Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Route a Bevy 0.20 roguelike: RunSeed resource, room entities, permadeath flag, turn energy, grid pickup. Keywords: Bevy, roguelike, RunSeed, permadeath, turn, loot, ECS.
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Genre router. Domain work lives in the Bevy skills below.
Load this for run seeds, room generation, and permadeath flags.
Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.[dependencies]
bevy = "0.20"
rand = "0.9"
The run seed is one resource. Rooms are entities. StdRng is built inside the system so the seed stays on the resource.
use rand::rngs::StdRng;
use rand::{Rng, SeedableRng};
#[derive(Resource)]
struct RunSeed(u64);
#[derive(Component)]
struct Room {
x: i32,
y: i32,
}
fn carve(mut commands: Commands, seed: Res<RunSeed>) {
let mut rng = StdRng::seed_from_u64(seed.0);
for _ in 0..8 {
commands.spawn(Room {
x: rng.random_range(-6..6),
y: rng.random_range(-6..6),
});
}
}
fn install_run(app: &mut App) {
app.insert_resource(RunSeed(0x5EED))
.add_systems(Startup, carve);
}
Permadeath is a flag on the actor plus a run-wide resource. One system writes both.
#[derive(Component)]
struct Actor {
hp: i32,
}
#[derive(Resource)]
struct RunOver(bool);
fn permadeath(mut actors: Query<&mut Actor>, mut over: ResMut<RunOver>) {
for mut actor in &mut actors {
if actor.hp > 0 {
continue;
}
actor.hp = 0;
over.0 = true;
}
}
Turn energy accumulates on a resource. Acting spends it. Chain the two systems because both write TurnClock.
#[derive(Resource)]
struct TurnClock {
energy: f32,
}
fn charge(time: Res<Time>, mut clock: ResMut<TurnClock>) {
clock.energy = (clock.energy + time.delta_secs()).min(1.0);
}
#[derive(Component)]
struct Actor {
hp: i32,
}
fn spend(mut clock: ResMut<TurnClock>, mut actors: Query<&mut Actor>) {
if clock.energy < 1.0 {
return;
}
clock.energy = 0.0;
for mut actor in &mut actors {
if actor.hp > 0 {
actor.hp -= 1;
}
}
}
fn install_turns(app: &mut App) {
app.insert_resource(TurnClock { energy: 0.0 })
.add_systems(Update, (charge, spend).chain());
}
Loot on the floor is an entity the actor can pick up by grid distance.
#[derive(Component)]
struct Loot {
value: u32,
}
#[derive(Component)]
struct GridPos {
x: i32,
y: i32,
}
#[derive(Component)]
struct Actor;
#[derive(Resource)]
struct RunSeed(u64);
fn pickup(
mut commands: Commands,
actors: Query<&GridPos, With<Actor>>,
loot: Query<(Entity, &GridPos, &Loot)>,
mut wallet: ResMut<RunSeed>,
) {
for actor in &actors {
for (entity, pos, item) in &loot {
if actor.x == pos.x && actor.y == pos.y {
wallet.0 = wallet.0.wrapping_add(u64::from(item.value));
commands.entity(entity).despawn();
}
}
}
}
RunSeed in pickup is only a stand-in counter so the example stays inside one resource. A coin wallet belongs on bevy-economy-system. permadeath and spend both write Actor; chain them when both 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 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 rebuild StdRng from a new seed each frame. WHY: the run seed stays on RunSeed so room layout stays reproducible.
Do not let permadeath and spend both write Actor without .chain(). WHY: unordered mutable queries on the same component conflict.
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.
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Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
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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.
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