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 Metroidvanias including ability-gated exploration (locks/keys), interconnected world design (backtracking with shortcuts), persistent state tracking (collectibles, boss defeats), room transitions (seamless loading), map systems (grid-based revelation), and ability versatility (combat + traversal). Use for exploration platformers or action-adventure games. Trigger keywords: metroidvania, ability_gating, interconnected_world, backtracking, map_system, persistent_state, room_transition, soft_locks.
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。
load(); strictly use ResourceLoader.load_threaded_request() for seamless transitions.Vector2i to prevent precision jitter.call_deferred()._process(); strictly use _physics_process() to prevent stutter.CharacterBody2D velocity by delta before move_and_slide(); the engine handles this internally.is_action_just_pressed() inside _physics_process() for buffering; strictly capture events in _unhandled_input().StringName (&"dashing") for pointer-speed comparisons.SceneTree.call_group() for efficient mass communication.free(); strictly use queue_free() to avoid segmentation faults.ResourceLoader.StringName pattern matching for traversal/combat states.PhysicsServer queries for performance-optimized wall detection.| Phase | Skills | Purpose |
|---|---|---|
| 1. Character | godot-characterbody-2d, godot-state-machine-advanced | Tight movement + ability states |
| 2. World | godot-tilemap-mastery, godot-scene-management | Rooms, biomes, threaded transitions |
| 3. Systems | godot-save-load-systems, godot-ability-system | Persist gates/collectibles; unlock keys |
| 4. UI | godot-ui-containers, godot-inventory-system | Map / inventory / HUD |
| 5. Balance | godot-monte-carlo-balancer | Soft-lock risk, backtrack length |
MANDATORY: metroid_game_state.gd + persistent_progression_system.gd. Rooms never own global ability flags. Room metadata uses resource_local_to_scene so instanced rooms do not share collectible state.
MANDATORY: background_room_streamer.gd + safe_scene_switcher.gd.
Fast travel must match NEVER (threaded load + deferred swap) — never ResourceLoader.load() / sync change_scene:
class_name FastTravelSystem extends Node
var _pending_path: String = ""
var _spawn_id: StringName = &""
func travel_to_room(scene_path: String, spawn_id: StringName) -> void:
_pending_path = scene_path
_spawn_id = spawn_id
var err := ResourceLoader.load_threaded_request(scene_path)
if err != OK:
push_error("Fast travel request failed: %s" % scene_path)
return
set_process(true)
func _process(_delta: float) -> void:
var status := ResourceLoader.load_threaded_get_status(_pending_path)
if status == ResourceLoader.THREAD_LOAD_IN_PROGRESS:
return
set_process(false)
if status != ResourceLoader.THREAD_LOAD_LOADED:
push_error("Fast travel load failed: %s" % _pending_path)
return
var packed := ResourceLoader.load_threaded_get(_pending_path) as PackedScene
# SceneTree work must be deferred — never from a worker thread
call_deferred("_swap_room", packed, _spawn_id)
func _swap_room(packed: PackedScene, spawn_id: StringName) -> void:
GlobalState.target_spawn_id = spawn_id
get_tree().change_scene_to_packed(packed)
MANDATORY: ability_unlock_resource.gd + progression_gate_manager.gd + ability_state_machine.gd. Gates query StringName abilities from the Autoload — do not hardcode ability strings in room scripts.
MANDATORY: minimap_fog_manager.gd. Use Vector2i cells only.
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 to a peer domain — do not preload the whole lattice.
move_and_slide, floor detection, and velocity rules for coyote/buffer jumps and dash traversal._physics_process; capture buffers in input callbacks._unhandled_input jump/ability buffering so presses are not lost between physics ticks.ResourceLoader.load_threaded_request for adjacent-room preload without hitch spikes.queue_free of the outgoing room..tres data with safe duplication.TileMapLayer + Vector2i cells for minimap fog revelation and grid room tracking.limit_* bounds and tweened limit handoffs for seamless camera room transitions.call_group for save-station heal/respawn broadcasts instead of walking the whole tree.if/elif sprawl.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。