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 programmatic animation using Tween for smooth property transitions, UI effects, camera movements, and juice. Covers easing functions, parallel tweens, chaining, and lifecycle management. Use when implementing UI animations OR procedural movement. Keywords Tween, easing, interpolation, EASE_IN_OUT, TRANS_CUBIC, tween_property, tween_callback.
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。
| Situation | Choose |
|---|---|
| One-off UI juice, hover, popup, score count, recoil | Tween (create_tween) |
| Authored multi-track clips, scrubbable timelines, blend trees | AnimationPlayer / AnimationTree |
| Camera continuous follow behind a moving target | Camera2D.position_smoothing / spring follow — not a new Tween every _process |
Menu motion while Engine.time_scale == 0 | Tween with set_ignore_time_scale(true) — MANDATORY time_scale_ignored_ui.gd |
| Retriggerable property (button spam, dodge cancel) | Kill-before-recreate — MANDATORY safe_tween_interruption.gd |
| Physics body / net correction motion | TWEEN_PROCESS_PHYSICS + reset_physics_interpolation |
MANDATORY: Read the script for the case above before writing tween glue.
MANDATORY for any retriggerable tween — kill active tweens before starting new ones.
MANDATORY for pause-menu / time_scale == 0 UI motion.
MANDATORY for composable cutscene timelines via tween_subtween.
set_parallel(true) + chain() for multi-property UI transitions.
tween_method for non-property values (score strings).
Curve resources for bespoke easing.
Procedural screen shake with looping tweens (offset, not follow).
as_relative() / from_current() for recoil nudges.
Sequential collection entry on one Tween.
Infinite ping-pong ambient juice.
Central juice dispatch / builder helpers when many systems share feel presets.
Tween.new() — Always use create_tween() or get_tree().create_tween() [3, 4].PropertyTweener or CallbackTweener — Only via parent Tween methods [5].kill() the old reference first [11, 12].EASE_OUT + TRANS_QUAD or EASE_IN_OUT + TRANS_CUBIC [22]._process without guards — Creating 60 tweens per second will crash the app.bind_node(self) for non-global tweens — Binding ensures death with the node [13].chain() when returning from set_parallel(true) [15].var _tween: Tween
func animate_to(pos: Vector2) -> void:
if _tween and _tween.is_valid():
_tween.kill()
_tween = create_tween().bind_node(self)
_tween.set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_QUAD)
_tween.tween_property(self, "position", pos, 0.35)
MANDATORY pattern source: safe_tween_interruption.gd.
Continuous follow is not a Tween job:
extends Camera2D
@export var target: Node2D
func _ready() -> void:
position_smoothing_enabled = true
position_smoothing_speed = 5.0
func _physics_process(_delta: float) -> void:
if target:
global_position = target.global_position
If you must tween a one-shot camera punch/return, keep one Tween reference and kill before recreate — never create_tween() inside unguarded _process.
func apply_physics_tween(target: Node3D, start_pos: Vector3, goal: Vector3) -> void:
target.global_position = start_pos
target.reset_physics_interpolation()
var tween := create_tween().bind_node(target)
tween.set_process_mode(Tween.TWEEN_PROCESS_PHYSICS)
tween.tween_property(target, "global_position", goal, 0.5)
Store duration/trans/ease in a Resource (see juice scripts) so feel is data-driven.
Parallel block → chain() → interval/callback → exit. Prefer nested_subtween_cutscene.gd for nested modules.
Tween PathFollow2D.progress_ratio instead of hand-rolled Bezier math.
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 |
|---|---|
| Chains, kill, gotchas | tween-recipes-and-gotchas.md |
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.
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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。