Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Bevy 0.20 action-RPG router: real-time hits, stats, inventory, and quests as ECS joins, with domain work in the linked skills. Use when routing an action RPG. Keywords: Bevy, action RPG, hits, stamina, quests, ECS, router.
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Genre router. Domain work lives in the Bevy skills below.
Load this to route an action RPG: real-time hits, stats, inventory, and quests.
Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.| Godot idea | Bevy idiom |
|---|---|
| Genre scene tree | Entities plus the domain skills linked below |
| Autoload director | A resource, not a singleton node |
| Signal bus for the loop | bevy-events-messaging |
This router shows the ECS joins an action RPG uses. Stats, hits, gear, and quests stay in the domain skills linked above. Hit volumes belong with the physics skills.
| Join | Owner | Schedule |
|---|---|---|
| Incoming damage amount | Component on the actor, removed after it is applied | Update, apply then clear with .chain() |
| Reach and stamina | Components on the actor | Read by the ability skill; this router only spawns them |
| Slain count | One resource | Update, after the hit system |
| Gear id | Component on the actor | Inventory skill writes it; do not also write it from combat |
[dependencies]
bevy = "0.20"
#[derive(Component)]
struct Vitality {
hp: i32,
max_hp: i32,
}
#[derive(Component)]
struct IncomingHit {
amount: i32,
}
fn apply_hits(mut actors: Query<(&mut Vitality, &IncomingHit)>) {
for (mut vitality, hit) in &mut actors {
vitality.hp = (vitality.hp - hit.amount).max(0);
}
}
fn clear_hits(mut commands: Commands, hits: Query<Entity, With<IncomingHit>>) {
for entity in &hits {
commands.entity(entity).remove::<IncomingHit>();
}
}
pub struct ActionHitPlugin;
impl Plugin for ActionHitPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, (apply_hits, clear_hits).chain());
}
}
#[derive(Component)]
struct GearSlot {
item_id: Option<u32>,
}
#[derive(Resource, Default)]
struct QuestFlags {
slain: u32,
need: u32,
}
fn equip(mut slots: Query<&mut GearSlot>) {
for mut slot in &mut slots {
if slot.item_id.is_none() {
slot.item_id = Some(1);
}
}
}
fn note_kill(mut flags: ResMut<QuestFlags>) {
if flags.slain < flags.need {
flags.slain += 1;
}
}
pub struct ActionProgressPlugin;
impl Plugin for ActionProgressPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(QuestFlags { slain: 0, need: 3 })
.add_systems(Update, (equip, note_kill));
}
}
#[derive(Component)]
struct Actor;
#[derive(Component)]
struct MeleeReach(f32);
#[derive(Component)]
struct Stamina {
current: f32,
max: f32,
}
fn spawn_actor(mut commands: Commands) {
commands.spawn((
Actor,
MeleeReach(1.5),
Stamina {
current: 100.0,
max: 100.0,
},
Transform::default(),
));
}
pub struct ActionRpgPlugin;
impl Plugin for ActionRpgPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, spawn_actor);
}
}
fn main() {
App::new()
.add_plugins(MinimalPlugins)
.add_plugins(ActionRpgPlugin)
.run();
}
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 clear IncomingHit in parallel with the system that reads it. WHY: both mutably touch that component, so the clear must be .chain()ed after the apply.
Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.
No Godot types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No invented genre APIs. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
Do not pick a physics or net crate here. 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.