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 simulation. Use when hunger and jobs are components, the sim hour is one resource, and needs run after the clock step in one chain. Keywords: Bevy, Simulation, SimClock, Hunger, Job, FixedUpdate, chain, genre.
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설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
Genre router. Domain work lives in the Bevy skills below.
Load this for agents, resources, and a clock you step.
Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.Needs, jobs, and the sim hour are components and one clock resource. Pause is a bool on that clock.
[package]
name = "simulation"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
The clock is the only writer of sim hours. Hunger and food change in the next system so they see the same pause flag.
#[derive(Resource)]
struct SimClock {
hour: f32,
paused: bool,
}
#[derive(Component)]
struct Hunger {
value: f32,
}
#[derive(Component)]
struct Pantry {
food: f32,
}
fn advance_clock(time: Res<Time<Fixed>>, mut clock: ResMut<SimClock>) {
if clock.paused {
return;
}
clock.hour = (clock.hour + time.delta_secs()).rem_euclid(24.0);
}
fn eat(time: Res<Time<Fixed>>, clock: Res<SimClock>, mut agents: Query<(&mut Hunger, &mut Pantry)>) {
if clock.paused {
return;
}
let dt = time.delta_secs();
for (mut hunger, mut pantry) in &mut agents {
hunger.value = (hunger.value + dt * 0.15).min(1.0);
if hunger.value > 0.5 && pantry.food > 0.0 {
let bite = (dt * 0.4).min(pantry.food);
pantry.food -= bite;
hunger.value = (hunger.value - bite).max(0.0);
}
}
}
fn toggle_pause(keys: Res<ButtonInput<KeyCode>>, mut clock: ResMut<SimClock>) {
if keys.just_pressed(KeyCode::Space) {
clock.paused = !clock.paused;
}
}
pub struct SimPlugin;
impl Plugin for SimPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(SimClock {
hour: 8.0,
paused: false,
})
.add_systems(FixedUpdate, (toggle_pause, advance_clock, eat).chain());
}
}
A job is a target stock on the agent. Work transfers from a shared depot resource into that stock.
#[derive(Component)]
struct Job {
rate: f32,
held: f32,
capacity: f32,
}
#[derive(Resource)]
struct Depot {
timber: f32,
}
fn work(time: Res<Time<Fixed>>, clock: Res<SimClock>, mut depot: ResMut<Depot>, mut workers: Query<&mut Job>) {
if clock.paused {
return;
}
let dt = time.delta_secs();
for mut job in &mut workers {
if job.held >= job.capacity || depot.timber <= 0.0 {
continue;
}
let moved = (job.rate * dt).min(depot.timber).min(job.capacity - job.held);
depot.timber -= moved;
job.held += moved;
}
}
#[derive(Resource)]
struct SimClock {
hour: f32,
paused: bool,
}
Startup inserts the clock, the depot, and two agents.
#[derive(Component)]
struct Hunger {
value: f32,
}
#[derive(Component)]
struct Pantry {
food: f32,
}
#[derive(Component)]
struct Job {
rate: f32,
held: f32,
capacity: f32,
}
#[derive(Resource)]
struct Depot {
timber: f32,
}
#[derive(Resource)]
struct SimClock {
hour: f32,
paused: bool,
}
fn spawn_town(mut commands: Commands) {
commands.insert_resource(SimClock {
hour: 8.0,
paused: false,
});
commands.insert_resource(Depot { timber: 40.0 });
for index in 0..2 {
commands.spawn((
Hunger { value: 0.2 },
Pantry { food: 3.0 + index as f32 },
Job {
rate: 1.5,
held: 0.0,
capacity: 8.0,
},
));
}
}
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 scene-tree script |
| 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 |
| A stepped sim hour | SimClock on FixedUpdate, with needs on the agent | Copy the hour onto every entity each frame |
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.
No scene-tree types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
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 links stay on the unversioned learn pages.
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.