thedivergentai/game-design-agentic-skills

bevy-character-movement

Bevy ECS skill for character movement.

ソースを見る

使い方

  1. インストールコマンドをコピーし、自分の環境へ導入する前にソースを確認します。
  2. 必要なツール、認証情報、対応環境を原文で確認します。
  3. 入力と成果物を指定し、出力を資料と照合します。
npx skills add https://github.com/thedivergentai/game-design-agentic-skills --skill bevy-character-movement

開始前の確認

  • 導入にはモデル契約、API枠、ファイルへのアクセス許可は含まれません。
  • スター数や導入数は活動の指標であり、独立した品質・安全性試験ではありません。
リポジトリの原文

見出し、例、コード、表、リンク、参照画像を含む原文を表示しています。

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.

Coming from Godot

Godot ideaBevy idiom
Body that you move yourselfEntity with movement components and a system
Step that should stay stable when frame time changesSystem on the fixed timestep (Fixed / FixedMain)
Coyote time, jump bufferTimer data on the entity or a small resource, consumed by the movement system
Collision responseCollision response belongs on bevy-physics-3d.

Scope

  • Check the bevy 0.20.0 crate docs for a character-controller type before writing one. The feature list has no physics solver.
  • Do not call move_and_slide, _physics_process, or CharacterBody2D.
  • Ground detection, shape casts, and collision layers are unverified. Do not invent query APIs.

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 + QueryA Godot node script
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 setCheck the official docs firstA 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 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. Check the bevy crate docs for a controller type before writing one.
  • Do not mutably query the same movement component from two unordered systems. WHY: systems run in parallel unless .chain() orders them.

Reference

docs.rs links use the unversioned latest permalink. The library pin on bevy-master stays 0.20.0.

Official Documentation

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

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