Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Bevy ECS skill for encounter waves. Keywords: Bevy, waves, spawn, encounter, ECS.
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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 enemies arrive in waves and the wave index advances after a clear.
Update or the fixed timestep. Use .chain() when damage must land before death.[dependencies]
bevy = "0.20"
The wave index and the spawn budget are one resource. Each enemy is an entity. Spawning and clearing share WaveDirector, so those systems are chained.
#[derive(Resource)]
struct WaveDirector {
index: u32,
budget: u32,
intermission: f32,
}
#[derive(Component)]
struct Enemy;
fn boot(mut commands: Commands) {
commands.insert_resource(WaveDirector {
index: 1,
budget: 4,
intermission: 0.0,
});
}
fn spawn_budget(mut commands: Commands, mut wave: ResMut<WaveDirector>) {
if wave.intermission > 0.0 || wave.budget == 0 {
return;
}
for _ in 0..wave.budget {
commands.spawn(Enemy);
}
wave.budget = 0;
}
fn advance_on_clear(
enemies: Query<(), With<Enemy>>,
mut wave: ResMut<WaveDirector>,
time: Res<Time>,
) {
if !enemies.is_empty() {
wave.intermission = 0.0;
return;
}
wave.intermission += time.delta_secs();
if wave.intermission < 2.0 {
return;
}
wave.index += 1;
wave.budget = 3 + wave.index;
wave.intermission = 0.0;
}
fn install(app: &mut App) {
app.add_systems(Startup, boot)
.add_systems(Update, (spawn_budget, advance_on_clear).chain());
}
A fixed step is the right place to tick remaining time on a live enemy. The clear system above stays on Update and only reads Enemy.
#[derive(Component)]
struct Lifetime(f32);
fn age_enemies(
mut commands: Commands,
mut enemies: Query<(Entity, &mut Lifetime)>,
time: Res<Time<Fixed>>,
) {
for (entity, mut life) in &mut enemies {
life.0 -= time.delta_secs();
if life.0 <= 0.0 {
commands.entity(entity).despawn();
}
}
}
fn install_lifetime(app: &mut App) {
app.add_systems(FixedUpdate, age_enemies);
}
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 | One mutable blob shared by every entity |
| 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 the documented set | Read the official Bevy pages | 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 invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.
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.
latest branch.Component, systems, Query, Startup, Update, and .chain().Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.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.
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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。