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。
Bevy 0.20 collection loop: pickup markers, a quota resource, one score per entity per pass, and NextState when the quota is met. Use when the run is about collecting objects. Keywords: Bevy, collection, pickup, quota, NextState, ECS.
中文简介正在准备中。当前显示原文说明。
查看安装方法安装前可以查看交给 AI 代理的指令内容。
Load this when the run is about picking up objects and reaching a count.
Update or the fixed timestep. Use .chain() when damage must land before death.| Godot idea | Bevy idiom |
|---|---|
| Pickup | A component marker. Detection waits on spatial queries. |
| Quota | A resource count. |
| Win | A state change via bevy-state-machines. |
A collectible is a marker component. Overlap is a distance check you own until a physics skill supplies contacts. Mark each entity once per pass: Commands::despawn applies later, so a second collector would otherwise score the same pickup. The quota is a resource. Reaching it writes NextState, which the state schedule applies after this system.
[dependencies]
bevy = "0.20"
#[derive(Component)]
struct Collectible {
points: u32,
}
#[derive(Component)]
struct Collector;
#[derive(Resource)]
struct CollectionScore {
points: u32,
quota: u32,
}
#[derive(States, Debug, Clone, Copy, PartialEq, Eq, Hash, Default)]
enum RunState {
#[default]
Playing,
Won,
}
fn collect_by_distance(
mut commands: Commands,
mut score: ResMut<CollectionScore>,
collectors: Query<&Transform, With<Collector>>,
pickups: Query<(Entity, &Transform, &Collectible)>,
) {
let mut taken = std::collections::HashSet::new();
for collector in &collectors {
for (entity, transform, item) in &pickups {
if taken.contains(&entity) {
continue;
}
let distance = collector.translation.distance(transform.translation);
if distance <= 1.0 {
taken.insert(entity);
score.points += item.points;
commands.entity(entity).despawn();
}
}
}
}
fn reach_quota(score: Res<CollectionScore>, mut next: ResMut<NextState<RunState>>) {
if score.points >= score.quota {
next.set(RunState::Won);
}
}
fn spawn_pickups(mut commands: Commands) {
commands.insert_resource(CollectionScore {
points: 0,
quota: 3,
});
commands.spawn((Collector, Transform::default()));
for index in 0..3 {
commands.spawn((
Collectible { points: 1 },
Transform::from_xyz(index as f32, 0.0, 0.0),
));
}
}
pub struct CollectionPlugin;
impl Plugin for CollectionPlugin {
fn build(&self, app: &mut App) {
app.init_state::<RunState>()
.add_systems(Startup, spawn_pickups)
.add_systems(Update, (collect_by_distance, reach_quota).chain());
}
}
#[derive(Component)]
struct Remaining(u32);
#[derive(Resource, Default)]
struct Quota {
collected: u32,
need: u32,
}
fn tally(mut quota: ResMut<Quota>, mut counters: Query<&mut Remaining>) {
for mut remaining in &mut counters {
if remaining.0 > 0 {
remaining.0 -= 1;
quota.collected += 1;
}
}
}
fn quota_met(quota: Res<Quota>) -> bool {
quota.collected >= quota.need && quota.need > 0
}
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.
| Piece | Owner | Who may mutate | Schedule |
|---|---|---|---|
| Data on one entity | Component | One system via Query | Update or FixedMain |
| One value for the whole app | Resource | One system | Startup to insert, then the schedule that reads it |
| Spawn | Commands | The spawning system | Startup for the initial world; later schedules for runtime spawn |
| Order that must not race | .chain() | The chained systems only | Same schedule |
| Plugin boundary | Plugin | build registers systems and resources | Before 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.
| If you need | Do this | Do not |
|---|---|---|
| Per-entity data | Component + Query | A Godot node script |
| App-wide config or clock | Resource | Copy the value onto every entity |
| Stable simulation step | FixedMain and the Fixed clock | Tie simulation to raw frame Update |
| Startup spawn | Commands in Startup | Spawn from a render system |
| Cross-system notice that is not shared state | Message or observer slot in bevy-events-messaging | A new event type invented in this file |
| An API outside this skill | Load the skill that owns it | A made-up crate or API |
Load references/ecs-ownership.md for the ownership table.
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 treat NextState::set as already applied in the same system. WHY: the state schedule performs the transition after this system returns.
Do not score a pickup from two collectors in one pass. WHY: despawn is deferred, so the entity is still in the query.
Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.
No Godot node, resource, or signal types for this mechanic. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No Godot types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
The library pin on bevy-master stays 0.20.0. Official pages stay on the unversioned site.
Component, systems, Query, Startup, Update, and .chain().States, NextState, and init_state on the same ECS schedule page.latest branch.还没有评价。欢迎分享你的使用感受。
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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。
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。
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。
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。
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。
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。