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 blueprint for puzzle games including undo systems (Command pattern for state reversal), grid-based logic (Sokoban-style mechanics), non-verbal tutorials (teach through level design), win condition checking, state management, and visual feedback (instant confirmation of valid moves). Use for logic puzzles, physics puzzles, or match-3 games. Trigger keywords: puzzle_game, undo_system, command_pattern, grid_logic, non_verbal_tutorial, state_management.
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.
Vector2) for grid coordinates; strictly use Vector2i to prevent precision drift._process() for grid-state or win-condition validation; strictly trigger checks only when a piece moves.SceneTree structure as the source of truth; strictly maintain grid data in a separate script/dictionary._process(); strictly cache results or use threaded workers for solve-checks.AStarGrid2D.diagonal_mode correctly.is_equal_approx() for spatial constraints.load() for resetting large rooms dynamically; strictly use ResourceLoader.load_threaded_request().MANDATORY reads before implementing the matching system:
- puzzle_undo_manager.gd — sole undo authority (
UndoRedo)- grid_manager.gd — Vector2i grid as truth
- puzzle_state_validator.gd — soft-lock / win checks on commit
UndoRedo wrapper for move do/undo (golden path).AStarGrid2D hints (diagonal_mode).Do NOT load command_undo_redo.gd — legacy hand-rolled Command stack superseded by
UndoRedo.
| Puzzle type | MANDATORY reads |
|---|---|
| Sokoban / push grid | grid_manager.gd, grid_tween_mover.gd, puzzle_undo_manager.gd, puzzle_state_validator.gd |
| Match-3 | match_three_logic.gd, grid_tween_mover.gd, puzzle_undo_manager.gd |
| Physics / spatial | Snap on settle → then same undo/validator path; do not treat rigid bodies as truth |
| Hints / solvers | puzzle_pathfinder.gd (AStarGrid2D.diagonal_mode) |
| Need | Action |
|---|---|
| Player undo/redo | Only puzzle_undo_manager.gd |
| Level editor history | Still UndoRedo — wrap editor actions the same way |
| Phase | Skills | Purpose |
|---|---|---|
| 1. Data | dictionaries, resources | Grid truth, level .tres |
| 2. Input | godot-input-handling | Snapped moves |
| 3. Motion | godot-tweening | Piece Tweens |
| 4. AI/hints | godot-navigation-pathfinding | A* hints |
| 5. Persist | godot-save-load-systems | Level / progress |
| Pitfall | Solution |
|---|---|
| Dual undo APIs | Delete Command-stack path; use UndoRedo manager only |
Win check in _process | Validate on move commit via state validator |
| Float grid coords | Vector2i only |
MANDATORY for depth beyond decision trees and script catalog: puzzle-elite-implementations.md. Do NOT Load on first-pass wiring — use bundled
scripts/first.
Essential for puzzle games. Never punish testing.
## Godot-Specific Tips
* **Tweens**: Use `create_tween()` for all grid movements. It feels much better than instant snapping.
* **Custom Resources**: Store level data (layout, starting positions) in `.tres` files for easy editing in the Inspector.
* **Signals**: Use signals like `state_changed` to update UI/Visuals decoupled from the logic.
---
## Reference
> Progressive disclosure: open Official Documentation links only when researching a specific API;
> load Related Skills when routing work to a peer domain — do not preload the whole lattice.
### Official Documentation
- [UndoRedo](https://docs.godotengine.org/en/stable/classes/class_undoredo.html) — Built-in action history for do/undo/redo so puzzle experimentation does not require a hand-rolled command stack.
- [AStarGrid2D](https://docs.godotengine.org/en/stable/classes/class_astargrid2d.html) — Uniform-grid pathfinding (`diagonal_mode`, `jumping_enabled`) for hints and reachability on Sokoban-style boards.
- [Tween](https://docs.godotengine.org/en/stable/classes/class_tween.html) — Interruptible `create_tween()` motion for cell-to-cell feedback while logical `Vector2i` state updates immediately.
