Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
The English summary is being prepared. Showing the original description.
Expert architectural standards for scalable Godot Apps, Tools, EditorPlugins, and Control-heavy UIs using Composition (Has-A Orchestrator + components). Use when building dashboards, tool windows, forms, settings panels, or EditorPlugin UIs. Do NOT use for gameplay entities (Player/Enemy/Weapon/Hitbox) — route those to godot-composition. Trigger keywords: Control, EditorPlugin, tool UI, Orchestrator, VLS, rock test, AuthComponent, ThemeManager, Saveable component, dependency injection.
The English summary is being prepared. Showing the original description.
See how to installReview the instructions the agent will receive before you install.
| Root node / task | Route |
|---|---|
| Control, EditorPlugin, tool window, settings dock, form UI | Stay here — Orchestrator + components |
| Player, Enemy, Weapon, Hitbox, gameplay CharacterBody | godot-composition — not this skill |
App-only gate: If the node is a gameplay actor (Player/Enemy/Weapon/Hitbox), use godot-composition. This skill owns Control / EditorPlugin / tool composition.
Before writing a script, ask: "If I attached this script to a literal rock, would it still function?"
AuthComponent on a rock allows the rock to log in. (Context Agnostic)LoginForm script on a rock tries to grab text fields the rock doesn't have. (Coupled)MANDATORY: Validate new components with comp_rock_test_boilerplate.gd.
Treat the Root Node as an empty Backpack.
SubmitButton extends AnimatedButton extends BaseButton.AnimationComponent and HAS-A NetworkRequestComponent.| Direction | Source → Target | Method | Reason |
|---|---|---|---|
| Downward | Orchestrator → Component | Function Call | Manager owns the workers. |
| Upward | Component → Orchestrator | Signals | Workers are blind. |
| Sideways | Component A ↔ Component B | FORBIDDEN | Siblings never talk directly. |
Sideways Fix: Component A signals the Orchestrator; Orchestrator calls Component B.
MANDATORY: Read the matching script before implementing the pattern. Do not reinvent Orchestrator wiring inline.
MANDATORY first read — Attach-candidate-to-literal-rock harness that fails hard-coupled components early.
MANDATORY when creating any App/UI root — Signal-up / call-down wiring skeleton (0% business math).
MANDATORY for VLS — Logic emits state_changed; visuals/animations react without logic knowing AnimationPlayer/Theme.
Shared component lifecycle + dependency validation for app workers.
Typed export / registry injection so Orchestrators avoid brittle $ paths.
Context-agnostic clipboard worker — pairs with orchestrator toast pattern (see references).
Resource-backed config for tool settings and form defaults.
MANDATORY for saveable UI/tool state — Registers Saveable group + get_save_data() without putting I/O in visuals.
Ordered multi-step tool workflows (wizard pages, export pipelines) as child steps.
Only when an app/tool simulates entities; prefer godot-composition for real games.
Root script (LoginScreen.gd, UserProfile.gd, EditorPlugin dock root) is an Orchestrator:
MANDATORY: Extend patterns from comp_orchestrator_base.gd.
| Concept | App/UI Example |
|---|---|
| Orchestrator | UserProfile.gd / Editor dock root |
| Logic component | AuthValidator |
| VLS | AuthVisualSyncer via comp_logic_visual_syncer.gd |
| Theme ownership | Separate theme component — never mutated inside form logic |
| Focus ownership | Orchestrator grants/releases Control focus; components never steal siblings' focus |
class_name on components; no untyped core architecture.@export var auth: AuthComponent (Inspector / %UniqueNames). NEVER get_node("Path/To/Child") for components.@export or function args.@export / %._on_signal delegators.Do not put save I/O or Theme mutation inside form Controls. Route through components:
add_to_group("Saveable") + get_save_data().grab_focus() after validation failures so logic stays Control-agnostic.# settings_dock_orchestrator.gd (pattern — wire via @export, not $)
extends Control
@export var persistence: CompPersistenceComponent
@export var theme_mgr: Node # theme_manager.gd API
@export var form_logic: Node
func _ready() -> void:
form_logic.settings_valid.connect(_on_settings_valid)
form_logic.settings_invalid.connect(_on_settings_invalid)
func _on_settings_valid(payload: Dictionary) -> void:
theme_mgr.apply_user_theme(payload.get("theme_id"))
# Save systems collect via Saveable group — persistence component stays dumb
func _on_settings_invalid(field: StringName) -> void:
# Orchestrator owns focus; logic never touches sibling LineEdits
var target := get_node_or_null("%" + String(field))
if target is Control:
target.grab_focus()
Prefer Engine.register_singleton() for lightweight non-Node services (Auth, Config) instead of dozens of Autoload Nodes [6].
MANDATORY comp_logic_visual_syncer.gd — logic never calls AnimationPlayer.play().
Orchestrator Dictionary registry for dashboard modules — still no sideways calls; registry is Orchestrator-private lookup.
MANDATORY for clipboard/share orchestrator examples and service-locator depth: app-orchestrator-examples.md. Do NOT Load when comp_orchestrator_base.gd covers your screen.
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
has_method) that let composition work without deep inheritance trees.@export dependency injection that replaces brittle get_node paths in the Inspector.%UniqueName for Orchestrator-local Control/Button wiring without string path fragility..tres configs so values stay outside logic components.class_name fluency required before dependency injection and rock-testable components..tres configs that feed data-driven components.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.