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bevy-adapt-desktop-to-mobile

提供 Bevy 0.20 的 ECS 代码片段与适配建议,覆盖触控输入、窗口分辨率与 DPI、扩大 UI 点击区域、安全边距和 HUD 布局;不涉及商店上架、系统权限弹窗与平台打包。

thedivergentai
热度 0.00
最近更新 2026-10-19 07:26:49
分类:开发依赖:纯提示词应用场景:代码生成

安装技能

复制下面的话术发给你的 Agent,它会通过 secure-skills 检索并安装该技能。

执行命令安装此 skill: npx secure-skills-cli add thedivergentai/game-dev-agentic-skills/bevy-adapt-desktop-to-mobile
Metadata
name
bevy-adapt-desktop-to-mobile
description
Bevy ECS skill for adapting a Bevy desktop game to mobile. Keywords: Bevy, mobile, touch, UI, adapt.

Bevy adapt desktop to mobile

When to use

Load this when a desktop window game must accept touch and a smaller layout. Platform features are on bevy-platform-mobile.

ECS shape

  • Input: Touches lists active contacts. Action mapping lives on bevy-input-handling.
  • UI: enlarge Node hit targets and pad the root with a safe-inset Resource. WindowResolution sets the logical size and an optional scale-factor override. WindowScaleFactorChanged reports a live dpi change.
  • Textures: ASTC is a compressed texture format for mobile GPUs. Upload still goes through Assets<Image>.
fn configure_window(mut windows: Query<&mut Window>) {
    let Ok(mut window) = windows.single_mut() else {
        return;
    };
    window.resolution.set(720.0, 1280.0);
    window.resolution.set_scale_factor_override(Some(2.0));
}
#[derive(Resource, Default)]
struct LastTouch(Option<Vec2>);

fn track_touch(touches: Res<Touches>, mut last: ResMut<LastTouch>) {
    last.0 = touches.iter().next().map(|touch| touch.position());
}
#[derive(Component)]
struct TouchTarget;

#[derive(Component)]
struct HudRoot;

#[derive(Resource)]
struct SafeInsets {
    top: f32,
    bottom: f32,
}

fn enlarge_targets(mut nodes: Query<&mut Node, With<TouchTarget>>) {
    for mut node in &mut nodes {
        node.min_width = Val::Px(88.0);
        node.min_height = Val::Px(88.0);
    }
}

fn pad_hud(insets: Res<SafeInsets>, mut roots: Query<&mut Node, With<HudRoot>>) {
    for mut node in &mut roots {
        node.padding = UiRect {
            top: Val::Px(insets.top),
            bottom: Val::Px(insets.bottom),
            left: Val::Px(12.0),
            right: Val::Px(12.0),
        };
    }
}
use bevy::window::WindowScaleFactorChanged;

fn follow_dpi(
    mut scale_events: MessageReader<WindowScaleFactorChanged>,
    mut ui_scale: ResMut<UiScale>,
) {
    for event in scale_events.read() {
        ui_scale.0 = event.scale_factor as f32;
    }
}
[dependencies]
bevy = "0.20"

Adapt choices

Need Bevy approach
Pointer Touches for contacts. Pointer position on a desktop window is Window::cursor_position.
Hover-only menus Actions that require a hover state need a pressed or tapped path as well.
Safe margins SafeInsets resource applied as Node padding.

Scope

  • Store listings and OS permission dialogs are outside this skill. Layout, touch, and dpi live in the systems above.
  • Platform packaging stays on bevy-platform-mobile.

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

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.

Decision

If you need Do this Do not
Per-entity data Component + Query A script field copied onto the entity
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.

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 export-preset or touch-emulation names in Bevy code. WHY: Touches, Window, and UiScale are the documented Bevy pieces.

  • 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 links stay on bevy.org. The library pin on bevy-master stays 0.20.0.

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.

Related Skills

Prerequisites

Complements

Downstream / consumers

  • None yet.

Master