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 inventories. Keywords: Bevy, inventory, stack, item, ECS.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
Load this when stacks move between containers. UI grids stay on bevy-ui-layout. Economy prices stay on bevy-economy-system.
Update or the fixed timestep. Use .chain() when damage must land before death.| Need | Bevy shape |
|---|---|
| Stack | Item id plus count on a component or inside a resource inventory |
| Container | An entity that owns stacks |
| Equip | A marker component. Stat changes go through bevy-rpg-stats |
[package]
name = "inventory"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
Stacks live on the container entity. Moves are messages so a single query mutably borrows both bags.
#[derive(Clone, Copy, PartialEq, Eq)]
struct ItemId(u32);
#[derive(Clone, Copy)]
struct Stack {
item: ItemId,
count: u32,
}
#[derive(Component, Default)]
struct Inventory {
slots: Vec<Stack>,
}
#[derive(Message)]
struct MoveStack {
from: Entity,
to: Entity,
slot: usize,
count: u32,
}
fn add_stack(inv: &mut Inventory, item: ItemId, mut count: u32) {
for stack in &mut inv.slots {
if stack.item == item {
stack.count += count;
return;
}
}
if count > 0 {
inv.slots.push(Stack { item, count });
}
}
fn transfer(mut requests: MessageReader<MoveStack>, mut bags: Query<&mut Inventory>) {
for req in requests.read() {
if req.from == req.to || req.count == 0 {
continue;
}
let Ok([mut from, mut to]) = bags.get_many_mut([req.from, req.to]) else {
continue;
};
let Some(stack) = from.slots.get_mut(req.slot) else {
continue;
};
if stack.count < req.count {
continue;
}
let item = stack.item;
stack.count -= req.count;
let moved = req.count;
if stack.count == 0 {
from.slots.remove(req.slot);
}
add_stack(&mut to, item, moved);
}
}
pub struct InventoryPlugin;
impl Plugin for InventoryPlugin {
fn build(&self, app: &mut App) {
app.add_message::<MoveStack>()
.add_systems(Update, transfer);
}
}
Equip copies a stack onto a marker and leaves the remainder in the bag. Stat changes stay on bevy-rpg-stats.
#[derive(Clone, Copy, PartialEq, Eq)]
struct ItemId(u32);
#[derive(Component)]
struct Equipped {
item: ItemId,
}
#[derive(Component, Default)]
struct Inventory {
slots: Vec<(ItemId, u32)>,
}
fn equip_first(mut commands: Commands, actors: Query<(Entity, &Inventory), Without<Equipped>>) {
for (entity, bag) in &actors {
let Some((item, count)) = bag.slots.first().copied() else {
continue;
};
if count == 0 {
continue;
}
commands.entity(entity).insert(Equipped { item });
}
}
Spawn a chest and a player bag with a starter stack.
#[derive(Clone, Copy, PartialEq, Eq)]
struct ItemId(u32);
#[derive(Clone, Copy)]
struct Stack {
item: ItemId,
count: u32,
}
#[derive(Component)]
struct Inventory {
slots: Vec<Stack>,
}
fn spawn_bags(mut commands: Commands) {
commands.spawn(Inventory {
slots: vec![Stack {
item: ItemId(1),
count: 8,
}],
});
commands.spawn(Inventory { slots: Vec::new() });
}
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 |
| Stacks and moves | Inventory plus a MoveStack message | Two systems each writing one bag |
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 APIs or unnamed third-party crates as the chosen solver. 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.