Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Expert blueprint for tower defense games (Bloons TD, Kingdom Rush, Fieldrunners) covering wave management, tower targeting logic, path algorithms, economy balance, and mazing mechanics. Use when building TD, lane defense, or tower placement strategy games. Keywords tower defense, wave spawner, pathfinding, targeting priority, mazing, NavigationServer baking.
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실행 점수 미검증
설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
NavigationServer2D.map_get_path() before finalizing tower placement.bake_navigation_polygon() for mazing; strictly offload to a worker thread to prevent 100ms+ frame hitches during placement.get_overlapping_bodies() every frame; strictly use signals (body_entered/body_exited) to maintain a local target cache._process() for projectile movement if count > 500; strictly use the PhysicsServer2D/3D directly for high-performance bullet-hell tiers.StringName (&"first", &"strongest") for O(1) hash comparisons in targeting loops.progress property on PathFollow nodes; strictly use it as the O(1) way to identify the target closest to exit.CollisionShape non-uniformly; strictly adjust the radius property of the Shape resource to preserve collision math.| Style | Approach | Scripts / APIs |
|---|---|---|
| Fixed lanes | Path2D / PathFollow2D progress | wave_manager.gd, wave_resource_spawner.gd |
| Mazing | Seal-check before place | NavigationServer2D.map_get_path / AStarGrid2D (NEVER) |
| Organic curves | Bezier PathFollow progress | Prefer PathFollow over per-frame seek |
| Priority | Sort key | MANDATORY |
|---|---|---|
| FIRST | Highest progress (closest to exit) | tower_targeting_system.gd |
| LAST | Lowest progress | same — LAST implemented |
| STRONGEST / WEAKEST | health desc / asc | same — WEAKEST implemented |
Use signal-cached range Area enter/exit + frame-sliced acquire (acquire_interval_frames). Never get_overlapping_bodies() every frame.
| Concern | Rule | Script |
|---|---|---|
| Wave composition | Resource .tres waves | wave_manager.gd |
| Co-op purchases | Server validates gold | tower_defense_patterns.gd |
| Comeback | Interest / early-call bonus | Design-level — not tower FSM |
When count > ~500:
spawn_fast_bullet (PhysicsServer3D kinematic RIDs).intersect_shape; defer collision disable on death.MANDATORY: tower.gd for idle → acquire → windup → fire. Targeting stays in tower_targeting_system.gd.
| Topic | Reference / script |
|---|---|
| Waves / towers / paths | architecture-overview.md |
| Projectile lead & targeting | key-mechanics.md |
| Maze validation & burst search | elite-technical-patterns.md + grid_path_validator.gd |
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
map_get_path seal checks before committing tower placement.progress / progress_ratio for fixed-lane enemies and First/Last targeting.body_entered / body_exited) instead of per-frame overlap polls..tres data instead of hard-coded spawn switches.duplicate(true) for balance edits.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.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.