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 shooter: projectile entities, hitscan by translation, collide-and-despawn, wave budget resource. Keywords: Bevy, shooter, Projectile, hitscan, Wave, despawn, 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 for a 2D or top-down shooter loop: aim, projectiles as entities, and waves.
Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.[dependencies]
bevy = "0.20"
A projectile is an entity with velocity. The ship is a separate component. Fire spawns; motion integrates. They touch different data, so they can run in parallel.
#[derive(Component)]
struct Ship;
#[derive(Component)]
struct Projectile {
velocity: Vec2,
damage: i32,
}
fn fire(
mouse: Res<ButtonInput<MouseButton>>,
ships: Query<&Transform, With<Ship>>,
mut commands: Commands,
) {
if !mouse.just_pressed(MouseButton::Left) {
return;
}
for tf in &ships {
commands.spawn((
Projectile {
velocity: Vec2::new(480.0, 0.0),
damage: 1,
},
Transform::from_translation(tf.translation),
));
}
}
fn fly(mut shots: Query<(&Projectile, &mut Transform)>, time: Res<Time>) {
let dt = time.delta_secs();
for (shot, mut tf) in &mut shots {
tf.translation.x += shot.velocity.x * dt;
tf.translation.y += shot.velocity.y * dt;
}
}
fn install_shots(app: &mut App) {
app.add_systems(Update, (fire, fly));
}
Hitscan picks the nearest target inside a range by comparing translations, then applies damage after the read loop ends.
#[derive(Component)]
struct Health(i32);
#[derive(Component)]
struct Ship;
fn hitscan(
ships: Query<&Transform, With<Ship>>,
mut targets: Query<(Entity, &Transform, &mut Health), Without<Ship>>,
) {
let mut chosen: Vec<Entity> = Vec::new();
for origin in &ships {
let mut best: Option<Entity> = None;
let mut best_dist = 240.0_f32;
for (entity, tf, _) in &targets {
let dist = origin
.translation
.truncate()
.distance(tf.translation.truncate());
if dist < best_dist {
best_dist = dist;
best = Some(entity);
}
}
if let Some(entity) = best {
chosen.push(entity);
}
}
for entity in chosen {
if let Ok((_, _, mut hp)) = targets.get_mut(entity) {
hp.0 -= 1;
}
}
}
A shot that reaches a hurtbox despawns. Chain collide after fly when both write projectile entities in the same schedule.
#[derive(Component)]
struct Projectile {
damage: i32,
}
#[derive(Component)]
struct Health(i32);
fn collide(
mut commands: Commands,
shots: Query<(Entity, &Transform, &Projectile)>,
mut targets: Query<(&Transform, &mut Health), Without<Projectile>>,
) {
for (shot_entity, shot_tf, shot) in &shots {
for (tf, mut hp) in &mut targets {
let dist = shot_tf
.translation
.truncate()
.distance(tf.translation.truncate());
if dist < 16.0 {
hp.0 -= shot.damage;
commands.entity(shot_entity).despawn();
break;
}
}
}
}
The wave index is a resource. Spawning enemies spends the budget, matching bevy-game-loop-waves.
#[derive(Resource)]
struct Wave {
index: u32,
budget: u32,
}
#[derive(Component)]
struct Enemy;
#[derive(Component)]
struct Health(i32);
fn spawn_wave(mut commands: Commands, mut wave: ResMut<Wave>) {
if wave.budget == 0 {
return;
}
for _ in 0..wave.budget {
commands.spawn((Enemy, Health(3)));
}
wave.budget = 0;
wave.index += 1;
}
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 despawn a projectile from inside a mutable query over that same projectile. WHY: despawn goes through Commands; collide reads shots immutably and writes Health on the other query.
Do not chain fire and fly when they touch different data. WHY: spawn and integration stay parallel; chain only collide after fly when both run in one schedule and the shot must move before the range test.
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。
无需登录即可发表。欢迎分享使用感受、提问,或说明在哪些环境下无法运行。
还没有评论。来写第一条吧。
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。