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 card-game router: zones, turn resource, deck order, catalog costs, EndTurn and PlayCard messages. Use for a local hand, board, and seat order. Keywords: Bevy, card game, zone, turn, deck, energy, chain.
中文简介正在准备中。当前显示原文说明。
实测评分 未实测
查看安装方法安装前可以查看交给 AI 代理的指令内容。
Genre router. Domain work lives in the Bevy skills below.
Load this for a local card zone, hand, and turn order.
Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.| Need | Bevy shape |
|---|---|
| Cards and zones | Entities with Card and InZone |
| Turn and catalog | Resources |
| End turn, draw, play | Messages consumed on one .chain() |
rand. Online play stays on the networking skills.[package]
name = "cards"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
rand = "0.9"
Zones and the active seat are plain data. Ending a turn advances the seat, then draws one card into that seat's hand.
#[derive(Clone, Copy, PartialEq, Eq)]
enum ZoneKind {
Deck,
Hand,
Board,
}
#[derive(Component)]
struct Card {
def: u32,
}
#[derive(Component)]
struct InZone {
owner: u8,
kind: ZoneKind,
order: u16,
}
#[derive(Resource)]
struct Turn {
active: u8,
players: u8,
}
#[derive(Message)]
struct EndTurn;
fn end_turn(mut turns: MessageReader<EndTurn>, mut turn: ResMut<Turn>) {
for _end in turns.read() {
turn.active = (turn.active + 1) % turn.players.max(1);
}
}
fn draw_one(turn: Res<Turn>, mut ends: MessageReader<EndTurn>, mut cards: Query<(Entity, &mut InZone)>) {
if ends.read().next().is_none() {
return;
}
let mut next_order = 0u16;
let mut pick: Option<Entity> = None;
for (entity, zone) in &cards {
if zone.owner != turn.active {
continue;
}
if zone.kind == ZoneKind::Hand {
next_order = next_order.max(zone.order.saturating_add(1));
}
if zone.kind == ZoneKind::Deck && pick.is_none() {
pick = Some(entity);
}
}
if let Some(entity) = pick {
if let Ok((_entity, mut zone)) = cards.get_mut(entity) {
zone.kind = ZoneKind::Hand;
zone.order = next_order;
}
}
}
pub struct CardLoopPlugin;
impl Plugin for CardLoopPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(Turn {
active: 0,
players: 2,
})
.add_message::<EndTurn>()
.add_systems(Update, (end_turn, draw_one).chain());
}
}
Shuffle writes a new deck order from rand::rng. Run it from Startup before the first draw.
use rand::seq::SliceRandom;
#[derive(Component)]
struct InZone {
owner: u8,
order: u16,
}
fn shuffle_deck(mut cards: Query<&mut InZone>) {
let mut order: Vec<u16> = (0..cards.iter().count() as u16).collect();
order.shuffle(&mut rand::rng());
for (mut zone, index) in cards.iter_mut().zip(order) {
zone.order = index;
}
}
Definitions sit in one resource. The entity only stores the id.
#[derive(Clone, Copy, PartialEq, Eq)]
enum ZoneKind {
Hand,
Board,
}
#[derive(Component)]
struct InZone {
kind: ZoneKind,
}
#[derive(Clone, Copy)]
struct CardDef {
id: u32,
cost: u8,
}
#[derive(Resource)]
struct CardCatalog {
rows: Vec<CardDef>,
}
#[derive(Component)]
struct Card {
def: u32,
}
fn cost_of(catalog: &CardCatalog, card: &Card) -> u8 {
catalog
.rows
.iter()
.find(|row| row.id == card.def)
.map(|row| row.cost)
.unwrap_or(0)
}
#[derive(Message)]
struct PlayCard {
card: Entity,
}
fn play_card(
mut plays: MessageReader<PlayCard>,
catalog: Res<CardCatalog>,
mut cards: Query<(&Card, &mut InZone)>,
mut energy: ResMut<Energy>,
) {
for play in plays.read() {
let Ok((card, mut zone)) = cards.get_mut(play.card) else {
continue;
};
if zone.kind != ZoneKind::Hand {
continue;
}
let cost = cost_of(&catalog, card);
if energy.left < cost {
continue;
}
energy.left -= cost;
zone.kind = ZoneKind::Board;
}
}
#[derive(Resource)]
struct Energy {
left: u8,
}
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 scene-tree script on the actor |
| 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 manual linked below | 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 scene-tree node or signal bus in this router. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No invented genre APIs. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
Do not pick a physics or net crate here. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
The library pin on bevy-master stays 0.20.
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.
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。