Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Theme a Bevy HUD from one palette resource copied onto BackgroundColor, BorderColor, BoxShadow, and BackgroundGradient. Use when many nodes share colors or a marker such as Danger picks a different fill. WindowTheme is OS chrome only. Keywords: Bevy, UI theme, UiPalette, BackgroundColor, BorderColor, BackgroundGradient, feathers.
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설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
Load this when many nodes should share colors or a widget style. Store the palette in one resource and copy it onto each node's color components.
BackgroundColor, BorderColor, BorderRadius, BoxShadow, BackgroundGradient.bevy::feathers is a collection of styled widgets for editors and inspectors. Game HUDs use Node plus the color components below.WindowTheme on Window picks the OS window variant (Light or Dark). That is window chrome, not a UI skin.A panel carries fill, border, radius, and one drop shadow. The palette is the only color source.
#[derive(Component)]
struct Panel;
#[derive(Resource, Clone)]
struct UiPalette {
panel: Color,
border: Color,
shadow: Color,
}
fn dark_palette() -> UiPalette {
UiPalette {
panel: Color::srgb(0.12, 0.13, 0.16),
border: Color::srgb(0.35, 0.38, 0.45),
shadow: Color::srgba(0.0, 0.0, 0.0, 0.45),
}
}
fn spawn_panel(mut commands: Commands) {
let palette = dark_palette();
commands.spawn((
Panel,
Node {
width: Val::Px(280.0),
height: Val::Px(160.0),
border: UiRect::all(Val::Px(2.0)),
border_radius: BorderRadius::all(CornerRadius::circular(Val::Px(8.0))),
..default()
},
BackgroundColor(palette.panel),
BorderColor::all(palette.border),
BoxShadow::new(
palette.shadow,
Val::Px(0.0),
Val::Px(4.0),
Val::Px(0.0),
Val::Px(12.0),
),
));
commands.insert_resource(palette);
}
A danger marker is a type variation: same panel shape, different fill. The two queries are disjoint, so one system may own every BackgroundColor write.
#[derive(Component)]
struct Panel;
#[derive(Component)]
struct Danger;
#[derive(Resource)]
struct UiPalette {
panel: Color,
}
fn paint_panels(
palette: Res<UiPalette>,
mut panels: Query<&mut BackgroundColor, (With<Panel>, Without<Danger>)>,
mut danger: Query<&mut BackgroundColor, (With<Panel>, With<Danger>)>,
) {
let danger_fill = Color::srgb(0.55, 0.15, 0.15);
for mut color in &mut panels {
color.0 = palette.panel;
}
for mut color in &mut danger {
color.0 = danger_fill;
}
}
Swap the whole palette, then let paint_panels copy it. The chain keeps the writer after the swap.
#[derive(Resource, Clone, Copy, PartialEq, Eq, Default)]
enum ThemeKind {
#[default]
Dark,
Light,
}
#[derive(Component)]
struct Panel;
#[derive(Component)]
struct Danger;
#[derive(Resource, Clone)]
struct UiPalette {
panel: Color,
border: Color,
shadow: Color,
}
fn dark_palette() -> UiPalette {
UiPalette {
panel: Color::srgb(0.12, 0.13, 0.16),
border: Color::srgb(0.35, 0.38, 0.45),
shadow: Color::srgba(0.0, 0.0, 0.0, 0.45),
}
}
fn light_palette() -> UiPalette {
UiPalette {
panel: Color::srgb(0.93, 0.94, 0.96),
border: Color::srgb(0.55, 0.58, 0.64),
shadow: Color::srgba(0.0, 0.0, 0.0, 0.18),
}
}
fn paint_panels(
palette: Res<UiPalette>,
mut panels: Query<&mut BackgroundColor, (With<Panel>, Without<Danger>)>,
mut danger: Query<&mut BackgroundColor, (With<Panel>, With<Danger>)>,
) {
let danger_fill = Color::srgb(0.55, 0.15, 0.15);
for mut color in &mut panels {
color.0 = palette.panel;
}
for mut color in &mut danger {
color.0 = danger_fill;
}
}
fn toggle_theme(
keys: Res<ButtonInput<KeyCode>>,
mut kind: ResMut<ThemeKind>,
mut palette: ResMut<UiPalette>,
) {
if keys.just_pressed(KeyCode::F5) {
*kind = match *kind {
ThemeKind::Dark => ThemeKind::Light,
ThemeKind::Light => ThemeKind::Dark,
};
*palette = match *kind {
ThemeKind::Dark => dark_palette(),
ThemeKind::Light => light_palette(),
};
}
}
pub struct ThemePlugin;
impl Plugin for ThemePlugin {
fn build(&self, app: &mut App) {
app.insert_resource(dark_palette())
.init_resource::<ThemeKind>()
.add_systems(Update, (toggle_theme, paint_panels).chain());
}
}
A header uses a linear gradient instead of a flat fill. Stops are automatic, so they space evenly from top to bottom.
fn spawn_header(mut commands: Commands) {
let gradient = LinearGradient::to_bottom(vec![
ColorStop::auto(Color::srgb(0.15, 0.25, 0.45)),
ColorStop::auto(Color::srgb(0.08, 0.1, 0.16)),
]);
commands.spawn((
Node {
width: Val::Percent(100.0),
height: Val::Px(72.0),
..default()
},
BackgroundGradient(vec![Gradient::Linear(gradient)]),
));
}
WindowTheme is OS chrome. It does not recolor Node entities.
use bevy::window::WindowTheme;
fn spawn_window(mut commands: Commands) {
commands.spawn(Window {
title: "Game".into(),
window_theme: Some(WindowTheme::Dark),
..default()
});
}
bevy::feathers skins editor widgets. It does not replace the palette resource on a game HUD.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 free-floating struct 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 |
| Cross-system notice that is not shared state | Message or observer slot in bevy-events-messaging | A new event type invented in this file |
| Shared UI colors | UiPalette plus one paint system | A new color written in every spawn system |
| A header wash | BackgroundGradient with LinearGradient | A second BackgroundColor on the same node |
| Editor chrome | bevy::feathers widgets | Reusing feathers as the game HUD skin |
Load references/ecs-ownership.md for the ownership table.
/0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose..chain() orders them.WindowTheme as a HUD skin. WHY: it only selects OS window chrome (Light or Dark).The library pin on bevy-master stays 0.20.
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.
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Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
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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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