Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Tests Bevy schedule logic with cargo test, MinimalPlugins, and app.update(). Use for unit tests of systems, resources, and .chain() order. Keywords: Bevy, cargo test, MinimalPlugins, world, libtest.
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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。
Load this when a Bevy crate needs unit or integration tests. cargo test runs #[test] functions. A headless App with MinimalPlugins is the harness for schedule logic.
cargo test compiles and runs unit tests, integration tests, and documentation tests. cargo test name_filter runs names that contain the filter. Arguments after -- go to libtest (cargo test -- --help).#[test]. The harness runs them in multiple threads. The working directory for each test is the package root, so relative paths resolve from that root no matter where you invoked Cargo.cargo test covers the lib, bins as unit tests, integration tests, and doc tests, and it builds examples. --lib limits to the library. harness = false on a target means you supply main.test profile is the default. --profile=debug keeps debug info. -- --no-capture shows test output.App, insert the resource, add the system, call update, then read world(). Keep the window out of the harness with MinimalPlugins.| Need | Command |
|---|---|
| Whole suite | cargo test from the package |
| One name | cargo test name_filter |
| Printed output | cargo test -- --no-capture |
Pure logic stays a normal #[test] with no App.
fn score_after_pickup(score: u32, value: u32) -> u32 {
score.saturating_add(value)
}
#[test]
fn pickup_adds_points() {
assert_eq!(score_after_pickup(1, 2), 3);
}
Schedule tests own a headless app. world() is shared for the assert, so the query that writes Score has already finished.
#[derive(Resource, Default)]
struct Score(u32);
fn add_point(mut score: ResMut<Score>) {
score.0 += 1;
}
#[test]
fn one_update_adds_a_point() {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.insert_resource(Score(0))
.add_systems(Update, add_point);
app.update();
assert_eq!(app.world().resource::<Score>().0, 1);
}
Spawn in Startup, then step Update once. The test reads the component through a one-off system result stored on a resource the test inserts, or through world().
#[derive(Component)]
struct Marker;
fn spawn_marker(mut commands: Commands) {
commands.spawn(Marker);
}
#[test]
fn startup_spawns_one_marker() {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_systems(Startup, spawn_marker);
app.update();
let count = app.world().query::<&Marker>().iter(app.world()).count();
assert_eq!(count, 1);
}
Two writers of the same component are chained inside the test the same way they are chained in the game plugin.
#[derive(Resource)]
struct Wallet(i32);
fn earn(mut wallet: ResMut<Wallet>) {
wallet.0 += 5;
}
fn spend(mut wallet: ResMut<Wallet>) {
wallet.0 -= 2;
}
#[test]
fn earn_then_spend() {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.insert_resource(Wallet(0))
.add_systems(Update, (earn, spend).chain());
app.update();
assert_eq!(app.world().resource::<Wallet>().0, 3);
}
MinimalPlugins, app.update(), and world(). It does not capture frames or inject window input.assets/ the same way a #[test] can. The package root is the unit-test working directory.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 free-floating struct outside the World |
| 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 scene-tree test runner in this crate. WHY: schedule tests use MinimalPlugins, app.update(), and world().
No frame-capture or input-injection harness. WHY: this skill tests schedules with MinimalPlugins and app.update().
No third-party Bevy test crates. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
The library pin on bevy-master stays 0.20.
#[test], filters, libtest args, package root as cwd.latest branch. Examples are not the test harness.cargo test runs against.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。