Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Bevy ECS combat: Health, Team, and Invuln on actors, Hit messages, melee reach, despawn on FixedUpdate after damage. Use when a hit must change health before death. Keywords: Bevy, combat, health, Hit, Invuln, chain, FixedUpdate.
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Load this when hits change health. Overlap tests wait on bevy-spatial-queries and the unpicked physics solver.
Update or the fixed timestep. Use .chain() when damage must land before death.| Need | Bevy shape |
|---|---|
| Health | A component with current and max. Fields are yours. |
| Confirmed hit | A message the health system consumes. |
| Hurt volume | A reach check on Transform until a solver owns shapes. |
Transform is enough when you have no solver yet.[package]
name = "combat"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
Health and team live on the actor. Apply hits, then despawn the dead, on one chain so death sees the new health.
#[derive(Component)]
struct Health {
current: i32,
max: i32,
}
#[derive(Component)]
struct Team(u32);
#[derive(Component)]
struct Invuln {
remaining: f32,
}
#[derive(Message)]
struct Hit {
target: Entity,
amount: i32,
source_team: u32,
}
fn apply_hits(
mut hits: MessageReader<Hit>,
mut actors: Query<(&Team, &mut Health, &mut Invuln)>,
) {
for hit in hits.read() {
let Ok((team, mut health, mut invuln)) = actors.get_mut(hit.target) else {
continue;
};
if team.0 == hit.source_team || invuln.remaining > 0.0 || hit.amount <= 0 {
continue;
}
health.current = (health.current - hit.amount).max(0);
invuln.remaining = 0.25;
}
}
fn tick_invuln(time: Res<Time<Fixed>>, mut actors: Query<&mut Invuln>) {
let dt = time.delta_secs();
for mut invuln in &mut actors {
invuln.remaining = (invuln.remaining - dt).max(0.0);
}
}
fn despawn_dead(mut commands: Commands, actors: Query<(Entity, &Health)>) {
for (entity, health) in &actors {
if health.current <= 0 {
commands.entity(entity).despawn();
}
}
}
pub struct CombatPlugin;
impl Plugin for CombatPlugin {
fn build(&self, app: &mut App) {
app.add_message::<Hit>().add_systems(
FixedUpdate,
(tick_invuln, apply_hits, despawn_dead).chain(),
);
}
}
A swing writes hits from translation distance. Physics volumes replace this query when a solver owns the shapes.
#[derive(Component)]
struct Melee {
reach: f32,
damage: i32,
active: bool,
}
#[derive(Component)]
struct Team(u32);
#[derive(Message)]
struct Hit {
target: Entity,
amount: i32,
source_team: u32,
}
fn melee_hits(
attackers: Query<(&Transform, &Team, &Melee)>,
targets: Query<(Entity, &Transform, &Team)>,
mut hits: MessageWriter<Hit>,
) {
for (atk_tf, atk_team, melee) in &attackers {
if !melee.active {
continue;
}
for (entity, tgt_tf, tgt_team) in &targets {
if atk_team.0 == tgt_team.0 {
continue;
}
if atk_tf.translation.distance(tgt_tf.translation) <= melee.reach {
hits.write(Hit {
target: entity,
amount: melee.damage,
source_team: atk_team.0,
});
}
}
}
}
Spawn a fighter with full health and a clear invulnerability window.
#[derive(Component)]
struct Health {
current: i32,
max: i32,
}
#[derive(Component)]
struct Team(u32);
#[derive(Component)]
struct Invuln {
remaining: f32,
}
fn spawn_fighter(mut commands: Commands) {
commands.spawn((
Health { current: 40, max: 40 },
Team(1),
Invuln { remaining: 0.0 },
Transform::from_xyz(0.0, 0.0, 0.0),
));
}
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 scene-tree script on the actor |
| 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 | Read the official manual linked below | 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 scene-tree node or signal bus for this mechanic. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
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.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.
Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
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.