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 genre router for Metroidvania. Keywords: Bevy, Metroidvania, genre, ECS, router.
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 ability-gated exploration and a map of rooms.
Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.[dependencies]
bevy = "0.20"
Traversal is a set of flags on the player. A gate stores the flag it needs. The map stores which cells are revealed. Input, gate checks, and fog share AbilitySet and MapFog, so those systems chain.
#[derive(Clone, Copy, PartialEq, Eq)]
enum Ability {
Dash,
WallClimb,
DoubleJump,
}
#[derive(Component)]
struct AbilitySet {
owned: [bool; 3],
}
impl AbilitySet {
fn has(&self, ability: Ability) -> bool {
self.owned[ability as usize]
}
fn grant(&mut self, ability: Ability) {
self.owned[ability as usize] = true;
}
}
#[derive(Component)]
struct Gate {
requires: Ability,
open: bool,
}
#[derive(Component)]
struct MapCell {
x: i32,
y: i32,
visited: bool,
}
#[derive(Resource, Default)]
struct MapFog {
revealed: u32,
}
fn boot(mut commands: Commands) {
commands.insert_resource(MapFog { revealed: 0 });
commands.spawn(AbilitySet {
owned: [false, false, false],
});
commands.spawn(Gate {
requires: Ability::Dash,
open: false,
});
commands.spawn(MapCell {
x: 0,
y: 0,
visited: false,
});
}
fn grant_dash(keys: Res<ButtonInput<KeyCode>>, mut players: Query<&mut AbilitySet>) {
if !keys.just_pressed(KeyCode::KeyE) {
return;
}
for mut set in &mut players {
set.grant(Ability::Dash);
}
}
fn open_gates(players: Query<&AbilitySet>, mut gates: Query<&mut Gate>) {
let Some(player) = players.iter().next() else {
return;
};
for mut gate in &mut gates {
gate.open = player.has(gate.requires);
}
}
fn reveal_cell(mut cells: Query<&mut MapCell>, mut fog: ResMut<MapFog>) {
for mut cell in &mut cells {
if cell.x == 0 && cell.y == 0 && !cell.visited {
cell.visited = true;
fog.revealed = fog.revealed.saturating_add(1);
}
}
}
fn install(app: &mut App) {
app.add_systems(Startup, boot).add_systems(
Update,
(grant_dash, open_gates, reveal_cell).chain(),
);
}
A shortcut opens once the player holds both dash and wall climb.
#[derive(Clone, Copy)]
enum Ability {
Dash,
WallClimb,
DoubleJump,
}
#[derive(Component)]
struct AbilitySet {
owned: [bool; 3],
}
impl AbilitySet {
fn has(&self, ability: Ability) -> bool {
self.owned[ability as usize]
}
}
fn shortcut_open(players: Query<&AbilitySet>) -> bool {
players.iter().any(|set| set.has(Ability::Dash) && set.has(Ability::WallClimb))
}
| Piece | Bevy idiom |
|---|---|
| Genre content | Entities plus the domain skills linked below |
| Run-wide director | A Resource |
| Loop notices | bevy-events-messaging |
AbilitySet. Gates and visited cells are components. MapFog counts revealed cells. Bevy has no map-graph type; the example above is the data.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 script that owns the whole tree |
| 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 | Check the official docs first | 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 foreign-engine types in Bevy code. 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.
Official pages stay on unversioned permalinks. 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。