Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Run a Bevy 0.20 time trial as ECS data. Use when a race clock, split gates, and a finish line share one resource and must be chained, while movement steps on FixedUpdate. Keywords: Bevy, time trial, RaceClock, SplitGate, FixedUpdate, chain.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
Load this when a run records elapsed time, splits, or a finish line.
.chain().[package]
name = "time-trial"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
The race clock is one resource. Three systems write it, so they share one chain.
#[derive(Resource)]
struct RaceClock {
elapsed: f32,
splits: Vec<f32>,
finished: bool,
best: f32,
}
#[derive(Component)]
struct Racer;
#[derive(Component)]
struct FinishLine;
fn spawn_course(mut commands: Commands) {
commands.insert_resource(RaceClock {
elapsed: 0.0,
splits: Vec::new(),
finished: false,
best: f32::MAX,
});
commands.spawn((Racer, Transform::from_xyz(0.0, 0.0, 0.0)));
commands.spawn((FinishLine, Transform::from_xyz(10.0, 0.0, 0.0)));
commands.spawn(SplitGate {
at_x: 5.0,
taken: false,
});
}
fn tick_race(time: Res<Time>, mut clock: ResMut<RaceClock>) {
if !clock.finished {
clock.elapsed += time.delta_secs();
}
}
#[derive(Component)]
struct SplitGate {
at_x: f32,
taken: bool,
}
fn record_split(
mut clock: ResMut<RaceClock>,
racers: Query<&Transform, With<Racer>>,
mut gates: Query<&mut SplitGate>,
) {
if clock.finished {
return;
}
let Some(racer) = racers.iter().next() else {
return;
};
for mut gate in &mut gates {
if !gate.taken && racer.translation.x >= gate.at_x {
gate.taken = true;
let elapsed = clock.elapsed;
clock.splits.push(elapsed);
}
}
}
fn cross_finish(
mut clock: ResMut<RaceClock>,
racers: Query<&Transform, With<Racer>>,
lines: Query<&Transform, With<FinishLine>>,
) {
if clock.finished {
return;
}
let Some(racer) = racers.iter().next() else {
return;
};
let Some(line) = lines.iter().next() else {
return;
};
if racer.translation.x >= line.translation.x {
clock.finished = true;
if clock.elapsed < clock.best {
clock.best = clock.elapsed;
}
}
}
pub struct TimeTrialPlugin;
impl Plugin for TimeTrialPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, spawn_course).add_systems(
Update,
(tick_race, record_split, cross_finish).chain(),
);
}
}
A fixed step moves the racer. It does not own the race clock.
#[derive(Component)]
struct Racer;
fn drive(time: Res<Time<Fixed>>, mut racers: Query<&mut Transform, With<Racer>>) {
let step = time.delta_secs() * 8.0;
for mut transform in &mut racers {
transform.translation.x += step;
}
}
pub struct DrivePlugin;
impl Plugin for DrivePlugin {
fn build(&self, app: &mut App) {
app.add_systems(FixedUpdate, drive);
}
}
| Need | Bevy idiom |
|---|---|
| Race clock | Elapsed on a resource. The fixed clock is a stepper, not a race format. |
| Split | Your own list on that resource, written when the racer passes a SplitGate. |
| Finish | A finished flag on that resource. |
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 | One struct that stores every entity's fields |
| 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 linked Bevy pages | 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 signal bus for splits or the finish. WHY: the clock resource is shared state; one-shot notices belong in bevy-events-messaging.
No node 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 links stay on the unversioned learn pages.
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.