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 tile maps. Keywords: Bevy, tilemap, tiles, ECS, Sprite.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
Load this before storing a grid of tiles. Bevy draws cells with Sprite and a TextureAtlas. The grid itself is a resource and a set of entities you own.
TileGrid owns width, height, and one cell id per slot.TileCell stores the grid coordinate on the sprite entity.TextureAtlasLayout::from_grid slices a sheet. Sprite::from_atlas_image picks a cell index.Startup. Autotile rules are a plain function over neighbor ids.[dependencies]
bevy = "0.20"
The grid is the source of truth. Sprites are a view of it.
#[derive(Resource)]
struct TileGrid {
width: i32,
height: i32,
cells: Vec<u16>,
}
impl TileGrid {
fn index(&self, x: i32, y: i32) -> Option<usize> {
if x < 0 || y < 0 || x >= self.width || y >= self.height {
return None;
}
Some((y * self.width + x) as usize)
}
fn get(&self, x: i32, y: i32) -> u16 {
self.index(x, y).map(|i| self.cells[i]).unwrap_or(0)
}
}
#[derive(Component)]
struct TileCell {
x: i32,
y: i32,
}
A 4 by 4 sheet of 16-pixel tiles becomes one layout asset. Each solid cell spawns a sprite.
#[derive(Resource)]
struct TileGrid {
width: i32,
height: i32,
cells: Vec<u16>,
}
impl TileGrid {
fn get(&self, x: i32, y: i32) -> u16 {
if x < 0 || y < 0 || x >= self.width || y >= self.height {
return 0;
}
self.cells[(y * self.width + x) as usize]
}
}
#[derive(Component)]
struct TileCell {
x: i32,
y: i32,
}
fn spawn_tiles(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut layouts: ResMut<Assets<TextureAtlasLayout>>,
grid: Res<TileGrid>,
) {
let layout = layouts.add(TextureAtlasLayout::from_grid(
UVec2::splat(16),
4,
4,
None,
None,
));
let image = asset_server.load("tiles.png");
let tile = 16.0;
for y in 0..grid.height {
for x in 0..grid.width {
let id = grid.get(x, y);
if id == 0 {
continue;
}
commands.spawn((
Sprite::from_atlas_image(
image.clone(),
TextureAtlas {
layout: layout.clone(),
index: id as usize,
},
),
Transform::from_xyz(x as f32 * tile, y as f32 * tile, 0.0),
TileCell { x, y },
));
}
}
commands.spawn(Camera2d);
}
Four-neighbor bits pick an atlas index. Empty neighbors stay zero.
#[derive(Resource)]
struct TileGrid {
width: i32,
height: i32,
cells: Vec<u16>,
}
impl TileGrid {
fn get(&self, x: i32, y: i32) -> u16 {
if x < 0 || y < 0 || x >= self.width || y >= self.height {
return 0;
}
self.cells[(y * self.width + x) as usize]
}
}
#[derive(Component)]
struct TileCell {
x: i32,
y: i32,
}
fn autotile_index(grid: &TileGrid, x: i32, y: i32) -> usize {
let solid = |nx: i32, ny: i32| u16::from(grid.get(nx, ny) != 0);
let mask = solid(x, y + 1)
| (solid(x + 1, y) << 1)
| (solid(x, y - 1) << 2)
| (solid(x - 1, y) << 3);
mask as usize
}
fn repaint(grid: Res<TileGrid>, mut tiles: Query<(&TileCell, &mut Sprite)>) {
for (cell, mut sprite) in &mut tiles {
if let Some(atlas) = sprite.texture_atlas.as_mut() {
atlas.index = autotile_index(&grid, cell.x, cell.y);
}
}
}
| Design | Bevy idiom |
|---|---|
| TileSet atlas | TextureAtlasLayout::from_grid plus Sprite::from_atlas_image |
| TileMap layer | TileGrid resource and one entity per visible cell |
| Autotile | A function from neighbor ids to an atlas index |
There is no engine tilemap type. Collision from the grid is a physics concern on bevy-physics-2d. Streaming a larger world means spawning and despawning TileCell entities from the same resource.
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 scene-tree script hung on the entity |
| 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 TileMap or TileSet types. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No named tilemap crate as the chosen solution. 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.
Official pages stay on unversioned bevy.org URLs. The library pin on bevy-master stays 0.20.0. Cells draw with Sprite and TextureAtlas. There is no engine tile-map type.
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.