Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Bevy 0.20 sandbox router: placed cells, remove, and a serde snapshot of the build. Use when routing a sandbox. Keywords: Bevy, Sandbox, place, save, 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 place, remove, and save of player-built entities.
Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.A placed cell is a component with a grid coordinate and a kind id. Props, inventories, and file persistence stay in the skills linked above.
| Call | Owner here | Leave to the linked skill |
|---|---|---|
| A press places a cell | PlacedCell spawned with a kind id | Prop meshes in bevy-3d-world-building |
| Kind 1 at x = 0 becomes kind 2, then kind 0 despawns | .chain() paint then remove | File IO in bevy-save-load |
| The build must round-trip | BuildSnapshot of serde records | The save plugin in bevy-save-load |
[dependencies]
bevy = "0.20"
serde = { version = "1", features = ["derive"] }
#[derive(Component, Clone, Copy)]
struct PlacedCell {
x: i32,
y: i32,
z: i32,
kind: u16,
}
fn place_cell(keys: Res<ButtonInput<KeyCode>>, mut commands: Commands) {
if keys.just_pressed(KeyCode::KeyP) {
commands.spawn((
PlacedCell {
x: 0,
y: 0,
z: 0,
kind: 1,
},
Transform::from_xyz(0.0, 0.0, 0.0),
));
}
}
pub struct PlacePlugin;
impl Plugin for PlacePlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, place_cell);
}
}
#[derive(Component, Clone, Copy)]
struct PlacedCell {
x: i32,
y: i32,
z: i32,
kind: u16,
}
fn remove_empty(mut commands: Commands, cells: Query<(Entity, &PlacedCell)>) {
for (entity, cell) in &cells {
if cell.kind == 0 {
commands.entity(entity).despawn();
}
}
}
fn paint_neighbor(mut cells: Query<&mut PlacedCell>) {
for mut cell in &mut cells {
if cell.x == 0 && cell.kind == 1 {
cell.kind = 2;
}
}
}
pub struct EditPlugin;
impl Plugin for EditPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, (paint_neighbor, remove_empty).chain());
}
}
use serde::{Deserialize, Serialize};
#[derive(Component)]
struct PlacedCell {
x: i32,
y: i32,
z: i32,
kind: u16,
}
#[derive(Serialize, Deserialize, Clone, Default)]
struct CellRecord {
x: i32,
y: i32,
z: i32,
kind: u16,
}
#[derive(Resource, Default)]
struct BuildSnapshot(Vec<CellRecord>);
fn snapshot(cells: Query<&PlacedCell>, mut saved: ResMut<BuildSnapshot>) {
saved.0 = cells
.iter()
.map(|cell| CellRecord {
x: cell.x,
y: cell.y,
z: cell.z,
kind: cell.kind,
})
.collect();
}
pub struct SnapshotPlugin;
impl Plugin for SnapshotPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<BuildSnapshot>()
.add_systems(Update, snapshot);
}
}
fn main() {
App::new()
.add_plugins(MinimalPlugins)
.add_plugins(SnapshotPlugin)
.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 paint a cell and despawn it in the same unordered pair. WHY: both touch PlacedCell data, so paint runs before remove through .chain().
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.
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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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