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 desktop windows. Use when setting the primary window size, present mode, fullscreen, or close behavior. Keywords: Bevy, window, desktop, WindowPlugin, PrimaryWindow, WindowMode.
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 when configuring the desktop window, mode, or close behavior. Web and mobile constraints stay on their skills.
bevy::window is a platform-agnostic window interface. WindowPlugin is part of DefaultPlugins.Window is the defining component for window entities. PrimaryWindow marks the primary window.WindowMode, PresentMode, WindowResolution, WindowPosition are enums or structs on that page.bevy_winit is the winit window and input backend. x11 and wayland are features.exit_on_primary_closed and exit_on_all_closed are named functions. WindowCloseRequested is the event.| Godot idea | Bevy idiom |
|---|---|
| Window size | WindowResolution on the primary Window |
| Fullscreen | WindowMode::BorderlessFullscreen |
| Quit on close | ExitCondition::OnPrimaryClosed on WindowPlugin |
x11 and wayland are bevy features. The primary window is configured on WindowPlugin before the app runs. Runtime mode changes write the Window component marked PrimaryWindow.
[package]
name = "desktop"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
The primary window is 1280 by 720, vsync, and closes the app when that window closes.
use bevy::window::ExitCondition;
use bevy::window::PresentMode;
use bevy::window::WindowMode;
use bevy::window::WindowResolution;
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "Desktop".into(),
resolution: WindowResolution::new(1280, 720),
present_mode: PresentMode::AutoVsync,
mode: WindowMode::Windowed,
..default()
}),
exit_condition: ExitCondition::OnPrimaryClosed,
close_when_requested: true,
..default()
}))
.run();
}
F11 flips the primary window between windowed and borderless fullscreen on the current monitor.
use bevy::window::MonitorSelection;
use bevy::window::PrimaryWindow;
use bevy::window::WindowMode;
fn toggle_fullscreen(
keys: Res<ButtonInput<KeyCode>>,
mut windows: Query<&mut Window, With<PrimaryWindow>>,
) {
if !keys.just_pressed(KeyCode::F11) {
return;
}
let Ok(mut window) = windows.single_mut() else {
return;
};
window.mode = if window.mode == WindowMode::Windowed {
WindowMode::BorderlessFullscreen(MonitorSelection::Current)
} else {
WindowMode::Windowed
};
}
A second system reads the live resolution. It does not write Window, so it can run beside the toggle without .chain().
use bevy::window::PrimaryWindow;
fn log_resolution(windows: Query<&Window, With<PrimaryWindow>>) {
let Ok(window) = windows.single() else {
return;
};
let width = window.resolution.width();
let height = window.resolution.height();
let _ = (width, height);
}
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 DisplayServer or window project-setting names. 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.bevy::window - Window, WindowPlugin, PrimaryWindow, WindowMode.No reviews yet. Tell others what you thought.
No login needed. Share how it worked for you, ask a question, or note where it did not run.
No comments yet. Be the first to write one.
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.