Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Bevy 0.20 rhythm router: chart notes, a song clock, and hit windows as ECS data. Use when routing a rhythm game. Keywords: Bevy, Rhythm, chart, hit window, ECS, router.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
Genre router. Domain work lives in the Bevy skills below.
Load this for chart time and hit windows aligned to audio.
Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.Chart notes, the song clock, and hit windows live here. Playback, input devices, and score presentation stay in the skills linked above.
| Call | Owner here | Leave to the linked skill |
|---|---|---|
| Song time advances | ChartClock from Time::delta_secs | Playback in bevy-audio-systems |
| Lane press inside the tight window | ChartNote.grade = 2 | Device mapping in bevy-input-handling |
| Lane press inside only the wide window | ChartNote.grade = 1 | Score presentation in bevy-game-loop-time-trial |
[dependencies]
bevy = "0.20"
#[derive(Component)]
struct ChartNote {
hit_at: f32,
lane: u8,
judged: bool,
}
#[derive(Resource)]
struct HitWindow {
perfect: f32,
good: f32,
}
#[derive(Resource, Default)]
struct ChartClock(f32);
fn advance_chart(time: Res<Time>, mut clock: ResMut<ChartClock>) {
clock.0 += time.delta_secs();
}
pub struct ClockPlugin;
impl Plugin for ClockPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<ChartClock>()
.add_systems(Update, advance_chart);
}
}
#[derive(Component)]
struct ChartNote {
hit_at: f32,
lane: u8,
judged: bool,
grade: u8,
}
#[derive(Resource)]
struct HitWindow {
perfect: f32,
good: f32,
}
#[derive(Resource, Default)]
struct ChartClock(f32);
fn judge(
keys: Res<ButtonInput<KeyCode>>,
clock: Res<ChartClock>,
window: Res<HitWindow>,
mut notes: Query<&mut ChartNote>,
) {
if !keys.just_pressed(KeyCode::KeyF) {
return;
}
for mut note in &mut notes {
if note.judged || note.lane != 0 {
continue;
}
let delta = (clock.0 - note.hit_at).abs();
if delta <= window.perfect {
note.judged = true;
note.grade = 2;
} else if delta <= window.good {
note.judged = true;
note.grade = 1;
}
}
}
pub struct JudgePlugin;
impl Plugin for JudgePlugin {
fn build(&self, app: &mut App) {
app.insert_resource(HitWindow {
perfect: 0.04,
good: 0.09,
})
.add_systems(Update, judge);
}
}
#[derive(Component)]
struct ChartNote {
hit_at: f32,
lane: u8,
judged: bool,
grade: u8,
}
fn spawn_chart(mut commands: Commands) {
for (index, lane) in [0u8, 1, 0, 2].into_iter().enumerate() {
commands.spawn(ChartNote {
hit_at: 1.0 + index as f32 * 0.5,
lane,
judged: false,
grade: 0,
});
}
}
pub struct ChartPlugin;
impl Plugin for ChartPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, spawn_chart);
}
}
fn main() {
App::new()
.add_plugins(MinimalPlugins)
.add_plugins(ChartPlugin)
.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 treat every press inside the wide window as perfect. WHY: the tight window writes grade 2 and the wide window writes grade 1.
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.