Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Bevy genre router for tower defense. Use when placing towers, marching creeps along waypoints, and spending gold on a fixed timestep. Keywords: Bevy, tower defense, creep, waypoint, gold, 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 for towers, creeps, and waves on a path.
Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.| Godot idea | Bevy idiom |
|---|---|
| Genre scene tree | Entities plus the domain skills linked below |
| Autoload director | A resource, not a singleton node |
| Signal bus for the loop | bevy-events-messaging |
Towers, creeps, waypoints, and gold are plain components and one resource. A navigation mesh belongs on bevy-navigation.
[package]
name = "tower-defense"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
Creeps walk a waypoint list. Towers that are off cooldown and in range spend a shot and damage the nearest creep. Gold is one resource.
#[derive(Component)]
struct Tower {
range: f32,
cooldown: f32,
damage: i32,
}
#[derive(Component)]
struct Creep {
hp: i32,
waypoint: usize,
speed: f32,
}
#[derive(Resource)]
struct Path {
points: Vec<Vec3>,
}
#[derive(Resource)]
struct Gold(i32);
fn march_creeps(
time: Res<Time<Fixed>>,
path: Res<Path>,
mut creeps: Query<(Entity, &mut Transform, &mut Creep)>,
mut commands: Commands,
) {
let dt = time.delta_secs();
for (entity, mut transform, mut creep) in &mut creeps {
let Some(goal) = path.points.get(creep.waypoint) else {
commands.entity(entity).despawn();
continue;
};
let delta = *goal - transform.translation;
let step = creep.speed * dt;
if delta.length() <= step {
transform.translation = *goal;
creep.waypoint += 1;
} else {
transform.translation += delta.normalize() * step;
}
}
}
fn towers_fire(
time: Res<Time<Fixed>>,
mut towers: Query<(&Transform, &mut Tower)>,
mut creeps: Query<(&Transform, &mut Creep)>,
) {
let dt = time.delta_secs();
for (tower_tf, mut tower) in &mut towers {
tower.cooldown = (tower.cooldown - dt).max(0.0);
if tower.cooldown > 0.0 {
continue;
}
let mut best: Option<(f32, Mut<Creep>)> = None;
for (creep_tf, creep) in &mut creeps {
let dist = tower_tf.translation.distance(creep_tf.translation);
if dist > tower.range {
continue;
}
let closer = match &best {
Some((best_dist, _)) => dist < *best_dist,
None => true,
};
if closer {
best = Some((dist, creep));
}
}
if let Some((_, mut creep)) = best {
creep.hp -= tower.damage;
tower.cooldown = 0.6;
}
}
}
Startup inserts the path and gold, then spawns one tower and one creep. The two systems share Creep, so they run in one chain.
#[derive(Component)]
struct Tower {
range: f32,
cooldown: f32,
damage: i32,
}
#[derive(Component)]
struct Creep {
hp: i32,
waypoint: usize,
speed: f32,
}
#[derive(Resource)]
struct Path {
points: Vec<Vec3>,
}
#[derive(Resource)]
struct Gold(i32);
fn setup(mut commands: Commands) {
commands.insert_resource(Path {
points: vec![
Vec3::new(0.0, 0.0, 0.0),
Vec3::new(8.0, 0.0, 0.0),
Vec3::new(8.0, 0.0, 8.0),
],
});
commands.insert_resource(Gold(100));
commands.spawn((
Tower {
range: 5.0,
cooldown: 0.0,
damage: 10,
},
Transform::from_xyz(4.0, 0.0, 2.0),
));
commands.spawn((
Creep {
hp: 30,
waypoint: 0,
speed: 2.5,
},
Transform::from_xyz(0.0, 0.0, 0.0),
));
}
fn march_creeps(
time: Res<Time<Fixed>>,
path: Res<Path>,
mut creeps: Query<(Entity, &mut Transform, &mut Creep)>,
mut commands: Commands,
) {
let dt = time.delta_secs();
for (entity, mut transform, mut creep) in &mut creeps {
let Some(goal) = path.points.get(creep.waypoint) else {
commands.entity(entity).despawn();
continue;
};
let delta = *goal - transform.translation;
let step = creep.speed * dt;
if delta.length() <= step {
transform.translation = *goal;
creep.waypoint += 1;
} else {
transform.translation += delta.normalize() * step;
}
}
}
fn towers_fire(
time: Res<Time<Fixed>>,
mut towers: Query<(&Transform, &mut Tower)>,
mut creeps: Query<(Entity, &Transform, &mut Creep)>,
) {
let dt = time.delta_secs();
for (tower_tf, mut tower) in &mut towers {
tower.cooldown = (tower.cooldown - dt).max(0.0);
if tower.cooldown > 0.0 {
continue;
}
let mut best_dist = f32::MAX;
let mut best_entity = None;
for (entity, creep_tf, _) in creeps.iter() {
let dist = tower_tf.translation.distance(creep_tf.translation);
if dist <= tower.range && dist < best_dist {
best_dist = dist;
best_entity = Some(entity);
}
}
let Some(entity) = best_entity else {
continue;
};
let Ok((_, _, mut creep)) = creeps.get_mut(entity) else {
continue;
};
creep.hp -= tower.damage;
tower.cooldown = 0.6;
}
}
pub struct TowerDefensePlugin;
impl Plugin for TowerDefensePlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, setup)
.add_systems(FixedUpdate, (march_creeps, towers_fire).chain());
}
}
Selling a tower pays gold and despawns it. One system owns both writes.
#[derive(Component)]
struct Tower {
range: f32,
cooldown: f32,
damage: i32,
}
#[derive(Resource)]
struct Gold(i32);
fn sell(
keys: Res<ButtonInput<KeyCode>>,
mut gold: ResMut<Gold>,
towers: Query<Entity, With<Tower>>,
mut commands: Commands,
) {
if !keys.just_pressed(KeyCode::KeyX) {
return;
}
let Some(entity) = towers.iter().next() else {
return;
};
gold.0 += 40;
commands.entity(entity).despawn();
}
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.
bevy crate - API reference and Cargo feature list.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.
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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.