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 character stats. Keywords: Bevy, stats, attributes, modifiers, ECS.
The English summary is being prepared. Showing the original description.
See how to installReview the instructions the agent will receive before you install.
Load this when attributes, modifiers, or derived numbers live on an actor. Combat applies them via bevy-combat-system.
Attributes change. An IncomingHit or XpGain is a component removed after it is applied. .chain() so a vitality gain runs before the health sync.[dependencies]
bevy = "0.20"
serde = { version = "1", features = ["derive"] }
ron = "0.10"
Attributes and modifiers live on the actor. Derived attack is a function, not a second source of truth.
#[derive(Component, Clone, Copy)]
struct Attributes {
strength: i32,
vitality: i32,
}
enum ModKind {
Add,
Mul,
}
struct Modifier {
kind: ModKind,
amount: f32,
}
#[derive(Component)]
struct ModifierList(Vec<Modifier>);
fn derived_attack(attrs: &Attributes, mods: &ModifierList) -> f32 {
let mut value = attrs.strength as f32;
let mut scale = 1.0;
for modifier in &mods.0 {
match modifier.kind {
ModKind::Add => value += modifier.amount,
ModKind::Mul => scale *= modifier.amount,
}
}
(value * scale).max(0.0)
}
Health max follows vitality. The system runs only when Attributes changed, so idle frames do not recompute.
#[derive(Component, Clone, Copy)]
struct Attributes {
strength: i32,
vitality: i32,
}
#[derive(Component)]
struct Health {
current: i32,
max: i32,
}
fn sync_health(mut actors: Query<(&Attributes, &mut Health), Changed<Attributes>>) {
for (attrs, mut health) in &mut actors {
health.max = (20 + attrs.vitality * 5).max(1);
health.current = health.current.min(health.max);
}
}
#[derive(Component, Clone, Copy)]
struct IncomingHit(i32);
fn apply_hits(mut commands: Commands, mut actors: Query<(Entity, &mut Health, &IncomingHit)>) {
for (entity, mut health, hit) in &mut actors {
health.current = (health.current - hit.0).max(0);
commands.entity(entity).remove::<IncomingHit>();
}
}
The curve is data. Load it once into a resource. Awarding experience mutates the actor component and reads that table.
use serde::Deserialize;
#[derive(Deserialize, Resource, Clone, Copy)]
struct LevelCurve {
base_xp: u32,
growth: f32,
}
#[derive(Component)]
struct Progression {
level: u32,
xp: u32,
}
fn load_curve() -> LevelCurve {
let text = "(base_xp: 100, growth: 1.15)";
ron::from_str(text).expect("level curve")
}
fn xp_to_advance(curve: &LevelCurve, level: u32) -> u32 {
let scaled = curve.base_xp as f32 * curve.growth.powi(level as i32);
scaled.clamp(1.0, 1_000_000.0) as u32
}
#[derive(Component, Clone, Copy)]
struct Attributes {
strength: i32,
vitality: i32,
}
#[derive(Component)]
struct Health {
current: i32,
max: i32,
}
fn sync_health(mut actors: Query<(&Attributes, &mut Health), Changed<Attributes>>) {
for (attrs, mut health) in &mut actors {
health.max = (20 + attrs.vitality * 5).max(1);
health.current = health.current.min(health.max);
}
}
#[derive(Component, Clone, Copy)]
struct XpGain(u32);
fn grant_xp(
mut commands: Commands,
curve: Res<LevelCurve>,
mut actors: Query<(Entity, &mut Progression, &mut Attributes, &XpGain)>,
) {
for (entity, mut progress, mut attrs, gain) in &mut actors {
progress.xp += gain.0;
let need = xp_to_advance(&curve, progress.level);
if progress.xp >= need {
progress.xp -= need;
progress.level += 1;
attrs.vitality += 1;
}
commands.entity(entity).remove::<XpGain>();
}
}
pub struct StatsPlugin;
impl Plugin for StatsPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(load_curve())
.add_systems(Update, (grant_xp, sync_health).chain());
}
}
| Need | Owner |
|---|---|
| Attributes | Attributes on the actor. |
| Modifier | ModifierList of additive and multiplicative rows. |
| Level | Progression plus a LevelCurve resource loaded from RON. |
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 value that is not a component |
| 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 node, resource, or signal types for this mechanic. 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.
The library pin on bevy-master stays 0.20.0.
latest branch.Component, systems, Query, Startup, Update, and .chain().Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.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.