跳到正文
cccskills
免费在 GitHub 公开

bevy-particles

Bevy ECS skill for particle effects. Use when spawning a one-shot burst or a trail of sprite motes with life and velocity. Keywords: Bevy, particles, burst, trail, Sprite, ECS.

中文简介正在准备中。当前显示原文说明。

查看安装方法

包含的文件(2)

  • SKILL.md8.9 KB
  • references/ecs-ownership.md528 B

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Bevy particles

When to use

Load this before adding a burst, trail, or GPU particle effect. Particle effects are yours to build in ECS. Do not invent a particle plugin.

ECS shape

  • Components own each mote (Particle) and each emitter (Emitter). A Sprite is the visible quad.
  • Resources: none. Burst origin and rate live on the emitter entity.
  • Systems: one system spawns motes, one integrates them and despawns the dead.
  • Schedule: both run on FixedUpdate, chained so a mote spawned this step is integrated next step.

Coming from Godot

Godot ideaBevy idiom
CPU particlesEntities with Particle, Sprite, and Transform
GPU particlesThe same entities, drawn by the sprite pipeline
One-shot burstSpawn a fixed count, then despawn when life hits zero

Scope

Bevy ships no particle module. A burst is a spawn loop over Sprite entities. A trail is an emitter component that spends a rate accumulator.

Examples

[package]
name = "particles"
version = "0.1.0"
edition = "2021"

[dependencies]
bevy = "0.20"
rand = "0.9"

A one-shot burst scatters sprites. Each mote stores velocity and remaining life.

use rand::Rng;

#[derive(Component)]
struct Particle {
    velocity: Vec2,
    life: f32,
}

fn burst(mut commands: Commands) {
    let mut rng = rand::rng();
    for _ in 0..24 {
        let angle = rng.random_range(0.0..std::f32::consts::TAU);
        let speed = rng.random_range(1.0..4.0);
        commands.spawn((
            Particle {
                velocity: Vec2::new(angle.cos(), angle.sin()) * speed,
                life: rng.random_range(0.3..0.8),
            },
            Sprite {
                color: Color::srgba(1.0, 0.45, 0.1, 1.0),
                custom_size: Some(Vec2::splat(6.0)),
                ..default()
            },
            Transform::from_xyz(0.0, 0.0, 0.0),
        ));
    }
}

Integration writes Transform and despawns when life expires. Gravity is a constant acceleration on Y.

#[derive(Component)]
struct Particle {
    velocity: Vec2,
    life: f32,
}

fn simulate(
    time: Res<Time<Fixed>>,
    mut commands: Commands,
    mut motes: Query<(Entity, &mut Transform, &mut Particle, &mut Sprite)>,
) {
    let dt = time.delta_secs();
    for (entity, mut transform, mut particle, mut sprite) in &mut motes {
        particle.life -= dt;
        if particle.life <= 0.0 {
            commands.entity(entity).despawn();
            continue;
        }
        particle.velocity.y -= 6.0 * dt;
        transform.translation.x += particle.velocity.x * dt;
        transform.translation.y += particle.velocity.y * dt;
        sprite.color.set_alpha(particle.life.clamp(0.0, 1.0));
    }
}

An emitter on a moving entity spends accumulator and spawns motes at its translation. That is a trail.

use rand::Rng;

#[derive(Component)]
struct Emitter {
    rate: f32,
    accumulator: f32,
}

#[derive(Component)]
struct Particle {
    velocity: Vec2,
    life: f32,
}

fn emit(
    time: Res<Time<Fixed>>,
    mut commands: Commands,
    mut emitters: Query<(&Transform, &mut Emitter)>,
) {
    let dt = time.delta_secs();
    let mut rng = rand::rng();
    for (transform, mut emitter) in &mut emitters {
        emitter.accumulator += emitter.rate * dt;
        while emitter.accumulator >= 1.0 {
            emitter.accumulator -= 1.0;
            commands.spawn((
                Particle {
                    velocity: Vec2::new(rng.random_range(-0.4..0.4), rng.random_range(0.2..1.0)),
                    life: 0.6,
                },
                Sprite {
                    color: Color::srgba(0.7, 0.7, 0.7, 0.8),
                    custom_size: Some(Vec2::splat(4.0)),
                    ..default()
                },
                Transform::from_translation(transform.translation),
            ));
        }
    }
}

fn simulate(
    time: Res<Time<Fixed>>,
    mut commands: Commands,
    mut motes: Query<(Entity, &mut Transform, &mut Particle, &mut Sprite)>,
) {
    let dt = time.delta_secs();
    for (entity, mut transform, mut particle, mut sprite) in &mut motes {
        particle.life -= dt;
        if particle.life <= 0.0 {
            commands.entity(entity).despawn();
            continue;
        }
        particle.velocity.y -= 6.0 * dt;
        transform.translation.x += particle.velocity.x * dt;
        transform.translation.y += particle.velocity.y * dt;
        sprite.color.set_alpha(particle.life.clamp(0.0, 1.0));
    }
}

pub struct ParticlePlugin;

impl Plugin for ParticlePlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(FixedUpdate, (emit, simulate).chain());
    }
}

Expert Knowledge Delta

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.

Who owns state

PieceOwnerWho may mutateSchedule
Data on one entityComponentOne system via QueryUpdate or FixedMain
One value for the whole appResourceOne systemStartup to insert, then the schedule that reads it
SpawnCommandsThe spawning systemStartup for the initial world; later schedules for runtime spawn
Order that must not race.chain()The chained systems onlySame schedule
Plugin boundaryPluginbuild registers systems and resourcesBefore 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.

Decision

If you needDo thisDo not
Per-entity dataComponent + QueryA Godot node script
App-wide config or clockResourceCopy the value onto every entity
Stable simulation stepFixedMain and the Fixed clockTie simulation to raw frame Update
Startup spawnCommands in StartupSpawn from a render system
Cross-system notice that is not shared stateMessage or observer slot in bevy-events-messagingA new event type invented in this file
An API outside the documented setCheck the official docs firstA made-up crate or API

Load references/ecs-ownership.md for the ownership table.

NEVER

  • 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 particle node types. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

  • No named particle crate as the chosen solution. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

  • No Godot types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

  • No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

Official Documentation

  • bevy crate - API reference and Cargo feature list.
  • Assets - Official asset catalog. No third-party crate was selected.
  • Examples - Example tree on the latest branch.
  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • Plugins - Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.

Related Skills

Prerequisites

Complements

Downstream / consumers

  • None yet.

Master

评价

还没有评价。欢迎分享你的使用感受。

评论

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。

提交后会立即公开。请勿填写邮箱、电话等个人信息。URL 最多 2 个。

0 / 1000 字

此表单受 reCAPTCHA 保护,适用 Google 的隐私权政策和服务条款。

同一仓库的技能

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。

thedivergentai/Game-Dev-Agentic-Skills8792026年10月17日 更新

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。

thedivergentai/Game-Dev-Agentic-Skills8792026年10月17日 更新

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。

thedivergentai/Game-Dev-Agentic-Skills8792026年10月17日 更新

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。

thedivergentai/Game-Dev-Agentic-Skills8792026年10月17日 更新

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。

thedivergentai/Game-Dev-Agentic-Skills8792026年10月17日 更新

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。

thedivergentai/Game-Dev-Agentic-Skills8792026年10月17日 更新

查看 thedivergentai 的全部技能

报告此技能的问题