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bevy-genre-platformer

该 Skill 是 Bevy 0.20 平台游戏类型路由器,将移动、相机、瓦片和动画任务分派到相关 Skill,并给出 Rust/ECS 示例:土狼时间、跳跃缓冲、固定步长重力、单向平台和跟随相机。它不提供完整项目,且代码示例的调度方式与 NEVER 规则存在矛盾。

thedivergentai
热度 0.00
最近更新 2026-10-19 07:26:59
分类:开发依赖:纯提示词应用场景:代码生成 / 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-genre-platformer
Metadata
name
bevy-genre-platformer
description
Route a Bevy 0.20 platformer: coyote time and jump buffer on Mover, gravity on FixedUpdate, one-way ledges, follow camera. Keywords: Bevy, platformer, coyote, Mover, FixedUpdate, Camera2d, ECS.

Bevy Platformer (thin router)

Genre router. Domain work lives in the Bevy skills below.

When to use

Load this to route a platformer to movement, camera, and tiles.

ECS shape

  • Components hold the genre's per-entity flags as plain data. This file does not name new engine types.
  • Resources hold run-wide counters (score, wave index, seed) via bevy-data-resources.
  • Systems read those components on Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.
  • Schedule: gameplay mode changes go through bevy-state-machines. Do not invent a genre plugin.

Routing

Examples

[dependencies]
bevy = "0.20"

Coyote time and the jump buffer live on the mover. Gravity and the jump write velocity in one system so they cannot race.

#[derive(Component)]
struct Mover {
    velocity: Vec2,
    grounded: bool,
    coyote: f32,
    jump_buffer: f32,
}

fn arm_jump(keys: Res<ButtonInput<KeyCode>>, mut movers: Query<&mut Mover>) {
    if !keys.just_pressed(KeyCode::Space) {
        return;
    }
    for mut mover in &mut movers {
        mover.jump_buffer = 0.15;
    }
}

fn feel(mut movers: Query<&mut Mover>, time: Res<Time<Fixed>>) {
    let dt = time.delta_secs();
    for mut mover in &mut movers {
        if mover.grounded {
            mover.coyote = 0.12;
        } else {
            mover.coyote = (mover.coyote - dt).max(0.0);
        }
        mover.jump_buffer = (mover.jump_buffer - dt).max(0.0);
        if mover.jump_buffer > 0.0 && mover.coyote > 0.0 {
            mover.velocity.y = 420.0;
            mover.coyote = 0.0;
            mover.jump_buffer = 0.0;
            mover.grounded = false;
        }
        if !mover.grounded {
            let gravity = if mover.velocity.y < 0.0 { 2200.0 } else { 1400.0 };
            mover.velocity.y -= gravity * dt;
        }
    }
}

fn install_feel(app: &mut App) {
    app.add_systems(Update, arm_jump)
        .add_systems(FixedUpdate, feel);
}

arm_jump and feel both write Mover, and they sit on different schedules. If that borrow conflicts, move arm_jump onto FixedUpdate and .chain() it before feel.

Integration reads Mover and writes Transform. Chain it after feel.

#[derive(Component)]
struct Mover {
    velocity: Vec2,
}

fn integrate(mut bodies: Query<(&Mover, &mut Transform)>, time: Res<Time<Fixed>>) {
    let dt = time.delta_secs();
    for (mover, mut tf) in &mut bodies {
        tf.translation.x += mover.velocity.x * dt;
        tf.translation.y += mover.velocity.y * dt;
    }
}

A one-way ledge is a component with a top height. The mover only snaps when it is falling.

#[derive(Component)]
struct OneWay {
    half_width: f32,
    top: f32,
}

#[derive(Component)]
struct Mover {
    velocity: Vec2,
    grounded: bool,
}

fn land(
    mut bodies: Query<(&mut Mover, &Transform)>,
    platforms: Query<(&OneWay, &Transform)>,
) {
    for (mut mover, body_tf) in &mut bodies {
        if mover.velocity.y > 0.0 {
            continue;
        }
        let feet = body_tf.translation.truncate();
        for (plat, plat_tf) in &platforms {
            let top = plat_tf.translation.y + plat.top;
            let dx = (feet.x - plat_tf.translation.x).abs();
            if dx <= plat.half_width && (feet.y - top).abs() < 6.0 {
                mover.grounded = true;
                mover.velocity.y = 0.0;
            }
        }
    }
}

The camera copies the player translation and keeps its own z.

#[derive(Component)]
struct Player;

fn follow(
    player: Query<&Transform, With<Player>>,
    mut cameras: Query<&mut Transform, (With<Camera2d>, Without<Player>)>,
) {
    let Ok(player_tf) = player.single() else {
        return;
    };
    let Ok(mut cam) = cameras.single_mut() else {
        return;
    };
    cam.translation.x = player_tf.translation.x;
    cam.translation.y = player_tf.translation.y;
}

Scope

  • Tile collision and sprite clips route to bevy-tilemap and bevy-2d-animation.
  • land and feel both write Mover. Chain them on FixedUpdate when both are installed.

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 field 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 Use the examples in this skill 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.

  • Do not apply gravity on Update while coyote and the jump buffer tick on FixedUpdate. WHY: frame time then changes jump height.

  • Do not write Mover from arm_jump and feel on two schedules. WHY: those systems alias the same component; put both on FixedUpdate and .chain() arm_jump before feel.

  • No invented genre APIs. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

  • Do not pick a physics or net crate here. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

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

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. This router does not own a second implementation.

Master