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Bevy Tweening Agent Skill

Bevy ECS skill for tween and juice. Keywords: Bevy, tween, juice, curve, ECS.

2.2k tokens
context cost
SKILL.md, read when the skill is used
2
files
plus reference files
0
copies elsewhere
how many repositories repackaged it
854
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/thedivergentai/Game-Design-Agentic-Skills --skill bevy-tweening

What comes with it

527 bytes besides the instruction
references/ecs-ownership.md

The instruction itself

16 sections, as written by the author

Bevy tweening

When to use

Load this when a value should ease over time. A tween player is yours to build in ECS from elapsed time.

ECS shape

  • Feature: EasingCurve samples an ease between two values. It is not a player that stores entity state.
  • Components: a tween you own: start, end, elapsed, and duration.
  • Systems: step elapsed time on Update with Time::delta_secs, then write Transform.
  • Animation: property animation over a clip is AnimationClip on bevy-animation. That is a clip, not a one-shot UI tween.
[dependencies]
bevy = "0.20"

One system advances elapsed time. The eased t is EasingCurve::sample_clamped. Finished tweens are despawned by the marker, not by a callback type.

use bevy::curve::Curve;
use bevy::curve::easing::{EaseFunction, EasingCurve};

#[derive(Component)]
struct Slide {
    start: Vec3,
    end: Vec3,
    elapsed: f32,
    duration: f32,
}

fn spawn_slide(mut commands: Commands) {
    commands.spawn((
        Transform::from_translation(Vec3::ZERO),
        Slide {
            start: Vec3::ZERO,
            end: Vec3::new(2.0, 1.0, 0.0),
            elapsed: 0.0,
            duration: 0.6,
        },
    ));
}

fn step_slides(
    time: Res<Time>,
    mut slides: Query<(Entity, &mut Slide, &mut Transform)>,
    mut commands: Commands,
) {
    let curve = EasingCurve::new(0.0, 1.0, EaseFunction::QuadraticOut);
    for (entity, mut slide, mut transform) in &mut slides {
        slide.elapsed = (slide.elapsed + time.delta_secs()).min(slide.duration);
        let t = if slide.duration <= 0.0 {
            1.0
        } else {
            slide.elapsed / slide.duration
        };
        let eased = curve.sample_clamped(t);
        transform.translation = slide.start.lerp(slide.end, eased);
        if slide.elapsed >= slide.duration {
            commands.entity(entity).remove::<Slide>();
        }
    }
}

pub struct JuicePlugin;

impl Plugin for JuicePlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(Startup, spawn_slide)
            .add_systems(Update, step_slides);
    }
}

A punch scale uses the same clock and a different ease. When elapsed reaches duration, the marker comes off so later systems stop writing that transform.

use bevy::curve::Curve;
use bevy::curve::easing::{EaseFunction, EasingCurve};

#[derive(Component)]
struct Punch {
    elapsed: f32,
    duration: f32,
    amount: f32,
}

fn step_punch(time: Res<Time>, mut punches: Query<(Entity, &mut Punch, &mut Transform)>, mut commands: Commands) {
    let curve = EasingCurve::new(0.0, 1.0, EaseFunction::CubicOut);
    for (entity, mut punch, mut transform) in &mut punches {
        punch.elapsed = (punch.elapsed + time.delta_secs()).min(punch.duration);
        let t = punch.elapsed / punch.duration.max(0.0001);
        let eased = curve.sample_clamped(t);
        let scale = 1.0 + punch.amount * (1.0 - eased);
        transform.scale = Vec3::splat(scale);
        if punch.elapsed >= punch.duration {
            commands.entity(entity).remove::<Punch>();
        }
    }
}

Delay then move is two components. The delay system inserts Slide only after its timer ends, so the order is data, not a sequence asset.

#[derive(Component)]
struct Slide {
    start: Vec3,
    end: Vec3,
    elapsed: f32,
    duration: f32,
}

#[derive(Component)]
struct Wait {
    remaining: f32,
    end: Vec3,
}

fn release_waits(time: Res<Time>, mut waits: Query<(Entity, &mut Wait)>, mut commands: Commands) {
    for (entity, mut wait) in &mut waits {
        wait.remaining -= time.delta_secs();
        if wait.remaining <= 0.0 {
            commands.entity(entity).insert(Slide {
                start: Vec3::ZERO,
                end: wait.end,
                elapsed: 0.0,
                duration: 0.4,
            });
            commands.entity(entity).remove::<Wait>();
        }
    }
}

Choose the owner

| Need | Owner |

| --- | --- |

| Property tween | Slide plus EasingCurve writing Transform. |

| Sequence | A Wait component that inserts Slide when it elapses. |

| Finish | Remove the marker when elapsed reaches duration. Clip events stay on bevy-animation. |

Scope

  • EasingCurve::sample_clamped is the ease used above. EaseFunction::QuadraticOut and EaseFunction::CubicOut are two of the built-in curves.
  • The player is the Slide / Punch / Wait components. A third-party tween crate is optional and is not required for this pattern.

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 that is not a component |

| 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 Godot Tween node. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
  • No named tween crate as the chosen solution. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
  • No Godot types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
  • 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.

Official Documentation

  • Assets - Official asset catalog.
  • Examples - Example tree on the latest branch.
  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • Plugins - Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.
Prerequisites
Complements
Downstream / consumers
  • None yet.
Master

How to use it

Copy the folder

Take thedivergentai/bevy-tweening from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.