Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
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Load this when an actor grants, cools down, or spends an ability. Combat resolution stays on bevy-combat-system.
Update or the fixed timestep. Use .chain() when damage must land before death.| Need | Bevy idiom |
|---|---|
| Ability definition | A Resource catalog plus a component row on the caster. |
| Cooldown | remaining stepped with Time<Fixed>::delta_secs in FixedUpdate. |
| Cast | MessageWriter<CastAccepted> after the cooldown and charge gates pass. |
FixedUpdate.[package]
name = "abilities"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
Cooldown and charges share the caster. Tick, then accept the cast, on FixedUpdate.
#[derive(Component)]
struct Cooldown {
remaining: f32,
duration: f32,
}
#[derive(Component)]
struct Charges {
current: u32,
max: u32,
}
#[derive(Message)]
struct CastAccepted {
caster: Entity,
}
fn tick_cooldowns(time: Res<Time<Fixed>>, mut query: Query<&mut Cooldown>) {
let dt = time.delta_secs();
for mut cooldown in &mut query {
cooldown.remaining = (cooldown.remaining - dt).max(0.0);
}
}
fn try_cast(
mut casters: Query<(Entity, &mut Cooldown, &mut Charges)>,
mut casts: MessageWriter<CastAccepted>,
) {
for (entity, mut cooldown, mut charges) in &mut casters {
if cooldown.remaining > 0.0 || charges.current == 0 {
continue;
}
charges.current -= 1;
cooldown.remaining = cooldown.duration;
casts.write(CastAccepted { caster: entity });
}
}
fn recharge(time: Res<Time<Fixed>>, mut casters: Query<(&Cooldown, &mut Charges)>) {
let dt = time.delta_secs();
for (cooldown, mut charges) in &mut casters {
if cooldown.remaining <= 0.0 && charges.current < charges.max && dt > 0.0 {
charges.current += 1;
}
}
}
pub struct AbilityPlugin;
impl Plugin for AbilityPlugin {
fn build(&self, app: &mut App) {
app.add_message::<CastAccepted>()
.add_systems(FixedUpdate, (tick_cooldowns, try_cast, recharge).chain());
}
}
The catalog is one resource. Live cooldown stays on the entity.
#[derive(Clone, Copy)]
struct AbilityDef {
id: u32,
cooldown: f32,
cost: u32,
}
#[derive(Resource)]
struct AbilityCatalog {
rows: Vec<AbilityDef>,
}
fn lookup(catalog: &AbilityCatalog, id: u32) -> Option<&AbilityDef> {
catalog.rows.iter().find(|row| row.id == id)
}
#[derive(Component)]
struct Cooldown {
remaining: f32,
duration: f32,
}
#[derive(Component)]
struct Charges {
current: u32,
max: u32,
}
fn spawn_caster(mut commands: Commands, catalog: Res<AbilityCatalog>) {
let def = lookup(&catalog, 1);
let duration = def.map(|row| row.cooldown).unwrap_or(0.5);
commands.spawn((
Cooldown {
remaining: 0.0,
duration,
},
Charges { current: 2, max: 2 },
));
}
A shared lock sits in a resource so one system owns it.
#[derive(Message)]
struct CastAccepted {
caster: Entity,
}
#[derive(Resource)]
struct GlobalCooldown {
remaining: f32,
}
fn tick_gcd(time: Res<Time<Fixed>>, mut gcd: ResMut<GlobalCooldown>) {
gcd.remaining = (gcd.remaining - time.delta_secs()).max(0.0);
}
fn arm_gcd(mut gcd: ResMut<GlobalCooldown>, mut casts: MessageReader<CastAccepted>) {
for _cast in casts.read() {
gcd.remaining = gcd.remaining.max(0.4);
}
}
Register CastAccepted with add_message in the same plugin that adds tick_gcd and arm_gcd.
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 stored off the entity |
| 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 cooldown stored in a process-global static. WHY: the caster's Cooldown component and the catalog Resource are the owners.
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. Permalinks stay unversioned.
latest branch.Component, systems, Query, Startup, Update, and .chain().Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.아직 리뷰가 없습니다. 사용해 본 소감을 남겨 주세요.
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Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
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.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
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.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Bevy ECS skill for moving a Bevy game from 3D to 2D. Keywords: Bevy, 3D, 2D, adapt, sprite, camera.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.