Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Lays out Bevy HUD and menu nodes with Flexbox, CSS Grid, Button, and ImageNode. Use when spawning Node trees; text and theming stay on their own skills. Keywords: Bevy, UI, Node, Flexbox, GridTrack, Button, Pressed, ImageNode.
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See how to installReview the instructions the agent will receive before you install.
Load this when laying out HUD or menu nodes. Text content stays on bevy-ui-text. Colors and widget styling stay on bevy-ui-theming.
Node entities. Children are child entities. Flexbox and CSS Grid are fields on Node.ui_widgets::Button plus the Pressed marker for the held state. ImageNode for a texture. Text content stays on bevy-ui-text.Pressed and ComputedNode. They do not run a second layout pass.A column fills the window. The button is a child with a fixed size. BackgroundColor is the fill. BorderRadius rounds the control.
use bevy::ui_widgets::Button;
fn spawn_menu(mut commands: Commands) {
let root = commands
.spawn(Node {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
flex_direction: FlexDirection::Column,
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
row_gap: Val::Px(12.0),
..default()
})
.id();
commands.spawn((
Button,
Node {
width: Val::Px(180.0),
height: Val::Px(48.0),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
border_radius: BorderRadius::all(CornerRadius::circular(Val::Px(6.0))),
..default()
},
BackgroundColor(Color::srgb(0.15, 0.15, 0.15)),
ChildOf(root),
));
}
pub struct MenuPlugin;
impl Plugin for MenuPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, spawn_menu);
}
}
One system writes BackgroundColor from the Pressed marker. That marker is the only signal this system reads, so it is the only writer of the button fill.
use bevy::ui::Pressed;
use bevy::ui_widgets::Button;
fn paint_buttons(mut buttons: Query<(&mut BackgroundColor, Has<Pressed>), With<Button>>) {
for (mut color, pressed) in &mut buttons {
*color = if pressed {
BackgroundColor(Color::srgb(0.35, 0.75, 0.35))
} else {
BackgroundColor(Color::srgb(0.15, 0.15, 0.15))
};
}
}
A grid names its tracks on the parent. Each child sets grid_row and grid_column.
fn spawn_grid(mut commands: Commands) {
let root = commands
.spawn(Node {
display: Display::Grid,
width: Val::Percent(100.0),
height: Val::Px(200.0),
grid_template_columns: vec![GridTrack::flex(1.0), GridTrack::px(120.0)],
grid_template_rows: vec![GridTrack::auto()],
column_gap: Val::Px(8.0),
..default()
})
.id();
commands.spawn((
Node {
grid_column: GridPlacement::start(1),
grid_row: GridPlacement::start(1),
..default()
},
BackgroundColor(Color::srgb(0.2, 0.2, 0.4)),
ChildOf(root),
));
}
An image is ImageNode plus a sized Node. The handle comes from AssetServer.
fn spawn_icon(mut commands: Commands, assets: Res<AssetServer>) {
let image = assets.load("icons/sword.png");
commands.spawn((
ImageNode::new(image),
Node {
width: Val::Px(64.0),
height: Val::Px(64.0),
..default()
},
));
}
| Need | Bevy idiom |
|---|---|
| Column or row | A Node entity. Children are child entities via ChildOf |
| Button | ui_widgets::Button plus the Pressed marker |
| Image | ImageNode sized by Node |
| Grid | Display::Grid, GridTrack, GridPlacement |
flex_direction, justify_content, align_items, row_gap. Grid fields: display, grid_template_columns, grid_template_rows, grid_column, grid_row.bevy_feathers is a styled widget collection for editors. Game HUDs use Node, Button, and ImageNode.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 free-floating struct outside the World |
| 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 control-tree anchors or container nodes. WHY: layout is Node fields, ChildOf, and ComputedNode.
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.
latest branch.Component, systems, Query, Startup, Update, and .chain().Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.Node, Flexbox, grid, buttons, and images.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.
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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.