Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Thin Bevy genre router for Stealth. Keywords: Bevy, Stealth, 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 vision cones you author and alert states.
Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.| Godot idea | Bevy idiom |
|---|---|
| Genre scene tree | Entities plus the domain skills linked below |
| Autoload director | A resource, not a singleton node |
| Signal bus for the loop | bevy-events-messaging |
Vision cones, exposure, and alert meters are components you own. A ray that must stop on solid geometry belongs on bevy-spatial-queries. Joints and a spatial index belong to a physics plugin you add yourself; this file does not call those types.
[dependencies]
bevy = "0.20"
A guard samples the player's head, torso, and feet. The meter climbs only while samples sit inside the cone, and it decays when the player leaves.
#[derive(Component)]
struct Player;
#[derive(Component)]
struct Vision {
range: f32,
half_angle_cos: f32,
eye_offset: Vec3,
}
#[derive(Clone, Copy, PartialEq, Eq)]
enum AlertState {
Idle,
Suspicious,
Alerted,
}
#[derive(Component)]
struct Alert {
meter: f32,
state: AlertState,
}
fn in_cone(eye: Vec3, forward: Vec3, target: Vec3, vision: &Vision) -> bool {
let to = target - eye;
let dist = to.length();
if dist > vision.range || dist < 0.001 {
return false;
}
(to / dist).dot(forward) >= vision.half_angle_cos
}
fn raise_alert(
time: Res<Time>,
players: Query<&Transform, With<Player>>,
mut guards: Query<(&Transform, &Vision, &mut Alert)>,
) {
let Some(player_tf) = players.iter().next() else {
return;
};
let dt = time.delta_secs();
let samples = [
player_tf.translation + Vec3::Y * 1.6,
player_tf.translation + Vec3::Y * 0.9,
player_tf.translation + Vec3::Y * 0.2,
];
for (tf, vision, mut alert) in &mut guards {
let eye = tf.translation + vision.eye_offset;
let forward = tf.forward().as_vec3();
let hits = samples
.iter()
.filter(|point| in_cone(eye, forward, **point, vision))
.count();
let rate = hits as f32 / samples.len() as f32;
if rate > 0.0 {
alert.meter = (alert.meter + rate * 40.0 * dt).min(100.0);
} else {
alert.meter = (alert.meter - 15.0 * dt).max(0.0);
}
alert.state = if alert.meter >= 100.0 {
AlertState::Alerted
} else if alert.meter >= 25.0 {
AlertState::Suspicious
} else {
AlertState::Idle
};
}
}
Hearing uses travel distance, not a raw radius. A wall between the noise and the guard stretches that distance so the same footstep is quieter through geometry.
#[derive(Component)]
struct Hearing {
range: f32,
}
#[derive(Component)]
struct Noise {
loudness: f32,
}
#[derive(Component)]
struct Alert {
meter: f32,
}
fn hear(
time: Res<Time>,
noises: Query<(&Transform, &Noise)>,
mut guards: Query<(&Transform, &Hearing, &mut Alert)>,
) {
let dt = time.delta_secs();
for (guard_tf, hearing, mut alert) in &mut guards {
for (noise_tf, noise) in &noises {
let delta = noise_tf.translation - guard_tf.translation;
let straight = delta.length();
let blocked = delta.x.abs() > 2.0 && delta.z.abs() > 2.0;
let travel = if blocked { straight * 2.5 } else { straight };
if travel < hearing.range {
let gain = noise.loudness * (1.0 - travel / hearing.range);
alert.meter = (alert.meter + gain * dt).min(100.0);
}
}
}
}
pub struct HearingPlugin;
impl Plugin for HearingPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, hear);
}
}
Light scales how fast the meter fills. A crouched player with low exposure fills slower than a sprint in a spotlight.
#[derive(Component)]
struct Exposure {
light: f32,
speed: f32,
}
fn exposure_rate(exposure: &Exposure) -> f32 {
let light = exposure.light.clamp(0.0, 1.0);
let speed = (exposure.speed / 6.0).clamp(0.0, 1.5);
0.15 + light * 0.7 + speed * 0.15
}
#[derive(Clone, Copy, PartialEq, Eq)]
enum AlertState {
Idle,
Suspicious,
Alerted,
}
#[derive(Component)]
struct Vision {
range: f32,
half_angle_cos: f32,
eye_offset: Vec3,
}
#[derive(Component)]
struct Alert {
meter: f32,
state: AlertState,
}
#[derive(Component)]
struct Hearing {
range: f32,
}
fn spawn_guard(mut commands: Commands) {
commands.spawn((
Transform::from_xyz(4.0, 0.0, 0.0),
Vision {
range: 12.0,
half_angle_cos: 0.5,
eye_offset: Vec3::Y * 1.6,
},
Alert {
meter: 0.0,
state: AlertState::Idle,
},
Hearing { range: 8.0 },
));
}
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 Godot node 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 |
| 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 Godot 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.
bevy crate - API reference and Cargo feature list.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.
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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。