Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Route a Bevy 0.20 idle clicker: one Wallet resource, generator entities, click on Update, offline bank capped in hours. Keywords: Bevy, idle, clicker, Wallet, Generator, offline, chain, ECS.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
실행 점수 미검증
설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
Genre router. Domain work lives in the Bevy skills below.
Load this for currencies that tick while the app runs.
Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.[dependencies]
bevy = "0.20"
serde = { version = "1", features = ["derive"] }
The wallet is one resource. Generators add coins on Update from Time::delta_secs.
#[derive(Resource)]
struct Wallet {
coins: f64,
per_second: f64,
}
fn tick_income(time: Res<Time>, mut wallet: ResMut<Wallet>) {
wallet.coins += wallet.per_second * f64::from(time.delta_secs());
}
fn click(
mouse: Res<ButtonInput<MouseButton>>,
mut wallet: ResMut<Wallet>,
) {
if mouse.just_pressed(MouseButton::Left) {
wallet.coins += 1.0;
}
}
fn install_income(app: &mut App) {
app.insert_resource(Wallet {
coins: 0.0,
per_second: 2.5,
})
.add_systems(Update, (tick_income, click).chain());
}
Each building is an entity. One system writes the wallet so the generators cannot race each other.
#[derive(Component)]
struct Generator {
rate: f64,
owned: u32,
}
#[derive(Resource)]
struct Wallet {
coins: f64,
per_second: f64,
}
fn generators_to_wallet(
gens: Query<&Generator>,
mut wallet: ResMut<Wallet>,
time: Res<Time>,
) {
let mut rate = 0.0;
for building in &gens {
rate += building.rate * f64::from(building.owned);
}
wallet.per_second = rate;
wallet.coins += rate * f64::from(time.delta_secs());
}
tick_income and generators_to_wallet both write Wallet. Run only one of them, or .chain() them if a later system must see the sum.
Offline progress stores a unix second, then banks elapsed time the next time the resource is inserted.
use serde::{Deserialize, Serialize};
use std::time::{SystemTime, UNIX_EPOCH};
#[derive(Resource, Clone, Serialize, Deserialize)]
struct IdleClock {
last_unix: u64,
per_second: f64,
banked: f64,
}
fn bank_offline(mut clock: ResMut<IdleClock>) {
let now = SystemTime::now()
.duration_since(UNIX_EPOCH)
.map(|d| d.as_secs())
.unwrap_or(clock.last_unix);
let elapsed = now.saturating_sub(clock.last_unix).min(8 * 60 * 60);
clock.banked += clock.per_second * elapsed as f64;
clock.last_unix = now;
}
#[derive(Resource)]
struct Wallet {
coins: f64,
}
fn claim(mut clock: ResMut<IdleClock>, mut wallet: ResMut<Wallet>) {
wallet.coins += clock.banked;
clock.banked = 0.0;
}
bank_offline and claim both mutate IdleClock, so chain them. Persistence of the struct belongs on bevy-save-load.
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 field stored off the 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 | Use the examples in this skill | 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.
Do not let tick_income and generators_to_wallet both add Wallet.coins unless they are .chain()ed or only one is installed. WHY: unordered systems run in parallel and one income write is dropped.
Do not leave offline elapsed uncapped. WHY: a clock jump mints unbounded coins into the wallet resource.
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 latest branch.
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.