Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Bevy ECS skill for tween and juice. Keywords: Bevy, tween, juice, curve, ECS.
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설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
Load this when a value should ease over time. A tween player is yours to build in ECS from elapsed time.
EasingCurve samples an ease between two values. It is not a player that stores entity state.Update with Time::delta_secs, then write Transform.AnimationClip on bevy-animation. That is a clip, not a one-shot UI tween.[dependencies]
bevy = "0.20"
One system advances elapsed time. The eased t is EasingCurve::sample_clamped. Finished tweens are despawned by the marker, not by a callback type.
use bevy::curve::Curve;
use bevy::curve::easing::{EaseFunction, EasingCurve};
#[derive(Component)]
struct Slide {
start: Vec3,
end: Vec3,
elapsed: f32,
duration: f32,
}
fn spawn_slide(mut commands: Commands) {
commands.spawn((
Transform::from_translation(Vec3::ZERO),
Slide {
start: Vec3::ZERO,
end: Vec3::new(2.0, 1.0, 0.0),
elapsed: 0.0,
duration: 0.6,
},
));
}
fn step_slides(
time: Res<Time>,
mut slides: Query<(Entity, &mut Slide, &mut Transform)>,
mut commands: Commands,
) {
let curve = EasingCurve::new(0.0, 1.0, EaseFunction::QuadraticOut);
for (entity, mut slide, mut transform) in &mut slides {
slide.elapsed = (slide.elapsed + time.delta_secs()).min(slide.duration);
let t = if slide.duration <= 0.0 {
1.0
} else {
slide.elapsed / slide.duration
};
let eased = curve.sample_clamped(t);
transform.translation = slide.start.lerp(slide.end, eased);
if slide.elapsed >= slide.duration {
commands.entity(entity).remove::<Slide>();
}
}
}
pub struct JuicePlugin;
impl Plugin for JuicePlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, spawn_slide)
.add_systems(Update, step_slides);
}
}
A punch scale uses the same clock and a different ease. When elapsed reaches duration, the marker comes off so later systems stop writing that transform.
use bevy::curve::Curve;
use bevy::curve::easing::{EaseFunction, EasingCurve};
#[derive(Component)]
struct Punch {
elapsed: f32,
duration: f32,
amount: f32,
}
fn step_punch(time: Res<Time>, mut punches: Query<(Entity, &mut Punch, &mut Transform)>, mut commands: Commands) {
let curve = EasingCurve::new(0.0, 1.0, EaseFunction::CubicOut);
for (entity, mut punch, mut transform) in &mut punches {
punch.elapsed = (punch.elapsed + time.delta_secs()).min(punch.duration);
let t = punch.elapsed / punch.duration.max(0.0001);
let eased = curve.sample_clamped(t);
let scale = 1.0 + punch.amount * (1.0 - eased);
transform.scale = Vec3::splat(scale);
if punch.elapsed >= punch.duration {
commands.entity(entity).remove::<Punch>();
}
}
}
Delay then move is two components. The delay system inserts Slide only after its timer ends, so the order is data, not a sequence asset.
#[derive(Component)]
struct Slide {
start: Vec3,
end: Vec3,
elapsed: f32,
duration: f32,
}
#[derive(Component)]
struct Wait {
remaining: f32,
end: Vec3,
}
fn release_waits(time: Res<Time>, mut waits: Query<(Entity, &mut Wait)>, mut commands: Commands) {
for (entity, mut wait) in &mut waits {
wait.remaining -= time.delta_secs();
if wait.remaining <= 0.0 {
commands.entity(entity).insert(Slide {
start: Vec3::ZERO,
end: wait.end,
elapsed: 0.0,
duration: 0.4,
});
commands.entity(entity).remove::<Wait>();
}
}
}
| Need | Owner |
|---|---|
| Property tween | Slide plus EasingCurve writing Transform. |
| Sequence | A Wait component that inserts Slide when it elapses. |
| Finish | Remove the marker when elapsed reaches duration. Clip events stay on bevy-animation. |
EasingCurve::sample_clamped is the ease used above. EaseFunction::QuadraticOut and EaseFunction::CubicOut are two of the built-in curves.Slide / Punch / Wait components. A third-party tween crate is optional and is not required for this pattern.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 Tween node. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No named tween 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.
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.