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bevy-character-movement

该 Skill 面向 Bevy 0.20,给出以组件、资源和 FixedUpdate 系统组织角色移动的 Rust 示例,涵盖意图读取、速度积分、土狼时间、跳跃缓冲和插件注册,并说明 ECS 所有权与常见错误;碰撞响应不在此范围内。

thedivergentai
热度 0.00
最近更新 2026-10-19 07:26:52
分类:开发依赖:读写文件应用场景:代码生成 / 模板 / 概念解释

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-character-movement
Metadata
name
bevy-character-movement
description
Bevy 0.20 kinematic character movement: intent components, FixedUpdate integration, coyote time, and jump buffer. Use when a player or actor walks or jumps and the step must stay stable. Keywords: Bevy, movement, FixedUpdate, coyote, jump buffer, ECS.

Bevy character movement

When to use

Load this when a Bevy app needs a player or actor that moves in discrete steps (walk, jump feel, ground check) and you need the ECS shape before any solver code exists. Coyote time and a jump buffer are design notes. They are not a node port.

ECS shape

  • Components own pose and intent: position, velocity, and a jump-buffer or coyote timer as data. The Quick Start ECS page shows components as Rust structs that derive Component.
  • Resources own clocks and tuning shared by every mover. bevy::time 0.20.0 documents Time, Fixed (fixed timestep clock), and Virtual.
  • Systems read intent and write velocity or position. Register them on the fixed schedule, not on a per-node physics callback.
  • Schedule: run_fixed_main_schedule runs FixedMain from virtual time (bevy::time 0.20.0). Order dependent systems with .chain() (ECS page). Do not paste a Godot physics-process function.

Engine counterparts

Godot idea Bevy idiom
Body that you move yourself Entity with movement components and a system
Step that should stay stable when frame time changes System on the fixed timestep (Fixed / FixedMain)
Coyote time, jump buffer Timer data on the entity or a small resource, consumed by the movement system
Collision response Collision response belongs on bevy-physics-3d.

Scope

Locomotion here is kinematic data on FixedUpdate: intent, velocity, coyote time, and a jump buffer. Collision response belongs on bevy-physics-3d. Do not call move_and_slide, _physics_process, or CharacterBody2D.

[dependencies]
bevy = "0.20"
#[derive(Component, Default)]
struct PlanarIntent {
    axis: Vec2,
    jump_pressed: bool,
}

#[derive(Component)]
struct KinematicBody {
    velocity: Vec3,
    grounded: bool,
    coyote: f32,
    jump_buffer: f32,
}

#[derive(Resource)]
struct MoveTuning {
    speed: f32,
    jump_speed: f32,
    gravity: f32,
    coyote_time: f32,
    jump_buffer_time: f32,
}

impl Default for MoveTuning {
    fn default() -> Self {
        Self {
            speed: 6.0,
            jump_speed: 8.0,
            gravity: 20.0,
            coyote_time: 0.12,
            jump_buffer_time: 0.12,
        }
    }
}

fn read_move_intent(keys: Res<ButtonInput<KeyCode>>, mut bodies: Query<&mut PlanarIntent>) {
    let mut axis = Vec2::ZERO;
    if keys.pressed(KeyCode::KeyA) {
        axis.x -= 1.0;
    }
    if keys.pressed(KeyCode::KeyD) {
        axis.x += 1.0;
    }
    let jump_pressed = keys.just_pressed(KeyCode::Space);
    for mut intent in &mut bodies {
        intent.axis = axis;
        intent.jump_pressed = jump_pressed;
    }
}

