跳到正文
cccskills
免费在 GitHub 公开

bevy-ui-text

Bevy 0.20 UI and world text: Text, Text2d, TextSpan, TextFont, TextColor, TextLayout, TextShadow, Text2dShadow. Use when a HUD node or a 2D nameplate shows a string. Keywords: Bevy, text, UI, Text, TextSpan, bevy_text, Text2d, TextFont.

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.md9.2 KB
  • references/ecs-ownership.md1.1 KB

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Bevy UI text

When to use

Load this when a UI node or a 2D world label shows a string. Layout stays on bevy-ui-layout.

ECS shape

  • UI: spawn Text on an entity. Text requires Node, TextFont, TextColor, and TextLayout. The string on Text is the first span.
  • Feature: bevy_text ships with DefaultPlugins. The default_font feature embeds a default ASCII font, so a Text with no custom Font handle still draws.
  • World text: Text2d requires TextFont, TextColor, TextLayout, TextBounds, Anchor, and Transform. Text2dShadow offsets a second copy of the glyphs.
  • Systems: the engine runs update_text2d_layout in PostUpdate after the string or style changes. Game systems write Text, Text2d, TextSpan, TextFont, and TextColor. They do not run a second layout pass.

Text is the HUD string. Node places it. One system owns later edits to that string.

#[derive(Component)]
struct ScoreLabel;

#[derive(Resource)]
struct Score(u32);

fn spawn_score(mut commands: Commands) {
    commands.spawn((
        Text::new("Score 0"),
        TextFont::from_font_size(FontSize::Px(28.0)),
        TextColor(Color::srgb(0.95, 0.95, 0.9)),
        TextLayout::new(Justify::Left, LineBreak::NoWrap),
        ScoreLabel,
        Node {
            position_type: PositionType::Absolute,
            top: Val::Px(16.0),
            left: Val::Px(16.0),
            ..default()
        },
    ));
    commands.insert_resource(Score(0));
}

fn write_score(score: Res<Score>, mut labels: Query<&mut Text, With<ScoreLabel>>) {
    if !score.is_changed() {
        return;
    }
    for mut text in &mut labels {
        text.0 = format!("Score {}", score.0);
    }
}

pub struct ScoreTextPlugin;

impl Plugin for ScoreTextPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(Startup, spawn_score)
            .add_systems(Update, write_score);
    }
}

Extra spans are child entities with TextSpan. Each child keeps its own TextFont and TextColor. The parent TextLayout lays out the whole block. Underline and Strikethrough are components on the span that should carry that mark.

fn spawn_status_line(mut commands: Commands) {
    let root = commands
        .spawn((
            Text::new("HP "),
            TextFont::from_font_size(FontSize::Px(24.0)),
            TextLayout::justify(Justify::Center),
        ))
        .id();
    commands.spawn((
        TextSpan::new("12"),
        TextFont::from_font_size(FontSize::Px(24.0)).with_font_weight(FontWeight::BOLD),
        TextColor(Color::srgb(0.9, 0.25, 0.2)),
        ChildOf(root),
    ));
    commands.spawn((
        TextSpan::new(" / 20"),
        TextFont::from_font_size(FontSize::Px(24.0)),
        Underline,
        ChildOf(root),
    ));
}

A world nameplate is Text2d plus a transform. Justify only aligns lines inside the block. Anchor places the block on the transform.

use bevy::sprite::{Anchor, Text2dShadow};

fn spawn_nameplate(mut commands: Commands) {
    commands.spawn((
        Text2d::new("Warden"),
        TextFont::from_font_size(FontSize::Px(32.0)),
        TextColor(Color::WHITE),
        TextLayout::justify(Justify::Center),
        Text2dShadow {
            offset: Vec2::new(2.0, -2.0),
            color: Color::BLACK,
        },
        Anchor::BOTTOM_CENTER,
        Transform::from_xyz(0.0, 48.0, 0.0),
    ));
}

A custom face is an AssetServer handle stored on TextFont. UI drop shadows use TextShadow.

fn spawn_title(mut commands: Commands, assets: Res<AssetServer>) {
    let font = assets.load("fonts/Display.ttf");
    commands.spawn((
        Text::new("Inventory"),
        TextFont::from_font_size(FontSize::Px(40.0)).with_font(font),
        TextColor(Color::srgb(0.93, 0.86, 0.62)),
        TextShadow {
            offset: Vec2::new(3.0, 3.0),
            color: Color::linear_rgba(0.0, 0.0, 0.0, 0.75),
        },
    ));
}
[dependencies]
bevy = "0.20"

Which text entity

NeedSpawnDo not
HUD or menu stringText on a Node, plus TextFont and TextColorA second layout system after Text changes
Nameplate in the 2D worldText2d, Anchor, and Text2dShadowJustify as the world position
Two styles in one lineChild TextSpan entities with their own font, color, Underline, or StrikethroughA markup string parsed by the engine

Scope

  • Font and layout types used above: TextFont, FontSize, FontWeight, TextLayout, Justify, LineBreak.
  • Emphasis is components (Underline, Strikethrough, TextColor) on Text or TextSpan, not a markup string.

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 + QueryOne script that owns the whole node tree
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 setLeave it unnamedA 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.

  • Do not store emphasis in a markup string. WHY: Underline and Strikethrough are components on Text or TextSpan.

  • Do not let two systems write the same Text or TextSpan. WHY: the string has one owner; a second writer races the format system.

  • 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

The library pin on bevy-master stays 0.20.

Official Documentation

  • 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.
  • UI examples - Text and node samples on the latest branch.

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-Skills8822026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-Skills8822026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-Skills8822026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-Skills8822026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-Skills8822026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-Skills8822026年10月17日 更新

查看 thedivergentai 的全部技能

报告此技能的问题