跳到正文
cccskills
免费在 GitHub 公开

bevy-adapt-mobile-to-desktop

Bevy ECS skill for adapting a Bevy mobile game to desktop. Keywords: Bevy, desktop, mouse, keyboard, adapt, window.

中文简介正在准备中。当前显示原文说明。

实测评分 未实测

查看安装方法

包含的文件(2)

  • SKILL.md8.4 KB
  • references/ecs-ownership.md542 B

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Bevy adapt mobile to desktop

When to use

Load this when a touch-first game gains a window, mouse, and keyboard. Window setup is bevy-platform-desktop.

ECS shape

  • Window: Window, WindowMode, and PrimaryWindow.
  • Input: keyboard, mouse, and gamepad features are named on the crate page and already used by bevy-input-handling.
  • Pointer: CursorOptions on the primary window. CursorGrabMode::None, Confined, or Locked.

Desktop choices

NeedBevy idiom
On-screen buttonsKeyboard and mouse via bevy-input-handling, writing the same intent component.
Wider layoutA wider WindowResolution on the primary Window.
Pointer lockCursorOptions.grab_mode = CursorGrabMode::Locked and visible = false.

Scope

  • Keyboard and mouse write a MoveIntent component. Touch buttons can keep writing that same component.
  • Window mode, resolution, present mode, and cursor grab live on the primary window entity.

Examples

[package]
name = "desktop_port"
version = "0.1.0"
edition = "2021"

[dependencies]
bevy = "0.20"

Open a windowed 1920x1080 view and lock the pointer while aiming.

use bevy::window::{
    CursorGrabMode, CursorOptions, MonitorSelection, PresentMode, PrimaryWindow, WindowMode,
    WindowResolution,
};

fn desktop_window(mut windows: Query<&mut Window, With<PrimaryWindow>>) {
    for mut window in &mut windows {
        window.mode = WindowMode::Windowed;
        window.resolution = WindowResolution::new(1920, 1080);
        window.title = "Desktop".to_string();
        window.present_mode = PresentMode::AutoVsync;
    }
}

fn unlock_framerate(mut windows: Query<&mut Window, With<PrimaryWindow>>) {
    for mut window in &mut windows {
        window.present_mode = PresentMode::AutoNoVsync;
    }
}

fn borderless(mut windows: Query<&mut Window, With<PrimaryWindow>>) {
    for mut window in &mut windows {
        window.mode = WindowMode::BorderlessFullscreen(MonitorSelection::Current);
    }
}

#[derive(Component)]
struct Aiming;

fn grab_cursor(
    mut cursors: Query<&mut CursorOptions, With<PrimaryWindow>>,
    aiming: Query<(), With<Aiming>>,
) {
    let locked = !aiming.is_empty();
    for mut cursor in &mut cursors {
        cursor.visible = !locked;
        cursor.grab_mode = if locked {
            CursorGrabMode::Locked
        } else {
            CursorGrabMode::None
        };
    }
}

WASD replaces on-screen sticks. The gameplay system reads MoveIntent, not the key codes.

use bevy::window::{MonitorSelection, PrimaryWindow, VideoModeSelection, WindowMode};

#[derive(Component, Default)]
struct MoveIntent(Vec2);

fn read_wasd(keys: Res<ButtonInput<KeyCode>>, mut intents: Query<&mut MoveIntent>) {
    let mut dir = Vec2::ZERO;
    if keys.pressed(KeyCode::KeyA) {
        dir.x -= 1.0;
    }
    if keys.pressed(KeyCode::KeyD) {
        dir.x += 1.0;
    }
    if keys.pressed(KeyCode::KeyW) {
        dir.y += 1.0;
    }
    if keys.pressed(KeyCode::KeyS) {
        dir.y -= 1.0;
    }
    for mut intent in &mut intents {
        intent.0 = dir;
    }
}

fn toggle_fullscreen(
    keys: Res<ButtonInput<KeyCode>>,
    mut windows: Query<&mut Window, With<PrimaryWindow>>,
) {
    if !keys.just_pressed(KeyCode::F11) {
        return;
    }
    for mut window in &mut windows {
        window.mode = match window.mode {
            WindowMode::Windowed => {
                WindowMode::Fullscreen(MonitorSelection::Primary, VideoModeSelection::Current)
            }
            _ => WindowMode::Windowed,
        };
    }
}

