.5 {
commands.entity(entity).insert(HasBall);
}
}
}
Kickoff places two athletes, one slot, and the ball.
#[derive(Component)]
struct Athlete {
speed: f32,
presses: bool,
}
#[derive(Component)]
struct Controlled;
#[derive(Component)]
struct Slot {
offset: Vec3,
}
#[derive(Component)]
struct Ball;
fn spawn_kickoff(mut commands: Commands) {
commands.spawn((
Athlete {
speed: 6.0,
presses: true,
},
Controlled,
Transform::from_xyz(-2.0, 0.0, 0.0),
));
commands.spawn((
Athlete {
speed: 5.0,
presses: false,
},
Transform::from_xyz(-8.0, 0.0, 2.0),
));
commands.spawn((
Slot {
offset: Vec3::new(-6.0, 0.0, 4.0),
},
Transform::default(),
));
commands.spawn((Ball, Transform::from_xyz(0.0, 0.4, 0.0)));
}
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 the documented set | Check the official docs first | 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 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 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.