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。
Bevy ECS skill for desktop windows. Use when setting the primary window size, present mode, fullscreen, or close behavior. Keywords: Bevy, window, desktop, WindowPlugin, PrimaryWindow, WindowMode.
中文简介正在准备中。当前显示原文说明。
查看安装方法安装前可以查看交给 AI 代理的指令内容。
Load this when configuring the desktop window, mode, or close behavior. Web and mobile constraints stay on their skills.
bevy::window is a platform-agnostic window interface. WindowPlugin is part of DefaultPlugins.Window is the defining component for window entities. PrimaryWindow marks the primary window.WindowMode, PresentMode, WindowResolution, WindowPosition are enums or structs on that page.bevy_winit is the winit window and input backend. x11 and wayland are features.exit_on_primary_closed and exit_on_all_closed are named functions. WindowCloseRequested is the event.| Godot idea | Bevy idiom |
|---|---|
| Window size | WindowResolution on the primary Window |
| Fullscreen | WindowMode::BorderlessFullscreen |
| Quit on close | ExitCondition::OnPrimaryClosed on WindowPlugin |
x11 and wayland are bevy features. The primary window is configured on WindowPlugin before the app runs. Runtime mode changes write the Window component marked PrimaryWindow.
[package]
name = "desktop"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
The primary window is 1280 by 720, vsync, and closes the app when that window closes.
use bevy::window::ExitCondition;
use bevy::window::PresentMode;
use bevy::window::WindowMode;
use bevy::window::WindowResolution;
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "Desktop".into(),
resolution: WindowResolution::new(1280, 720),
present_mode: PresentMode::AutoVsync,
mode: WindowMode::Windowed,
..default()
}),
exit_condition: ExitCondition::OnPrimaryClosed,
close_when_requested: true,
..default()
}))
.run();
}
F11 flips the primary window between windowed and borderless fullscreen on the current monitor.
use bevy::window::MonitorSelection;
use bevy::window::PrimaryWindow;
use bevy::window::WindowMode;
fn toggle_fullscreen(
keys: Res<ButtonInput<KeyCode>>,
mut windows: Query<&mut Window, With<PrimaryWindow>>,
) {
if !keys.just_pressed(KeyCode::F11) {
return;
}
let Ok(mut window) = windows.single_mut() else {
return;
};
window.mode = if window.mode == WindowMode::Windowed {
WindowMode::BorderlessFullscreen(MonitorSelection::Current)
} else {
WindowMode::Windowed
};
}
A second system reads the live resolution. It does not write Window, so it can run beside the toggle without .chain().
use bevy::window::PrimaryWindow;
fn log_resolution(windows: Query<&Window, With<PrimaryWindow>>) {
let Ok(window) = windows.single() else {
return;
};
let width = window.resolution.width();
let height = window.resolution.height();
let _ = (width, height);
}
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 DisplayServer or window project-setting names. 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.
bevy crate - API reference and Cargo feature list.latest branch.Component, systems, Query, Startup, Update, and .chain().Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.bevy::window - Window, WindowPlugin, PrimaryWindow, WindowMode.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。