Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
日本語の概要は準備中です。原文の説明を表示しています。
Expert blueprint for fighting games including frame data (startup/active/recovery frames, advantage on hit/block), hitbox/hurtbox systems, input buffering (5-10 frames), motion input detection (QCF, DP), combo systems (damage scaling, cancel hierarchy), character states (idle/attacking/hitstun/blockstun), and rollback netcode. Based on FGC competitive design. Trigger keywords: fighting_game, frame_data, hitbox_hurtbox, input_buffer, motion_inputs, combo_system, rollback_netcode, cancel_system, advantage_frames.
インストールする前に、エージェントに与えられる指示の中身を確認できます。
_physics_process with a frame-counter) and call reset_physics_interpolation() on teleport.PhysicsDirectSpaceState.intersect_shape() to query hitboxes instantly without Area2D signal lag.Area2D.get_overlapping_areas(); strictly use intersect_shape() for immediate, frame-perfect resolution.scale.x = -1) for character flip; strictly adjust the dedicated Visuals node while managing hitbox offsets programmatically.AnimationMixer with ADVANCE_MANUAL for frame-synced playback.yield or await for frame-critical logic; strictly use Integer Frame Counting within state machines to manage recovery/startup windows perfectly.Resource files (.tres) with delegated logic for damage scaling, cancels, and combo-state tracking.Input.use_accumulated_input enabled; strictly disable it to preserve sub-frame timing for precise combo links.MANDATORY reads before implementing the matching system:
- fighting_input_buffer.gd — buffers + motion (QCF/DP)
- direct_hitbox_query.gd — exclusive hit resolution path (
intersect_shape)- rollback_state_serializer.gd — snapshot/restore for netplay
StringName comparisons in AI states..tres frame-data Resource (startup/active/recovery, advantage).state_frame.@tool editor frame scrubber for hitbox alignment.Neutral → Confirm Hit → Combo → Advantage → Repeat
| Need | Action |
|---|---|
| Attack timing Resource | .tres with startup/active/recovery/advantage — not script constants |
| 60fps sim step | deterministic_physics_loop.gd |
| Anim sync to frames | manual_animation_advancer.gd (ADVANCE_MANUAL) |
| Need | Action |
|---|---|
| 5–10f buffer + QCF/DP | MANDATORY fighting_input_buffer.gd |
| Sub-frame links | input_accumulation_control.gd — disable accumulated input |
| Need | Action |
|---|---|
| Frame-perfect hit | MANDATORY exclusively direct_hitbox_query.gd |
| Volume authoring helper | hitbox_component.gd for shapes/layers — never area_entered / get_overlapping_areas for resolution |
| Proximity guard | Query expanded shape before active frames land |
| Need | Action |
|---|---|
| Damage scaling ~10%/hit | Track in combo state; store cancel hierarchy on Attack Resources |
| States | IDLE/ATTACKING/HITSTUN/BLOCKSTUN… with integer state_frame — peer godot-state-machine-advanced |
| Need | Action |
|---|---|
| Snapshots | MANDATORY rollback_state_serializer.gd |
| Transport | UDP/ENet via raw_byte_network_sync.gd; peer godot-multiplayer-networking |
| Element | Guideline |
|---|---|
| Health | 10,000-15,000 for ~20 second rounds |
| Combo damage | Max 30-40% of health per touch |
| Fastest moves | 3-5 frames startup (jabs) |
| Slowest moves | 20-40 frames (supers, overheads) |
| Throw range | Short but reliable |
| Meter gain | Full bar in ~2 combos received |
For roster / matchup simulation, use godot-monte-carlo-balancer.
| Pitfall | Solution |
|---|---|
| Infinite combos | Hitstun decay + gravity scaling |
| Area2D signal hits | Replace with direct_hitbox_query.gd |
| Lag input drops | Buffer 8+ frames |
| Desync | Deterministic loop + rollback serializer |
LLM-ignorance rule: If a general agent would not know it before reading, load the reference — never delete expert deltas.
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing work to a peer domain — do not preload the whole lattice.
_process deltas.use_accumulated_input and sample actions per frame so buffers and motion windows stay deterministic.intersect_shape hit resolution without waiting on Area2D overlap signals.ADVANCE_MANUAL / callback mode so attack clips advance in lockstep with integer frame data..tres data—not hardcoded script constants.reset_physics_interpolation contracts fighters still need outside pure hit detection.state_frame counters instead of await-based recovery.まだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for 3D lights. Keywords: Bevy, lighting, directional, point, spot, bevy_light, PBR.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for moving a Bevy game from 2D to 3D. Keywords: Bevy, 2D, 3D, adapt, camera, sprite.
日本語の概要は準備中です。原文の説明を表示しています。