Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Bevy 0.20 dialogue data: line tables in a resource, the current line index on a component, and choice flags filtered before the write. Use when lines or choices advance. Keywords: Bevy, dialogue, line index, choices, ECS.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
Load this when lines, choices, or speaker ids advance. Rendering the line is bevy-ui-text.
Update or the fixed timestep. Use .chain() when damage must land before death.| Godot idea | Bevy idiom |
|---|---|
| Line table | A resource of ids and strings. |
| Current line | A component that stores the line index. |
| Portrait | An image handle via bevy-asset-scenes. Layout is bevy-ui-layout. |
Dialogue data is a resource of lines plus a component that stores the current line index. Rich text rendering belongs on bevy-ui-text.
[dependencies]
bevy = "0.20"
#[derive(Clone)]
struct LineDef {
speaker: &'static str,
text: &'static str,
next: Option<usize>,
}
#[derive(Resource)]
struct DialogueTable {
lines: Vec<LineDef>,
}
#[derive(Component)]
struct LineMark {
index: usize,
open: bool,
}
fn advance_line(
keys: Res<ButtonInput<KeyCode>>,
table: Res<DialogueTable>,
mut marks: Query<&mut LineMark>,
) {
if !keys.just_pressed(KeyCode::Space) {
return;
}
for mut mark in &mut marks {
if !mark.open {
continue;
}
let Some(line) = table.lines.get(mark.index) else {
mark.open = false;
continue;
};
match line.next {
Some(next) => mark.index = next,
None => mark.open = false,
}
}
}
fn spawn_conversation(mut commands: Commands) {
commands.insert_resource(DialogueTable {
lines: vec![
LineDef {
speaker: "guide",
text: "The gate opens at dusk.",
next: Some(1),
},
LineDef {
speaker: "guide",
text: "Bring the key.",
next: None,
},
],
});
commands.spawn(LineMark {
index: 0,
open: true,
});
}
pub struct DialoguePlugin;
impl Plugin for DialoguePlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, spawn_conversation)
.add_systems(Update, advance_line);
}
}
Choices are data on the line. Hide a choice when its required flag is absent.
#[derive(Clone)]
struct ChoiceDef {
label: &'static str,
next: usize,
requires_flag: Option<&'static str>,
}
#[derive(Resource)]
struct ChoiceList {
choices: Vec<ChoiceDef>,
}
#[derive(Resource, Default)]
struct StoryFlags {
names: Vec<&'static str>,
}
#[derive(Component)]
struct LineMark {
index: usize,
}
fn shown_choices(flags: &StoryFlags, list: &ChoiceList) -> Vec<usize> {
list.choices
.iter()
.enumerate()
.filter_map(|(index, choice)| match choice.requires_flag {
Some(flag) if !flags.names.iter().any(|name| *name == flag) => None,
_ => Some(index),
})
.collect()
}
fn choose_first(
keys: Res<ButtonInput<KeyCode>>,
flags: Res<StoryFlags>,
list: Res<ChoiceList>,
mut marks: Query<&mut LineMark>,
) {
if !keys.just_pressed(KeyCode::Digit1) {
return;
}
let Some(choice_index) = shown_choices(&flags, &list).first().copied() else {
return;
};
let next = list.choices[choice_index].next;
for mut mark in &mut marks {
mark.index = next;
}
}
fn open_choice(mut commands: Commands) {
commands.spawn(LineMark { index: 0 });
}
pub struct ChoicePlugin;
impl Plugin for ChoicePlugin {
fn build(&self, app: &mut App) {
app.insert_resource(StoryFlags {
names: vec!["has_key"],
})
.insert_resource(ChoiceList {
choices: vec![
ChoiceDef {
label: "Open the gate",
next: 2,
requires_flag: Some("has_key"),
},
ChoiceDef {
label: "Leave",
next: 3,
requires_flag: None,
},
],
})
.add_systems(Startup, open_choice)
.add_systems(Update, choose_first);
}
}
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 Godot node script |
| 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 this skill | Load the skill that owns it | 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 copy the line table onto every speaker. WHY: the table is one resource; the line index is the per-conversation component.
Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.
No Godot node, resource, or signal types for this mechanic. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No Godot types in Bevy code. 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 0.20.0. Official pages stay on the unversioned site.
Component, systems, Query, Startup, Update, and .chain().Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.latest branch.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.