Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Run Bevy 0.20 turns with initiative on components and the active entity plus round on one resource. Use when play steps by turn instead of every frame. Keywords: Bevy, turns, initiative, TurnClock, chain, ECS.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
Load this when play advances in turns rather than continuous time. Time still exists; you choose not to step the simulation every frame.
Resource (bevy-data-resources).Update or the fixed timestep. Use .chain() when damage must land before death.| Fact | Owner |
|---|---|
| Initiative | A component number, sorted when the round opens. |
| Active actor | TurnClock.order[index]. |
| Round | A counter on that same resource. Advance it in the chained end system. |
bevy::state is for app modes, not an initiative queue. See bevy-state-machines.[dependencies]
bevy = "0.20"
Each fighter stores speed and action points. The clock names who is active.
#[derive(Component)]
struct Fighter {
speed: i32,
tie_break: u32,
action_points: u32,
}
#[derive(Resource)]
struct TurnClock {
round: u32,
order: Vec<Entity>,
index: usize,
}
fn spawn_match(mut commands: Commands) {
let a = commands
.spawn(Fighter {
speed: 12,
tie_break: 0,
action_points: 2,
})
.id();
let b = commands
.spawn(Fighter {
speed: 12,
tie_break: 1,
action_points: 2,
})
.id();
commands.insert_resource(TurnClock {
round: 1,
order: vec![a, b],
index: 0,
});
}
Sort once. Equal speed falls through to a stable id so replays stay deterministic.
#[derive(Component, Clone, Copy)]
struct Fighter {
speed: i32,
tie_break: u32,
}
#[derive(Resource)]
struct TurnClock {
order: Vec<Entity>,
}
fn build_order(mut clock: ResMut<TurnClock>, fighters: Query<(Entity, &Fighter)>) {
let mut rows: Vec<_> = fighters.iter().collect();
rows.sort_by(|left, right| {
right
.1
.speed
.cmp(&left.1.speed)
.then(left.1.tie_break.cmp(&right.1.tie_break))
});
clock.order = rows.into_iter().map(|(entity, _)| entity).collect();
}
Spend points only after the cost check. take_action sets end_requested. end_turn refills points and advances the index only when that flag is set. Both systems mutably use TurnClock and Fighter, so .chain() is required or the flag and the points race.
#[derive(Component)]
struct Fighter {
action_points: u32,
}
#[derive(Resource)]
struct TurnClock {
order: Vec<Entity>,
index: usize,
round: u32,
end_requested: bool,
}
fn spend(cost: u32, fighter: &mut Fighter) -> bool {
if fighter.action_points < cost {
return false;
}
fighter.action_points -= cost;
true
}
fn take_action(mut clock: ResMut<TurnClock>, mut fighters: Query<&mut Fighter>) {
if clock.end_requested {
return;
}
let Some(¤t) = clock.order.get(clock.index) else {
return;
};
let Ok(mut fighter) = fighters.get_mut(current) else {
return;
};
if spend(1, &mut fighter) {
clock.end_requested = true;
}
}
fn end_turn(mut clock: ResMut<TurnClock>, mut fighters: Query<&mut Fighter>) {
if !clock.end_requested || clock.order.is_empty() {
return;
}
let Some(¤t) = clock.order.get(clock.index) else {
return;
};
if let Ok(mut fighter) = fighters.get_mut(current) {
fighter.action_points = 2;
}
clock.end_requested = false;
clock.index += 1;
if clock.index >= clock.order.len() {
clock.index = 0;
clock.round += 1;
}
}
pub struct TurnPlugin;
impl Plugin for TurnPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, (take_action, end_turn).chain());
}
}
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 the world |
| 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 |
| Initiative queue | TurnClock order built when the round opens | States or a sort on every action |
| Spend then end | take_action then end_turn with .chain() | Two unordered systems writing Fighter and TurnClock |
| 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 documentation | 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.
Do not sort initiative on every action. WHY: the queue is rebuilt when a round opens or a speed stat changes, so replays stay stable.
Do not use bevy::state as the initiative queue. WHY: states are app modes; the active entity is TurnClock.
No invented APIs or unnamed third-party crates as the chosen solver. WHY: this skill only names documented Bevy crates and modules.
Official links stay on unversioned latest pages. 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.
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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.