Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Bevy 0.20 party router: local seats, shared scores, and minigame swaps as ECS data. Use when routing a local party game. Keywords: Bevy, Party, minigame, score, ECS, router.
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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 local minigame swaps and shared scores.
Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.Local seats, the shared board, and the current minigame are plain data. Mode machines, devices, and timed rounds stay in the skills linked above.
| Call | Owner here | Leave to the linked skill |
|---|---|---|
| One seat earns the round | PartyBoard.award_pending, then clear it | Input devices in bevy-input-handling |
| Hub opens a race | CurrentMinigame on a just-pressed key | The state machine in bevy-state-machines |
| Score mode ends | bump round and the active seat, then return to hub | The timer in bevy-game-loop-time-trial |
[dependencies]
bevy = "0.20"
#[derive(Component)]
struct LocalSeat {
index: u8,
score: i32,
}
#[derive(Resource)]
struct PartyBoard {
active: u8,
round: u32,
award_pending: bool,
}
fn award(mut board: ResMut<PartyBoard>, mut seats: Query<&mut LocalSeat>) {
if !board.award_pending {
return;
}
board.award_pending = false;
for mut seat in &mut seats {
if seat.index == board.active {
seat.score += 1;
}
}
}
pub struct ScorePlugin;
impl Plugin for ScorePlugin {
fn build(&self, app: &mut App) {
app.insert_resource(PartyBoard {
active: 0,
round: 1,
award_pending: true,
})
.add_systems(Update, award);
}
}
#[derive(Resource)]
struct PartyBoard {
active: u8,
round: u32,
award_pending: bool,
}
#[derive(Clone, Copy, PartialEq, Eq)]
enum Minigame {
Hub,
Race,
Score,
}
#[derive(Resource)]
struct CurrentMinigame(Minigame);
fn open_race(keys: Res<ButtonInput<KeyCode>>, mut current: ResMut<CurrentMinigame>) {
if keys.just_pressed(KeyCode::Digit1) && current.0 == Minigame::Hub {
current.0 = Minigame::Race;
}
}
fn advance_round(
keys: Res<ButtonInput<KeyCode>>,
mut current: ResMut<CurrentMinigame>,
mut board: ResMut<PartyBoard>,
) {
if keys.just_pressed(KeyCode::Digit2) && current.0 == Minigame::Score {
board.round += 1;
board.active = board.active.wrapping_add(1) % 4;
board.award_pending = true;
current.0 = Minigame::Hub;
}
}
pub struct MinigamePlugin;
impl Plugin for MinigamePlugin {
fn build(&self, app: &mut App) {
app.insert_resource(CurrentMinigame(Minigame::Hub))
.add_systems(Update, (open_race, advance_round).chain());
}
}
#[derive(Component)]
struct LocalSeat {
index: u8,
score: i32,
}
fn join_seat(keys: Res<ButtonInput<KeyCode>>, mut commands: Commands, seats: Query<&LocalSeat>) {
if keys.just_pressed(KeyCode::KeyJ) {
let index = seats.iter().count() as u8;
if index < 4 {
commands.spawn(LocalSeat { index, score: 0 });
}
}
}
pub struct JoinPlugin;
impl Plugin for JoinPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, join_seat);
}
}
fn main() {
App::new()
.add_plugins(MinimalPlugins)
.add_plugins(JoinPlugin)
.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 | 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 |
| Behavior a linked domain skill already owns | Keep this router to components and resources | A second implementation in this file |
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 add to a seat score every frame. WHY: the board flag awards once, then clears, so the active seat does not climb for free.
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.