Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
The English summary is being prepared. Showing the original description.
Bevy ECS skill for particle effects. Use when spawning a one-shot burst or a trail of sprite motes with life and velocity. Keywords: Bevy, particles, burst, trail, Sprite, 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.
Load this before adding a burst, trail, or GPU particle effect. Particle effects are yours to build in ECS. Do not invent a particle plugin.
Particle) and each emitter (Emitter). A Sprite is the visible quad.FixedUpdate, chained so a mote spawned this step is integrated next step.| Godot idea | Bevy idiom |
|---|---|
| CPU particles | Entities with Particle, Sprite, and Transform |
| GPU particles | The same entities, drawn by the sprite pipeline |
| One-shot burst | Spawn a fixed count, then despawn when life hits zero |
Bevy ships no particle module. A burst is a spawn loop over Sprite entities. A trail is an emitter component that spends a rate accumulator.
[package]
name = "particles"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
rand = "0.9"
A one-shot burst scatters sprites. Each mote stores velocity and remaining life.
use rand::Rng;
#[derive(Component)]
struct Particle {
velocity: Vec2,
life: f32,
}
fn burst(mut commands: Commands) {
let mut rng = rand::rng();
for _ in 0..24 {
let angle = rng.random_range(0.0..std::f32::consts::TAU);
let speed = rng.random_range(1.0..4.0);
commands.spawn((
Particle {
velocity: Vec2::new(angle.cos(), angle.sin()) * speed,
life: rng.random_range(0.3..0.8),
},
Sprite {
color: Color::srgba(1.0, 0.45, 0.1, 1.0),
custom_size: Some(Vec2::splat(6.0)),
..default()
},
Transform::from_xyz(0.0, 0.0, 0.0),
));
}
}
Integration writes Transform and despawns when life expires. Gravity is a constant acceleration on Y.
#[derive(Component)]
struct Particle {
velocity: Vec2,
life: f32,
}
fn simulate(
time: Res<Time<Fixed>>,
mut commands: Commands,
mut motes: Query<(Entity, &mut Transform, &mut Particle, &mut Sprite)>,
) {
let dt = time.delta_secs();
for (entity, mut transform, mut particle, mut sprite) in &mut motes {
particle.life -= dt;
if particle.life <= 0.0 {
commands.entity(entity).despawn();
continue;
}
particle.velocity.y -= 6.0 * dt;
transform.translation.x += particle.velocity.x * dt;
transform.translation.y += particle.velocity.y * dt;
sprite.color.set_alpha(particle.life.clamp(0.0, 1.0));
}
}
An emitter on a moving entity spends accumulator and spawns motes at its translation. That is a trail.
use rand::Rng;
#[derive(Component)]
struct Emitter {
rate: f32,
accumulator: f32,
}
#[derive(Component)]
struct Particle {
velocity: Vec2,
life: f32,
}
fn emit(
time: Res<Time<Fixed>>,
mut commands: Commands,
mut emitters: Query<(&Transform, &mut Emitter)>,
) {
let dt = time.delta_secs();
let mut rng = rand::rng();
for (transform, mut emitter) in &mut emitters {
emitter.accumulator += emitter.rate * dt;
while emitter.accumulator >= 1.0 {
emitter.accumulator -= 1.0;
commands.spawn((
Particle {
velocity: Vec2::new(rng.random_range(-0.4..0.4), rng.random_range(0.2..1.0)),
life: 0.6,
},
Sprite {
color: Color::srgba(0.7, 0.7, 0.7, 0.8),
custom_size: Some(Vec2::splat(4.0)),
..default()
},
Transform::from_translation(transform.translation),
));
}
}
}
fn simulate(
time: Res<Time<Fixed>>,
mut commands: Commands,
mut motes: Query<(Entity, &mut Transform, &mut Particle, &mut Sprite)>,
) {
let dt = time.delta_secs();
for (entity, mut transform, mut particle, mut sprite) in &mut motes {
particle.life -= dt;
if particle.life <= 0.0 {
commands.entity(entity).despawn();
continue;
}
particle.velocity.y -= 6.0 * dt;
transform.translation.x += particle.velocity.x * dt;
transform.translation.y += particle.velocity.y * dt;
sprite.color.set_alpha(particle.life.clamp(0.0, 1.0));
}
}
pub struct ParticlePlugin;
impl Plugin for ParticlePlugin {
fn build(&self, app: &mut App) {
app.add_systems(FixedUpdate, (emit, simulate).chain());
}
}
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 particle node types. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No named particle crate as the chosen solution. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No Godot types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No invented APIs or unnamed third-party crates as the chosen solver. 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.
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.