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。
Route a Bevy 0.20 open world. Use when region membership is a component, the player cell is one resource, and activation runs after the cell write in one chain. Keywords: Bevy, Open world, Resident, PlayerCell, Active, chain, genre.
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 streaming regions and distant actors. Do not invent a world-partition type.
Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.Region membership and activation distance are components you own. Mesh LOD stays on bevy-3d-world-building.
[package]
name = "open-world"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
A cell index on the player resource decides which residents are active. One system writes PlayerCell; the next inserts or removes Active.
#[derive(Component)]
struct Player;
#[derive(Component)]
struct Resident {
cell: i32,
}
#[derive(Component)]
struct Active;
#[derive(Resource)]
struct PlayerCell(i32);
fn track_cell(players: Query<&Transform, With<Player>>, mut cell: ResMut<PlayerCell>) {
for transform in &players {
cell.0 = (transform.translation.x / 64.0).floor() as i32;
break;
}
}
fn activate(
cell: Res<PlayerCell>,
mut commands: Commands,
idle: Query<(Entity, &Resident), Without<Active>>,
) {
for (entity, resident) in &idle {
if (resident.cell - cell.0).abs() <= 1 {
commands.entity(entity).insert(Active);
}
}
}
fn deactivate(
cell: Res<PlayerCell>,
mut commands: Commands,
active: Query<(Entity, &Resident), With<Active>>,
) {
for (entity, resident) in &active {
if (resident.cell - cell.0).abs() > 1 {
commands.entity(entity).remove::<Active>();
}
}
}
pub struct RegionPlugin;
impl Plugin for RegionPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(PlayerCell(0)).add_systems(
Update,
(track_cell, activate, deactivate).chain(),
);
}
}
Distant actors keep a home point and only move while Active is present.
#[derive(Component)]
struct Wander {
home: Vec3,
angle: f32,
}
fn wander(time: Res<Time>, mut actors: Query<(&mut Transform, &mut Wander), With<Active>>) {
let dt = time.delta_secs();
for (mut transform, mut wander) in &mut actors {
wander.angle += dt;
let offset = Vec3::new(wander.angle.sin() * 2.0, 0.0, wander.angle.cos() * 2.0);
transform.translation = wander.home + offset;
}
}
#[derive(Component)]
struct Active;
Spawn the player and a ring of residents from Startup.
#[derive(Component)]
struct Player;
#[derive(Component)]
struct Resident {
cell: i32,
}
#[derive(Component)]
struct Wander {
home: Vec3,
angle: f32,
}
fn spawn_world(mut commands: Commands) {
commands.spawn((Player, Transform::from_xyz(0.0, 0.0, 0.0)));
for index in 0..5 {
let home = Vec3::new(index as f32 * 64.0, 0.0, 0.0);
commands.spawn((
Resident { cell: index },
Wander { home, angle: index as f32 },
Transform::from_translation(home),
));
}
}
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 |
| 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 |
| Region streaming | Resident cell plus Active inserted by one chained system | A world-partition type invented in this file |
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 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.
The library pin on bevy-master stays 0.20.0. Official links stay on the unversioned learn pages.
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。