Captured look uses the frame's summed motion.

use bevy::input::mouse::AccumulatedMouseMotion;

#[derive(Component)]
struct LookRig;

fn apply_look(
    motion: Res<AccumulatedMouseMotion>,
    mut rigs: Query<&mut Transform, With<LookRig>>,
) {
    for mut transform in &mut rigs {
        transform.rotate_y(-motion.delta.x * 0.002);
    }
}

pub struct LookPlugin;

impl Plugin for LookPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(Update, apply_look);
    }
}

Expert Knowledge Delta

Target: Bevy 0.20+.

Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their APIs. Systems run in parallel unless .chain() orders the ones that conflict.

Who owns state

PieceOwnerWho may mutateSchedule
Data on one entityComponentOne system via QueryUpdate or FixedMain
One value for the whole appResourceOne systemStartup to insert, then the schedule that reads it
SpawnCommandsThe spawning systemStartup for the initial world; later schedules for runtime spawn
Order that must not race.chain()The chained systems onlySame schedule
Plugin boundaryPluginbuild registers systems and resourcesBefore the app runs

Borrow rule: two systems that both mutably query the same component must be ordered (.chain()) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.

Decision

If you needDo thisDo not
Per-entity dataComponent + QueryA value stored off the entity
App-wide config or clockResourceCopy the value onto every entity
Stable simulation stepFixedMain and the Fixed clockTie simulation to raw frame Update
Startup spawnCommands in StartupSpawn from a render system
Cross-system notice that is not shared stateMessage or observer slot in bevy-events-messagingA new event type invented in this file
An API outside the documented setCheck the official docs firstA made-up crate or API

Load references/ecs-ownership.md for the ownership table.

NEVER

  • Do not pin /0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose.

  • Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless .chain() orders them.

  • Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.

  • No second input path that bypasses MoveIntent. WHY: keyboard, mouse, and touch must write the same component so gameplay stays device-agnostic.

  • No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

The library pin on bevy-master stays 0.20.0. Permalinks stay unversioned.

Official Documentation

  • Assets - Official asset catalog. No third-party crate was selected.
  • Examples - Example tree on the latest branch.
  • Window examples - WindowMode, present mode, and pointer grab.
  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • Plugins - Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.

Related Skills

Prerequisites

Complements

Downstream / consumers

  • None yet.

Master

评价

还没有评价。欢迎分享你的使用感受。

评论

无需登录即可发表。欢迎分享使用感受、提问,或说明在哪些环境下无法运行。

还没有评论。来写第一条吧。

提交后会立即公开。请勿填写邮箱、电话等个人信息。URL 最多 2 个。

0 / 1000 字

此表单受 reCAPTCHA 保护,适用 Google 的隐私权政策和服务条款。

同一仓库的技能

Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.

中文简介正在准备中。当前显示原文说明。

thedivergentai/Game-Dev-Agentic-Skills8872026年10月17日 更新

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.

中文简介正在准备中。当前显示原文说明。

thedivergentai/Game-Dev-Agentic-Skills8872026年10月17日 更新

Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.

中文简介正在准备中。当前显示原文说明。

thedivergentai/Game-Dev-Agentic-Skills8872026年10月17日 更新

Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.

中文简介正在准备中。当前显示原文说明。

thedivergentai/Game-Dev-Agentic-Skills8872026年10月17日 更新

Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.

中文简介正在准备中。当前显示原文说明。

thedivergentai/Game-Dev-Agentic-Skills8872026年10月17日 更新

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.

中文简介正在准备中。当前显示原文说明。

thedivergentai/Game-Dev-Agentic-Skills8872026年10月17日 更新

查看 thedivergentai 的全部技能

报告此技能的问题