Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Bevy genre router for fighting. Keywords: Bevy, Fighting, genre, ECS, router.
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Genre router. Domain work lives in the Bevy skills below.
Load this for local fighting: frame flags, hitboxes as your data, and a round state. Rollback netcode is out of scope.
Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.[dependencies]
bevy = "0.20"
Each fighter stores the frame index, advantage, and health. The round clock is a resource. Input, frame advance, and hit resolution share Fighter, so they chain on the fixed step.
#[derive(Component)]
struct Fighter {
frame: u16,
advantage: i16,
health: i32,
}
#[derive(Component)]
struct Hitbox {
active: bool,
damage: i32,
startup: u16,
active_until: u16,
}
#[derive(Resource)]
struct RoundClock {
frames_left: u32,
}
fn boot(mut commands: Commands) {
commands.insert_resource(RoundClock { frames_left: 60 * 99 });
commands.spawn((
Fighter {
frame: 0,
advantage: 0,
health: 10000,
},
Hitbox {
active: false,
damage: 400,
startup: 4,
active_until: 8,
},
));
}
fn open_hitbox(mut fighters: Query<(&Fighter, &mut Hitbox)>) {
for (fighter, mut hitbox) in &mut fighters {
hitbox.active = fighter.frame >= hitbox.startup && fighter.frame < hitbox.active_until;
}
}
fn advance_frames(mut fighters: Query<&mut Fighter>, mut round: ResMut<RoundClock>) {
for mut fighter in &mut fighters {
fighter.frame = fighter.frame.saturating_add(1);
}
round.frames_left = round.frames_left.saturating_sub(1);
}
fn apply_hits(hitboxes: Query<(Entity, &Hitbox)>, mut fighters: Query<(Entity, &mut Fighter)>) {
let damage: i32 = hitboxes
.iter()
.filter(|(_, box_)| box_.active)
.map(|(_, box_)| box_.damage)
.sum();
if damage == 0 {
return;
}
for (entity, mut fighter) in &mut fighters {
if hitboxes.iter().any(|(src, box_)| box_.active && src == entity) {
continue;
}
fighter.health -= damage;
fighter.advantage = -12;
}
}
fn install(app: &mut App) {
app.add_systems(Startup, boot).add_systems(
FixedUpdate,
(open_hitbox, advance_frames, apply_hits).chain(),
);
}
A round ends when the clock or a health bar hits zero. That system only reads Fighter and RoundClock.
#[derive(Component)]
struct Fighter {
frame: u16,
advantage: i16,
health: i32,
}
#[derive(Resource)]
struct RoundClock {
frames_left: u32,
}
fn round_over(round: Res<RoundClock>, fighters: Query<&Fighter>) -> bool {
round.frames_left == 0 || fighters.iter().any(|fighter| fighter.health <= 0)
}
Fighter component (frame index, advantage, health) plus a RoundClock resource. Bevy has no fighting-game type; the example above is the data.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 mutable blob shared by every 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 | Read the official 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 rollback or netcode crate. 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.
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.