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 character stats. Keywords: Bevy, stats, attributes, modifiers, ECS.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
Load this when attributes, modifiers, or derived numbers live on an actor. Combat applies them via bevy-combat-system.
Attributes change. An IncomingHit or XpGain is a component removed after it is applied. .chain() so a vitality gain runs before the health sync.[dependencies]
bevy = "0.20"
serde = { version = "1", features = ["derive"] }
ron = "0.10"
Attributes and modifiers live on the actor. Derived attack is a function, not a second source of truth.
#[derive(Component, Clone, Copy)]
struct Attributes {
strength: i32,
vitality: i32,
}
enum ModKind {
Add,
Mul,
}
struct Modifier {
kind: ModKind,
amount: f32,
}
#[derive(Component)]
struct ModifierList(Vec<Modifier>);
fn derived_attack(attrs: &Attributes, mods: &ModifierList) -> f32 {
let mut value = attrs.strength as f32;
let mut scale = 1.0;
for modifier in &mods.0 {
match modifier.kind {
ModKind::Add => value += modifier.amount,
ModKind::Mul => scale *= modifier.amount,
}
}
(value * scale).max(0.0)
}
Health max follows vitality. The system runs only when Attributes changed, so idle frames do not recompute.
#[derive(Component, Clone, Copy)]
struct Attributes {
strength: i32,
vitality: i32,
}
#[derive(Component)]
struct Health {
current: i32,
max: i32,
}
fn sync_health(mut actors: Query<(&Attributes, &mut Health), Changed<Attributes>>) {
for (attrs, mut health) in &mut actors {
health.max = (20 + attrs.vitality * 5).max(1);
health.current = health.current.min(health.max);
}
}
#[derive(Component, Clone, Copy)]
struct IncomingHit(i32);
fn apply_hits(mut commands: Commands, mut actors: Query<(Entity, &mut Health, &IncomingHit)>) {
for (entity, mut health, hit) in &mut actors {
health.current = (health.current - hit.0).max(0);
commands.entity(entity).remove::<IncomingHit>();
}
}
The curve is data. Load it once into a resource. Awarding experience mutates the actor component and reads that table.
use serde::Deserialize;
#[derive(Deserialize, Resource, Clone, Copy)]
struct LevelCurve {
base_xp: u32,
growth: f32,
}
#[derive(Component)]
struct Progression {
level: u32,
xp: u32,
}
fn load_curve() -> LevelCurve {
let text = "(base_xp: 100, growth: 1.15)";
ron::from_str(text).expect("level curve")
}
fn xp_to_advance(curve: &LevelCurve, level: u32) -> u32 {
let scaled = curve.base_xp as f32 * curve.growth.powi(level as i32);
scaled.clamp(1.0, 1_000_000.0) as u32
}
#[derive(Component, Clone, Copy)]
struct Attributes {
strength: i32,
vitality: i32,
}
#[derive(Component)]
struct Health {
current: i32,
max: i32,
}
fn sync_health(mut actors: Query<(&Attributes, &mut Health), Changed<Attributes>>) {
for (attrs, mut health) in &mut actors {
health.max = (20 + attrs.vitality * 5).max(1);
health.current = health.current.min(health.max);
}
}
#[derive(Component, Clone, Copy)]
struct XpGain(u32);
fn grant_xp(
mut commands: Commands,
curve: Res<LevelCurve>,
mut actors: Query<(Entity, &mut Progression, &mut Attributes, &XpGain)>,
) {
for (entity, mut progress, mut attrs, gain) in &mut actors {
progress.xp += gain.0;
let need = xp_to_advance(&curve, progress.level);
if progress.xp >= need {
progress.xp -= need;
progress.level += 1;
attrs.vitality += 1;
}
commands.entity(entity).remove::<XpGain>();
}
}
pub struct StatsPlugin;
impl Plugin for StatsPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(load_curve())
.add_systems(Update, (grant_xp, sync_health).chain());
}
}
| Need | Owner |
|---|---|
| Attributes | Attributes on the actor. |
| Modifier | ModifierList of additive and multiplicative rows. |
| Level | Progression plus a LevelCurve resource loaded from RON. |
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 value that is not 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 |
| 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 node, resource, or signal types for this mechanic. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No Godot types 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.
The library pin on bevy-master stays 0.20.0.
latest branch.Component, systems, Query, Startup, Update, and .chain().Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.아직 리뷰가 없습니다. 사용해 본 소감을 남겨 주세요.
로그인 없이 쓸 수 있습니다. 사용 후기, 질문, 작동하지 않은 환경 등을 편하게 남겨 주세요.
아직 댓글이 없습니다. 첫 댓글을 남겨 보세요.
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.