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。
Emit a Godot 4.7 project from a GDAS-reader evidence ledger. Stubs name the ledger id and the Domain Skill to load. Use after gdas-reader, not as a decompiler. Keywords: godot-rea, reconstruction, ledger, emit_project, Godot 4.7.
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。
Turn a GDAS-reader ledger into a Godot 4.7 project. The project is a scaffold of stubs. It is not a port of machine code.
Run this after read_artifact.py has written ledger.json and the honesty rubric in GDAS-reader scores at least 3. Then open the Domain Skill named on each stub before writing gameplay.
python skills/gdas-reader/scripts/read_artifact.py P:\artifact --out P:\work\ledger.json
python skills/godot-rea/scripts/emit_project.py P:\work\ledger.json --out P:\work\godot-project
python skills/godot-rea/scripts/emit_project.py --self-test
| Path | Role |
|---|---|
project.godot | Godot 4.7 project. Features are 4.7 and Forward Plus. Renderer is forward_plus. Main scene is res://scenes/main.tscn. The scene file has no uid:// line. The editor writes UIDs on import. |
scenes/main.tscn | One child node per ledger entry. The node name is the ledger id, not the display name, so two entries cannot share a sibling name. |
scripts/<id>.gd | Stub. Comment carries ledger id, status, evidence path, and the Godot skill to load. _ready is pass. |
placeholders/ or assets/ | Placeholders when the license is unspecified. Copied bytes when --allow-assets and the ledger license are both set. |
COVERAGE.md | Limits plus one line per entry. |
--allow-assets copies bytes into assets/<ledger-id>.<ext> when that entry's license is not blank or unspecified. It prefers the reader's copied path, then source_path. Without that pair, the emitter writes placeholders/ and leaves the bytes alone.
confirmed declaration means the name exists in the artifact. It does not mean the Godot function should reproduce that body. Load the suggested skill and re-implement the behavior you are allowed to write.partial string from a PE or ELF scan is a hint. The reader does not walk the import table, so a .dll string is not a confirmed import. Wiring it to health or a signal without a second source of truth fails the honesty rubric.unknown entries still get a node so coverage stays visible. Leaving them out makes the project look finished.ResourceSaver does not write UIDs. The emitter omits uid:// because uid://rea_main is illegal: ResourceUID text is a-z and 0-9 only, and an underscore returns INVALID_ID. After import, godot-builder runs godot -e --headless --import.config/features must include both 4.7 and Forward Plus, and renderer/rendering_method must be forward_plus. A features array that is only 4.7 loses the renderer tag the next time the editor saves the project.owner to the scene root when a node has parent="." and no owner field. parent is not that assignment. Node.duplicate() does not copy owner. A later PackedScene.pack drops children whose owner is unset, so that step must set_owner on the copy and each child.canvas_items and expand once the editor rewrites settings. The emitter does not pin stretch. See references/migration-notes.md and references/ledger-contract.md.partial or unknown row is not a mechanic. Band 0 is that failure.pass and guessing a method body. The stub is done when the named Domain Skill replaces it.--allow-assets is set and that entry's license is not blank or unspecified. An unspecified license means the bytes are not cleared to vendor into the project.../gdas-reader path. A single-skill install has no sibling folder. Use the GitHub URL in Related Skills.## Godot 4.7 Baseline section here. Hop text stays in references/migration-notes.md.| Band | Rule |
|---|---|
| 0 | Emitted GDScript implements a mechanic the ledger marked partial or unknown. |
| 1 | COVERAGE.md omits limits or drops unknown ids. |
| 2 | Stubs exist but comments omit the skill name. |
| 3 | Every entry has a script, a coverage line, and a pass body. Comments are single lines. |
| 4 | Feature tags are 4.7 and Forward Plus. Suggested skills match the ledger. Assets are placeholders, or a licensed copy named from the ledger id when --allow-assets was set. |
Ship at band 4.
Reads ledger JSON and writes the project tree. --self-test checks the Forward Plus feature tag, a comment that cannot become a statement, a placeholder when the license is unspecified, and a licensed copy under --allow-assets.
Field table and scene header: references/ledger-contract.md.
_ready stubs.pass.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。
Spawn and tune Bevy 0.20 directional, point, and spot lights, cascade shadows, distance fog, and a nearest-light shadow budget. Use when a 3D scene needs a sun, local lights, or fog on the camera. Keywords: DirectionalLight, PointLight, SpotLight, CascadeShadowConfig, DistanceFog, bevy_light.
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。
Rewrite Bevy 2D actors and cameras into 3D meshes and Camera3d while keeping gameplay components. Use when a Bevy 2D game should gain a perspective camera, mesh draw, and a planar velocity lifted onto XZ. Keywords: Camera2d, Camera3d, Sprite, Mesh3d, StandardMaterial, WishVelocity.
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。