- [Using TileMaps](https://docs.godotengine.org/en/stable/tutorials/2d/using_tilemaps.html) — TileMapLayer workflows for painting walls/targets while keeping puzzle truth in a separate grid dictionary.
- [Saving games](https://docs.godotengine.org/en/stable/tutorials/io/saving_games.html) — Persist level progress, stars, and mid-puzzle snapshots without relying on scene reload as save.
- [Using InputEvent](https://docs.godotengine.org/en/stable/tutorials/inputs/inputevent.html) — Device-agnostic click/drag/action routing for forgiving grid selection and move commits.
- [Resources](https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html) — Store layouts and starting piece sets as `.tres`/`Resource` data editable in the Inspector.
- [Physics introduction](https://docs.godotengine.org/en/stable/tutorials/physics/physics_introduction.html) — RigidBody sleep, layers, and integration hooks for physics-driven puzzle pieces.
- [Idle and Physics Processing](https://docs.godotengine.org/en/stable/tutorials/scripting/idle_and_physics_processing.html) — Why win/soft-lock checks belong on move commits, not every `_process` frame.
- [Data preferences](https://docs.godotengine.org/en/stable/tutorials/best_practices/data_preferences.html) — Prefer integer grid keys (`Vector2i`) and explicit dictionaries over SceneTree-as-truth.
- [Runtime file loading and saving](https://docs.godotengine.org/en/stable/tutorials/io/runtime_file_loading_and_saving.html) — `FileAccess`/`user://` patterns for custom level JSON and editor export packs.
- [JSON](https://docs.godotengine.org/en/stable/classes/class_json.html) — Serialize compact puzzle boards when splitting `Vector2` fields for portable level files.
### Related Skills
#### Prerequisites
- [godot-input-handling](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-input-handling/SKILL.md) — Buffered InputEvent/action maps so grid clicks and directional moves stay device-agnostic and forgiving.
- [godot-signal-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-signal-architecture/SKILL.md) — Safe `state_changed` / `level_complete` wiring so UI and VFX stay decoupled from grid truth.
- [godot-project-foundations](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-project-foundations/SKILL.md) — Autoload/project layout baselines before stacking undo managers, savers, and level packs.
#### Complements
- [godot-tweening](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-tweening/SKILL.md) — Deeper Tween composition when cell moves, match clears, and resets need interruptible juice without logic races.
- [godot-save-load-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-save-load-systems/SKILL.md) — Progress ownership, versioning, and threaded loads beyond per-level JSON snapshots.
- [godot-tilemap-mastery](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-tilemap-mastery/SKILL.md) — TileMapLayer painting, custom data, and terrain patterns that visualize walls while scripts own solvability.
- [godot-navigation-pathfinding](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/SKILL.md) — Broader Navigation/A* stacks when puzzle hints outgrow a single `AStarGrid2D` region.
- [godot-2d-physics](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-2d-physics/SKILL.md) — RigidBody sleep, layers, and queries for physics puzzles that still need deterministic settle/win checks.
- [godot-state-machine-advanced](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-state-machine-advanced/SKILL.md) — Phase FSMs (observe → move → resolve → win) when puzzles mix animation locks with input gates.
- [godot-camera-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-camera-systems/SKILL.md) — Camera2D/3D framing and unproject helpers for perspective/world-space puzzle overlays.
- [godot-ui-containers](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-ui-containers/SKILL.md) — Minimal undo/reset HUD layouts that stay non-intrusive during non-verbal tutorials.
#### Downstream / consumers
- [godot-monte-carlo-balancer](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-monte-carlo-balancer/SKILL.md) — Sample solvability, move-count distributions, and soft-lock rates so level packs stay fair as mechanics combine.
- [godot-procedural-generation](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-procedural-generation/SKILL.md) — Generate candidate boards that still pass this skill's validators, undo constraints, and win-condition contracts.
- [godot-genre-roguelike](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-genre-roguelike/SKILL.md) — Consumes grid/undo patterns when dungeon runs embed discrete puzzle rooms or locked-door logic.
#### Master
- [godot-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-master/SKILL.md) — Library router and mirrored module entry for discovering this genre skill beside sibling domains.
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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.