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 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.
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。
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.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。