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 platformer: coyote time and jump buffer on Mover, gravity on FixedUpdate, one-way ledges, follow camera. Keywords: Bevy, platformer, coyote, Mover, FixedUpdate, Camera2d, ECS.
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 to route a platformer to movement, camera, and tiles.
Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.[dependencies]
bevy = "0.20"
Coyote time and the jump buffer live on the mover. Gravity and the jump write velocity in one system so they cannot race.
#[derive(Component)]
struct Mover {
velocity: Vec2,
grounded: bool,
coyote: f32,
jump_buffer: f32,
}
fn arm_jump(keys: Res<ButtonInput<KeyCode>>, mut movers: Query<&mut Mover>) {
if !keys.just_pressed(KeyCode::Space) {
return;
}
for mut mover in &mut movers {
mover.jump_buffer = 0.15;
}
}
fn feel(mut movers: Query<&mut Mover>, time: Res<Time<Fixed>>) {
let dt = time.delta_secs();
for mut mover in &mut movers {
if mover.grounded {
mover.coyote = 0.12;
} else {
mover.coyote = (mover.coyote - dt).max(0.0);
}
mover.jump_buffer = (mover.jump_buffer - dt).max(0.0);
if mover.jump_buffer > 0.0 && mover.coyote > 0.0 {
mover.velocity.y = 420.0;
mover.coyote = 0.0;
mover.jump_buffer = 0.0;
mover.grounded = false;
}
if !mover.grounded {
let gravity = if mover.velocity.y < 0.0 { 2200.0 } else { 1400.0 };
mover.velocity.y -= gravity * dt;
}
}
}
fn install_feel(app: &mut App) {
app.add_systems(Update, arm_jump)
.add_systems(FixedUpdate, feel);
}
arm_jump and feel both write Mover, and they sit on different schedules. If that borrow conflicts, move arm_jump onto FixedUpdate and .chain() it before feel.
Integration reads Mover and writes Transform. Chain it after feel.
#[derive(Component)]
struct Mover {
velocity: Vec2,
}
fn integrate(mut bodies: Query<(&Mover, &mut Transform)>, time: Res<Time<Fixed>>) {
let dt = time.delta_secs();
for (mover, mut tf) in &mut bodies {
tf.translation.x += mover.velocity.x * dt;
tf.translation.y += mover.velocity.y * dt;
}
}
A one-way ledge is a component with a top height. The mover only snaps when it is falling.
#[derive(Component)]
struct OneWay {
half_width: f32,
top: f32,
}
#[derive(Component)]
struct Mover {
velocity: Vec2,
grounded: bool,
}
fn land(
mut bodies: Query<(&mut Mover, &Transform)>,
platforms: Query<(&OneWay, &Transform)>,
) {
for (mut mover, body_tf) in &mut bodies {
if mover.velocity.y > 0.0 {
continue;
}
let feet = body_tf.translation.truncate();
for (plat, plat_tf) in &platforms {
let top = plat_tf.translation.y + plat.top;
let dx = (feet.x - plat_tf.translation.x).abs();
if dx <= plat.half_width && (feet.y - top).abs() < 6.0 {
mover.grounded = true;
mover.velocity.y = 0.0;
}
}
}
}
The camera copies the player translation and keeps its own z.
#[derive(Component)]
struct Player;
fn follow(
player: Query<&Transform, With<Player>>,
mut cameras: Query<&mut Transform, (With<Camera2d>, Without<Player>)>,
) {
let Ok(player_tf) = player.single() else {
return;
};
let Ok(mut cam) = cameras.single_mut() else {
return;
};
cam.translation.x = player_tf.translation.x;
cam.translation.y = player_tf.translation.y;
}
land and feel both write Mover. Chain them on FixedUpdate when both are installed.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 field stored off the 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 | Use the examples in this skill | 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.
Do not apply gravity on Update while coyote and the jump buffer tick on FixedUpdate. WHY: frame time then changes jump height.
Do not write Mover from arm_jump and feel on two schedules. WHY: those systems alias the same component; put both on FixedUpdate and .chain() arm_jump before feel.
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 pages stay on the unversioned latest branch.
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。