fn step_kinematic(
    time: Res<Time<Fixed>>,
    tuning: Res<MoveTuning>,
    mut bodies: Query<(&mut PlanarIntent, &mut KinematicBody, &mut Transform)>,
) {
    let dt = time.delta_secs();
    for (mut intent, mut body, mut transform) in &mut bodies {
        body.velocity.x = intent.axis.x * tuning.speed;
        if body.grounded {
            body.coyote = tuning.coyote_time;
        } else {
            body.coyote = (body.coyote - dt).max(0.0);
            body.velocity.y -= tuning.gravity * dt;
        }
        if intent.jump_pressed {
            body.jump_buffer = tuning.jump_buffer_time;
            intent.jump_pressed = false;
        } else {
            body.jump_buffer = (body.jump_buffer - dt).max(0.0);
        }
        if body.jump_buffer > 0.0 && body.coyote > 0.0 {
            body.velocity.y = tuning.jump_speed;
            body.jump_buffer = 0.0;
            body.coyote = 0.0;
            body.grounded = false;
        }
        transform.translation += body.velocity * dt;
        if transform.translation.y <= 0.0 {
            transform.translation.y = 0.0;
            body.velocity.y = 0.0;
            body.grounded = true;
        }
    }
}

fn spawn_mover(mut commands: Commands) {
    commands.spawn((
        Transform::default(),
        PlanarIntent::default(),
        KinematicBody {
            velocity: Vec3::ZERO,
            grounded: true,
            coyote: 0.0,
            jump_buffer: 0.0,
        },
    ));
}

pub struct CharacterMovementPlugin;

impl Plugin for CharacterMovementPlugin {
    fn build(&self, app: &mut App) {
        app.init_resource::<MoveTuning>()
            .add_systems(Startup, spawn_mover)
            .add_systems(Update, read_move_intent)
            .add_systems(FixedUpdate, step_kinematic);
    }
}

Sample ButtonInput::just_pressed in Update. FixedUpdate can run zero times or several times in one frame, so a press read there is dropped or repeated. The intent component keeps the edge until FixedUpdate consumes it.

When a physics skill writes Grounded, chain the coyote refill after that write so the timer sees the contact from the same tick.

#[derive(Component)]
struct Grounded;

#[derive(Component)]
struct CoyoteTimer(f32);

#[derive(Resource)]
struct CoyoteWindow(f32);

fn refill_coyote(window: Res<CoyoteWindow>, mut movers: Query<&mut CoyoteTimer, With<Grounded>>) {
    for mut timer in &mut movers {
        timer.0 = window.0;
    }
}

fn tick_coyote(time: Res<Time<Fixed>>, mut movers: Query<&mut CoyoteTimer, Without<Grounded>>) {
    let dt = time.delta_secs();
    for mut timer in &mut movers {
        timer.0 = (timer.0 - dt).max(0.0);
    }
}

pub struct CoyotePlugin;

impl Plugin for CoyotePlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource(CoyoteWindow(0.12)).add_systems(
            FixedUpdate,
            (refill_coyote, tick_coyote).chain(),
        );
    }
}

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 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 this skill Load the skill that owns it 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 step locomotion on raw Update when the step must stay stable. WHY: bevy::time documents Fixed and run_fixed_main_schedule (FixedMain) for a fixed clock.
  • Do not read ButtonInput::just_pressed inside FixedUpdate. WHY: that schedule can skip a frame or run more than once, so the press is lost or applied twice.
  • Do not call move_and_slide, _physics_process, or CharacterBody2D. WHY: those are Godot types. This skill only owns ECS movement data.
  • Do not invent a character-controller or shape-cast API. WHY: this skill owns kinematic intent and the fixed step; contact queries live on the physics skills.
  • Do not mutably query the same movement component from two unordered systems. WHY: systems run in parallel unless .chain() orders them.

Reference

The library pin on bevy-master stays 0.20.0. Official pages stay on the unversioned site.

Official Documentation

  • Quick Start: ECS - Entities, Component, systems, Query, Commands, and .chain().
  • Fixed timestep - Fixed and FixedMain via run_fixed_main_schedule on the ECS schedule page.
  • Examples - Example tree on the latest branch.

Related Skills

Prerequisites

  • bevy-master - ECS ownership, schedules, and which Bevy skill to load.

Complements

Downstream / consumers

  • Genre skills cover loop and encounter design.

Master