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 app states and per-entity state data. Keywords: Bevy, States, NextState, OnEnter.
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설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
Load this when the app needs a large-scale mode (paused, in a menu, loading) or when one entity needs a small mode flag. Use bevy::state for the first. Use a component for the second. Keep those two owners separate.
bevy::state: states are app-wide finite state machines. Three types implement States.
NextState<S> resource.SubStates also use NextState<S>, and are removed from the World when source states are not in the required state.ComputedStates derive from other states through a compute method.OnEnter<S>, OnExit<S>, and OnTransition<S> run systems on matching transitions. StateTransitionEvent<S> fires when state S changes. Run conditions: in_state<S> and state_changed<S>.DespawnOnEnter<S> and DespawnOnExit<S> despawn entities on those transitions (state_scoped).bevy_state ships in the default bevy app plugins. Install a state with init_state.Component and branch in a system. That enum is not a States type.[dependencies]
bevy = "0.20"
App modes are States. Gameplay systems use in_state. Pause writes NextState.
#[derive(States, Debug, Clone, Copy, Eq, PartialEq, Hash, Default)]
enum AppMode {
#[default]
Menu,
Play,
}
fn show_menu(mut commands: Commands) {
commands.spawn((Name::new("menu"), DespawnOnExit(AppMode::Menu)));
}
fn spawn_player(mut commands: Commands) {
commands.spawn((Name::new("player"), Transform::default()));
}
fn request_play(keys: Res<ButtonInput<KeyCode>>, mut next: ResMut<NextState<AppMode>>) {
if keys.just_pressed(KeyCode::Enter) {
next.set(AppMode::Play);
}
}
pub struct ModePlugin;
impl Plugin for ModePlugin {
fn build(&self, app: &mut App) {
app.init_state::<AppMode>()
.add_systems(OnEnter(AppMode::Menu), show_menu)
.add_systems(OnEnter(AppMode::Play), spawn_player)
.add_systems(Update, request_play.run_if(in_state(AppMode::Menu)));
}
}
A pause flag exists only while AppMode::Play is active. SubStates removes it otherwise.
#[derive(States, Debug, Clone, Copy, Eq, PartialEq, Hash, Default)]
enum AppMode {
#[default]
Menu,
Play,
}
#[derive(SubStates, Debug, Clone, Copy, Eq, PartialEq, Hash, Default)]
#[source(AppMode = AppMode::Play)]
enum Session {
#[default]
Running,
Paused,
}
fn toggle_pause(
keys: Res<ButtonInput<KeyCode>>,
session: Res<State<Session>>,
mut next: ResMut<NextState<Session>>,
) {
if keys.just_pressed(KeyCode::Escape) {
let flipped = match session.get() {
Session::Running => Session::Paused,
Session::Paused => Session::Running,
};
next.set(flipped);
}
}
fn install_pause(app: &mut App) {
app.add_sub_state::<Session>()
.add_systems(Update, toggle_pause.run_if(in_state(Session::Running)));
}
One actor's stance is a component. It does not change the app state.
#[derive(Component, Clone, Copy, PartialEq, Eq)]
enum Stance {
Idle,
Attack,
}
fn begin_attack(keys: Res<ButtonInput<KeyCode>>, mut actors: Query<&mut Stance>) {
if keys.just_pressed(KeyCode::KeyF) {
for mut stance in &mut actors {
*stance = Stance::Attack;
}
}
}
| Need | Owner |
|---|---|
| App mode (menu, pause, play) | A States type and NextState<S> |
| Run logic only in one mode | in_state or an OnEnter / OnExit / OnTransition schedule |
| Child mode that exists only inside a parent mode | SubStates |
| Mode derived from other modes | ComputedStates |
| One actor's stance | An enum Component plus a system. Not States unless it is truly app-wide |
init_state. Install a child mode with add_sub_state.OnEnter, OnExit, and in_state cover the schedules shown above.Stance component. Animation graphs belong on bevy-animation-graph.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 animation-tree or node state-machine types. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No invented App state-setup methods. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No third-party crates. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
The library pin on bevy-master stays 0.20.0.
Component and Query for a per-entity mode flag.latest branch. State examples live in that tree.NextState<S> is a resource. Per-entity modes are components.States.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.
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Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
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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.
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