Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Bevy ECS skill for survival loops. Keywords: Bevy, survival, hunger, warmth, day clock, crafting, ECS.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
실행 점수 미검증
설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
Vitals, a day clock, and crafting inputs live on components and resources. Stats, item stacks, gathering, and camps stay on the skills linked below.
Load this for vitals, crafting inputs, and a day clock you own.
Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.| Need | Bevy shape |
|---|---|
| Actors in the genre | Entities plus the domain skills linked below |
| Run-wide director | A resource |
| Loop notices | bevy-events-messaging |
[package]
name = "survival"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
Hunger and warmth drain on the fixed step. Cold hours drain warmth faster. A meal and a fire restore them.
#[derive(Component)]
struct Vitals {
hunger: f32,
warmth: f32,
}
#[derive(Resource)]
struct DayClock {
hour: f32,
hours_per_day: f32,
}
fn tick_day(time: Res<Time<Fixed>>, mut clock: ResMut<DayClock>) {
let hours = time.delta_secs() * (24.0 / clock.hours_per_day);
clock.hour = (clock.hour + hours) % 24.0;
}
fn drain_vitals(time: Res<Time<Fixed>>, clock: Res<DayClock>, mut people: Query<&mut Vitals>) {
let dt = time.delta_secs();
let night = clock.hour < 6.0 || clock.hour >= 20.0;
let warmth_rate = if night { 2.5 } else { 0.4 };
for mut vitals in &mut people {
vitals.hunger = (vitals.hunger - 1.2 * dt).max(0.0);
vitals.warmth = (vitals.warmth - warmth_rate * dt).max(0.0);
}
}
#[derive(Message)]
struct Eat {
who: Entity,
amount: f32,
}
fn apply_meals(mut meals: MessageReader<Eat>, mut people: Query<&mut Vitals>) {
for meal in meals.read() {
let Ok(mut vitals) = people.get_mut(meal.who) else {
continue;
};
vitals.hunger = (vitals.hunger + meal.amount).min(100.0);
}
}
pub struct SurvivalPlugin;
impl Plugin for SurvivalPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(DayClock {
hour: 8.0,
hours_per_day: 480.0,
})
.add_message::<Eat>()
.add_systems(FixedUpdate, (tick_day, drain_vitals, apply_meals).chain());
}
}
A recipe spends named counts from a bag, then writes a crafted stack. The bag is a component so each camp or player carries their own stores.
#[derive(Clone, Copy, PartialEq, Eq)]
enum ItemKind {
Wood,
Fiber,
Bandage,
}
#[derive(Component, Default)]
struct Bag {
stacks: Vec<(ItemKind, u32)>,
}
fn count_of(bag: &Bag, kind: ItemKind) -> u32 {
bag.stacks
.iter()
.filter(|(k, _)| *k == kind)
.map(|(_, n)| *n)
.sum()
}
fn spend(bag: &mut Bag, kind: ItemKind, mut need: u32) -> bool {
if count_of(bag, kind) < need {
return false;
}
for (k, n) in &mut bag.stacks {
if *k != kind || need == 0 {
continue;
}
let take = (*n).min(need);
*n -= take;
need -= take;
}
bag.stacks.retain(|(_, n)| *n > 0);
true
}
fn craft_bandage(mut bags: Query<&mut Bag>) {
for mut bag in &mut bags {
if spend(&mut bag, ItemKind::Fiber, 2) {
bag.stacks.push((ItemKind::Bandage, 1));
}
}
}
Spawn a survivor at dawn with full vitals.
#[derive(Component)]
struct Vitals {
hunger: f32,
warmth: f32,
}
fn spawn_survivor(mut commands: Commands) {
commands.spawn((
Vitals {
hunger: 100.0,
warmth: 100.0,
},
Transform::from_xyz(0.0, 0.0, 0.0),
));
}
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 field stored outside a component |
| 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 |
| Hunger, warmth, clock, recipes | Components and resources in the examples | An engine survival module |
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 types from another engine 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.
Official links stay on bevy.org. The library pin on bevy-master stays 0.20.
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.