Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Bevy genre router for tower defense. Use when placing towers, marching creeps along waypoints, and spending gold on a fixed timestep. Keywords: Bevy, tower defense, creep, waypoint, gold, ECS.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
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 towers, creeps, and waves on a path.
Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.| Godot idea | Bevy idiom |
|---|---|
| Genre scene tree | Entities plus the domain skills linked below |
| Autoload director | A resource, not a singleton node |
| Signal bus for the loop | bevy-events-messaging |
Towers, creeps, waypoints, and gold are plain components and one resource. A navigation mesh belongs on bevy-navigation.
[package]
name = "tower-defense"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
Creeps walk a waypoint list. Towers that are off cooldown and in range spend a shot and damage the nearest creep. Gold is one resource.
#[derive(Component)]
struct Tower {
range: f32,
cooldown: f32,
damage: i32,
}
#[derive(Component)]
struct Creep {
hp: i32,
waypoint: usize,
speed: f32,
}
#[derive(Resource)]
struct Path {
points: Vec<Vec3>,
}
#[derive(Resource)]
struct Gold(i32);
fn march_creeps(
time: Res<Time<Fixed>>,
path: Res<Path>,
mut creeps: Query<(Entity, &mut Transform, &mut Creep)>,
mut commands: Commands,
) {
let dt = time.delta_secs();
for (entity, mut transform, mut creep) in &mut creeps {
let Some(goal) = path.points.get(creep.waypoint) else {
commands.entity(entity).despawn();
continue;
};
let delta = *goal - transform.translation;
let step = creep.speed * dt;
if delta.length() <= step {
transform.translation = *goal;
creep.waypoint += 1;
} else {
transform.translation += delta.normalize() * step;
}
}
}
fn towers_fire(
time: Res<Time<Fixed>>,
mut towers: Query<(&Transform, &mut Tower)>,
mut creeps: Query<(&Transform, &mut Creep)>,
) {
let dt = time.delta_secs();
for (tower_tf, mut tower) in &mut towers {
tower.cooldown = (tower.cooldown - dt).max(0.0);
if tower.cooldown > 0.0 {
continue;
}
let mut best: Option<(f32, Mut<Creep>)> = None;
for (creep_tf, creep) in &mut creeps {
let dist = tower_tf.translation.distance(creep_tf.translation);
if dist > tower.range {
continue;
}
let closer = match &best {
Some((best_dist, _)) => dist < *best_dist,
None => true,
};
if closer {
best = Some((dist, creep));
}
}
if let Some((_, mut creep)) = best {
creep.hp -= tower.damage;
tower.cooldown = 0.6;
}
}
}
Startup inserts the path and gold, then spawns one tower and one creep. The two systems share Creep, so they run in one chain.
#[derive(Component)]
struct Tower {
range: f32,
cooldown: f32,
damage: i32,
}
#[derive(Component)]
struct Creep {
hp: i32,
waypoint: usize,
speed: f32,
}
#[derive(Resource)]
struct Path {
points: Vec<Vec3>,
}
#[derive(Resource)]
struct Gold(i32);
fn setup(mut commands: Commands) {
commands.insert_resource(Path {
points: vec![
Vec3::new(0.0, 0.0, 0.0),
Vec3::new(8.0, 0.0, 0.0),
Vec3::new(8.0, 0.0, 8.0),
],
});
commands.insert_resource(Gold(100));
commands.spawn((
Tower {
range: 5.0,
cooldown: 0.0,
damage: 10,
},
Transform::from_xyz(4.0, 0.0, 2.0),
));
commands.spawn((
Creep {
hp: 30,
waypoint: 0,
speed: 2.5,
},
Transform::from_xyz(0.0, 0.0, 0.0),
));
}
fn march_creeps(
time: Res<Time<Fixed>>,
path: Res<Path>,
mut creeps: Query<(Entity, &mut Transform, &mut Creep)>,
mut commands: Commands,
) {
let dt = time.delta_secs();
for (entity, mut transform, mut creep) in &mut creeps {
let Some(goal) = path.points.get(creep.waypoint) else {
commands.entity(entity).despawn();
continue;
};
let delta = *goal - transform.translation;
let step = creep.speed * dt;
if delta.length() <= step {
transform.translation = *goal;
creep.waypoint += 1;
} else {
transform.translation += delta.normalize() * step;
}
}
}
fn towers_fire(
time: Res<Time<Fixed>>,
mut towers: Query<(&Transform, &mut Tower)>,
mut creeps: Query<(Entity, &Transform, &mut Creep)>,
) {
let dt = time.delta_secs();
for (tower_tf, mut tower) in &mut towers {
tower.cooldown = (tower.cooldown - dt).max(0.0);
if tower.cooldown > 0.0 {
continue;
}
let mut best_dist = f32::MAX;
let mut best_entity = None;
for (entity, creep_tf, _) in creeps.iter() {
let dist = tower_tf.translation.distance(creep_tf.translation);
if dist <= tower.range && dist < best_dist {
best_dist = dist;
best_entity = Some(entity);
}
}
let Some(entity) = best_entity else {
continue;
};
let Ok((_, _, mut creep)) = creeps.get_mut(entity) else {
continue;
};
creep.hp -= tower.damage;
tower.cooldown = 0.6;
}
}
pub struct TowerDefensePlugin;
impl Plugin for TowerDefensePlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, setup)
.add_systems(FixedUpdate, (march_creeps, towers_fire).chain());
}
}
Selling a tower pays gold and despawns it. One system owns both writes.
#[derive(Component)]
struct Tower {
range: f32,
cooldown: f32,
damage: i32,
}
#[derive(Resource)]
struct Gold(i32);
fn sell(
keys: Res<ButtonInput<KeyCode>>,
mut gold: ResMut<Gold>,
towers: Query<Entity, With<Tower>>,
mut commands: Commands,
) {
if !keys.just_pressed(KeyCode::KeyX) {
return;
}
let Some(entity) = towers.iter().next() else {
return;
};
gold.0 += 40;
commands.entity(entity).despawn();
}
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 Godot node 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 |
| An API outside the documented set | Check the official docs first | 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.
No Godot 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.
bevy crate - API reference and Cargo feature list.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.