Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Expert blueprint for stealth games (Splinter Cell, Hitman, Dishonored, Thief) covering AI detection systems, vision cones, sound propagation, alert states, light/shadow mechanics, and systemic design. Use when building stealth-action, tactical infiltration, or immersive sim games requiring enemy awareness systems. Keywords vision cone, detection, alert state, sound propagation, light level, systemic AI, gradual detection.
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Run score Not tested
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RayCast3D nodes for massive amounts of vision checks; strictly use PhysicsDirectSpaceState3D.intersect_ray() to query the PhysicsServer instantly and nodelessly.VisibleOnScreenNotifier3D to pause heavy logic for distant enemies.distance_to() check for hearing; strictly calculate sound travel along the Navigation Path to determine if a wall blocks noise.intersect_ray(); strictly check is_empty() first to prevent runtime crashes.if body.has_method("get_detected")) so guards can spot decoys or dead bodies without brittle dependencies.get_tree().call_group() for dynamic notification.StringName (&"alert") for O(1) pointer-level comparisons in high-frequency loops.use_async_iterations to prevent main thread stalls during runtime bakes.Node.find_child() during gameplay; strictly use Groups or exported references for O(1) player tracking.MANDATORY reads before implementing the matching system:
- stealth_patterns.gd — space-state LoS, cone DOT, hearing helpers
- stealth_ai_controller.gd — multi-sample rays + RID exclude + path-length hearing
- stealth_vision_cone.gd / vision_cone_3d.gd — cone authorship
| Need | Action |
|---|---|
| LoS + exclude self/player RIDs | MANDATORY stealth_ai_controller.gd + stealth_patterns.gd |
| Light-scaled detection | visibility_manager.gd / light_detector.gd |
| Hearing through geometry | Path-length via NavigationServer (controller) + sound_occlusion_manager.gd |
| Task | Load |
|---|---|
| Guard AI spine | patterns + ai_controller |
| Author cones | vision_cone scripts |
| Player light gem | visibility + light_detector |
| Loud world props | sound_occlusion_manager |
Do not paste long vision/alert/ability tutorials into the skill body — keep decision trees here and implement from scripts.
| Phase | Skills | Purpose |
|---|---|---|
| 1. Physics | godot-raycasting-queries | Space-state LoS |
| 2. Nav | godot-navigation-pathfinding | Investigate / path hearing |
| 3. AI | godot-state-machine-advanced | IDLE→ALERT FSM |
| 4. Audio | godot-audio-systems | AI_Audible buses |
| 5. Balance | godot-monte-carlo-balancer | Detection thresholds |
| Pitfall | Solution |
|---|---|
| RayCast3D per guard | Multi-sample intersect_ray + RID exclude |
distance_to hearing | Navigation path length |
| Off-screen CPU | VisibleOnScreenNotifier suspend |
| Topic | Reference / script |
|---|---|
| Design pillars | design-principles.md |
| Vision / sound / light | ai-detection-system.md + stealth_ai_controller.gd |
| Alert FSM & UI feedback | alert-states.md + visibility_manager.gd |
| Player tools (lean, gadgets) | player-abilities.md |
| Cover & encounter layout | level-design.md |
| UI communication | ui-communication.md |
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.
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Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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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.
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Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.
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Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
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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.
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