Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Route a Bevy 0.20 race. Use when lap and gate index live on the racer, the race clock is one resource, and gate checks run after the clock step in one chain. Keywords: Bevy, Racing, Racer, RaceClock, FixedUpdate, chain, genre.
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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。
Genre router. Domain work lives in the Bevy skills below.
Load this for laps, splits, and vehicle motion you own.
Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.Lap index, gate order, and a kinematic vehicle are components. A rigid-body vehicle solver stays on the physics skill once one is chosen.
[package]
name = "racing"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
Gates are entities. The racer stores the next gate index and the lap count. Crossing the last gate increments the lap and records the clock.
#[derive(Component)]
struct Racer {
lap: u32,
next_gate: u32,
gate_count: u32,
}
#[derive(Component)]
struct Gate {
index: u32,
}
#[derive(Resource)]
struct RaceClock {
elapsed: f32,
best_lap: f32,
lap_start: f32,
}
fn tick_clock(time: Res<Time<Fixed>>, mut clock: ResMut<RaceClock>) {
clock.elapsed += time.delta_secs();
}
fn cross_gates(
mut racers: Query<(&Transform, &mut Racer)>,
gates: Query<(&Transform, &Gate)>,
mut clock: ResMut<RaceClock>,
) {
for (transform, mut racer) in &mut racers {
for (gate_tf, gate) in &gates {
if gate.index != racer.next_gate {
continue;
}
if transform.translation.distance(gate_tf.translation) > 6.0 {
continue;
}
let last = racer.gate_count.saturating_sub(1);
if gate.index == last {
let lap_time = clock.elapsed - clock.lap_start;
if racer.lap == 0 || lap_time < clock.best_lap {
clock.best_lap = lap_time;
}
clock.lap_start = clock.elapsed;
racer.lap += 1;
racer.next_gate = 0;
} else {
racer.next_gate += 1;
}
}
}
}
pub struct RacePlugin;
impl Plugin for RacePlugin {
fn build(&self, app: &mut App) {
app.insert_resource(RaceClock {
elapsed: 0.0,
best_lap: f32::MAX,
lap_start: 0.0,
})
.add_systems(FixedUpdate, (tick_clock, cross_gates).chain());
}
}
Heading and speed live on the vehicle. Input changes them; one system writes Transform.
#[derive(Component)]
struct Vehicle {
speed: f32,
heading: f32,
}
fn drive(
time: Res<Time<Fixed>>,
keys: Res<ButtonInput<KeyCode>>,
mut vehicles: Query<(&mut Transform, &mut Vehicle)>,
) {
let dt = time.delta_secs();
for (mut transform, mut vehicle) in &mut vehicles {
if keys.pressed(KeyCode::KeyA) {
vehicle.heading += dt * 1.5;
}
if keys.pressed(KeyCode::KeyD) {
vehicle.heading -= dt * 1.5;
}
if keys.pressed(KeyCode::KeyW) {
vehicle.speed = (vehicle.speed + dt * 12.0).min(40.0);
} else {
vehicle.speed = (vehicle.speed - dt * 8.0).max(0.0);
}
let forward = Vec3::new(vehicle.heading.sin(), 0.0, vehicle.heading.cos());
transform.translation += forward * vehicle.speed * dt;
}
}
Startup places the car and three gates along Z.
#[derive(Component)]
struct Racer {
lap: u32,
next_gate: u32,
gate_count: u32,
}
#[derive(Component)]
struct Gate {
index: u32,
}
#[derive(Component)]
struct Vehicle {
speed: f32,
heading: f32,
}
fn spawn_track(mut commands: Commands) {
commands.spawn((
Racer {
lap: 0,
next_gate: 0,
gate_count: 3,
},
Vehicle {
speed: 0.0,
heading: 0.0,
},
Transform::from_xyz(0.0, 0.0, 0.0),
));
for index in 0..3 {
commands.spawn((
Gate { index },
Transform::from_xyz(0.0, 0.0, 20.0 + index as f32 * 30.0),
));
}
}
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 |
| Lap and split timing | Racer plus a RaceClock resource stepped on FixedUpdate | A lap type invented as an engine singleton |
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。