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 turn-based combat with turn order, action points, phase management, and timeline systems for strategy/RPG games. Covers speed-based initiative, interrupts, and simultaneous turns. Use when implementing turn-based combat OR tactical systems. Keywords turn-based, initiative, action points, phase, round, turn order, combat.
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。
NEVER recalculate turn order every action; strictly sort once per round or ONLY when a speed-relevant stat changes to prevent O(n log n) lag.
NEVER use random tie-breaking for initiative; strictly use a secondary static attribute (Agility, ID, or persistent "luck") for deterministic replays.
NEVER modify an active turn-order queue while iterating it; strictly iterate over a duplicate() or apply queue modifications after the loop.
NEVER broadcast global turn state changes using immediate call_group(); strictly use call_group_flags(SceneTree.GROUP_CALL_DEFERRED, ...) to prevent frame spikes when notifying hundreds of units.
NEVER rely on the Node hierarchy as the source of truth; strictly use a Dictionary board state for logical grid coordinates.
can_perform_action(cost) before applying current_ap -= cost to prevent exploits.if phase == 0); strictly use an enum + match or a dedicated State Machine for Draw/Main/End phases.==) for AP checks; strictly use >= or is_equal_approx() for robust comparisons.AStar2D for tile grids; strictly use AStarGrid2D for 10x faster pathfinding and native diagonal handling.update() on AStarGrid2D after changing obstacle states; if you toggle set_point_solid(), the grid MUST refresh before the next query.while loops for input; strictly use the await keyword or signals to yield execution back to the Tree.is_action_pressed(); strictly use is_action_just_pressed() for discrete, frame-locked menu input.| Need | Choose | MANDATORY script |
|---|---|---|
| Discrete rounds (chess / tactics / card phases) | Round + initiative queue + AP phases | turn_system_patterns.gd |
| Continuous gauges (FF-style ATB) | Per-actor gauge fill in _process | active_time_battle.gd |
| Timeline / CTB with interrupts & prediction | Event timeline + predictive UI | timeline_turn_manager.gd |
Do NOT invent a fourth model inline. Read the matching script before coding.
AStarGrid2D board helpers.Keep the Autoload thin. Do not paste full queue math here — implement in the script chosen above.
# turn_manager.gd (AutoLoad) — contract only
extends Node
signal turn_started(combatant: Node)
signal turn_ended(combatant: Node)
signal round_ended
signal turn_timed_out(combatant: Node) # multiplayer: server default-pass
func start_combat(participants: Array[Node]) -> void: pass
func end_turn() -> void: pass
func request_pass(combatant: Node) -> void: pass # default action on timeout
Referenced from NEVER: server owns the clock; clients never decide "pass."
turn_started, server starts a one-shot Timer / SceneTreeTimer (authoritative).request_pass(current) (or auto-end-turn), then emits turn_timed_out.func can_perform_action(cost: int) -> bool:
return current_action_points >= cost
func perform_action(cost: int) -> bool:
if not can_perform_action(cost):
return false
current_action_points -= cost
return true
Phases: prefer enum Phase { DRAW, MAIN, END } + match, or route to godot-state-machine-advanced. Full ATB / timeline math lives in the MANDATORY scripts — do not duplicate Elite snippets here.
LLM-ignorance rule: if a general agent would not know it before reading, it lives here or in
scripts/— never delete, only move.
| Topic | Reference |
|---|---|
| ATB / prediction / previews | elite-turn-patterns.md |
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 vs _physics_process vs pure event steps.await sequencing for multi-phase turns.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。