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bevy-adapt-mobile-to-desktop

面向 Bevy 0.20+ 的 ECS 适配指南,说明如何为触屏游戏增加桌面窗口、分辨率、全屏、键鼠输入与指针抓取,并强调用 MoveIntent 等意图组件统一触控与键鼠输入。

thedivergentai
热度 0.00
最近更新 2026-10-19 07:26:50
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-mobile-to-desktop
Metadata
name
bevy-adapt-mobile-to-desktop
description
Bevy ECS skill for adapting a Bevy mobile game to desktop. Keywords: Bevy, desktop, mouse, keyboard, adapt, window.

Bevy adapt mobile to desktop

When to use

Load this when a touch-first game gains a window, mouse, and keyboard. Window setup is bevy-platform-desktop.

ECS shape

  • Window: Window, WindowMode, and PrimaryWindow.
  • Input: keyboard, mouse, and gamepad features are named on the crate page and already used by bevy-input-handling.
  • Pointer: CursorOptions on the primary window. CursorGrabMode::None, Confined, or Locked.

Desktop choices

Need Bevy idiom
On-screen buttons Keyboard and mouse via bevy-input-handling, writing the same intent component.
Wider layout A wider WindowResolution on the primary Window.
Pointer lock CursorOptions.grab_mode = CursorGrabMode::Locked and visible = false.

Scope

  • Keyboard and mouse write a MoveIntent component. Touch buttons can keep writing that same component.
  • Window mode, resolution, present mode, and cursor grab live on the primary window entity.

Examples

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

[dependencies]
bevy = "0.20"

Open a windowed 1920x1080 view and lock the pointer while aiming.

use bevy::window::{
    CursorGrabMode, CursorOptions, MonitorSelection, PresentMode, PrimaryWindow, WindowMode,
    WindowResolution,
};

fn desktop_window(mut windows: Query<&mut Window, With<PrimaryWindow>>) {
    for mut window in &mut windows {
        window.mode = WindowMode::Windowed;
        window.resolution = WindowResolution::new(1920, 1080);
        window.title = "Desktop".to_string();
        window.present_mode = PresentMode::AutoVsync;
    }
}

fn unlock_framerate(mut windows: Query<&mut Window, With<PrimaryWindow>>) {
    for mut window in &mut windows {
        window.present_mode = PresentMode::AutoNoVsync;
    }
}

fn borderless(mut windows: Query<&mut Window, With<PrimaryWindow>>) {
    for mut window in &mut windows {
        window.mode = WindowMode::BorderlessFullscreen(MonitorSelection::Current);
    }
}

#[derive(Component)]
struct Aiming;

fn grab_cursor(
    mut cursors: Query<&mut CursorOptions, With<PrimaryWindow>>,
    aiming: Query<(), With<Aiming>>,
) {
    let locked = !aiming.is_empty();
    for mut cursor in &mut cursors {
        cursor.visible = !locked;
        cursor.grab_mode = if locked {
            CursorGrabMode::Locked
        } else {
            CursorGrabMode::None
        };
    }
}

WASD replaces on-screen sticks. The gameplay system reads MoveIntent, not the key codes.

use bevy::window::{MonitorSelection, PrimaryWindow, VideoModeSelection, WindowMode};

#[derive(Component, Default)]
struct MoveIntent(Vec2);

fn read_wasd(keys: Res<ButtonInput<KeyCode>>, mut intents: Query<&mut MoveIntent>) {
    let mut dir = Vec2::ZERO;
    if keys.pressed(KeyCode::KeyA) {
        dir.x -= 1.0;
    }
    if keys.pressed(KeyCode::KeyD) {
        dir.x += 1.0;
    }
    if keys.pressed(KeyCode::KeyW) {
        dir.y += 1.0;
    }
    if keys.pressed(KeyCode::KeyS) {
        dir.y -= 1.0;
    }
    for mut intent in &mut intents {
        intent.0 = dir;
    }
}

fn toggle_fullscreen(
    keys: Res<ButtonInput<KeyCode>>,
    mut windows: Query<&mut Window, With<PrimaryWindow>>,
) {
    if !keys.just_pressed(KeyCode::F11) {
        return;
    }
    for mut window in &mut windows {
        window.mode = match window.mode {
            WindowMode::Windowed => {
                WindowMode::Fullscreen(MonitorSelection::Primary, VideoModeSelection::Current)
            }
            _ => WindowMode::Windowed,
        };
    }
}

Captured look uses the frame's summed motion.

use bevy::input::mouse::AccumulatedMouseMotion;

#[derive(Component)]
struct LookRig;

fn apply_look(
    motion: Res<AccumulatedMouseMotion>,
    mut rigs: Query<&mut Transform, With<LookRig>>,
) {
    for mut transform in &mut rigs {
        transform.rotate_y(-motion.delta.x * 0.002);
    }
}

pub struct LookPlugin;

impl Plugin for LookPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(Update, apply_look);
    }
}

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 value stored off 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 second input path that bypasses MoveIntent. WHY: keyboard, mouse, and touch must write the same component so gameplay stays device-agnostic.

  • 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 0.20.0. Permalinks stay unversioned.

Official Documentation

  • Assets - Official asset catalog. No third-party crate was selected.
  • Examples - Example tree on the latest branch.
  • Window examples - WindowMode, present mode, and pointer grab.
  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • Plugins - Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.

Related Skills

Prerequisites

Complements

Downstream / consumers

  • None yet.

Master