bevy/examples/input/gamepad_rumble.rs
Hennadii Chernyshchyk b0058dc54b
Gamepad improvements (#16222)
# Objective

Closes #16221.

## Solution

- Make `Gamepad` fields public and remove delegates / getters.
- Move `impl Into` to `Axis` methods (delegates for `Axis` used `impl
Into` to allow passing both `GamepadAxis` and `GamepadButton`).
- Improve docs.

## Testing

- I run tests.

Not sure if the migration guide is needed, since it's a feature from RC,
but I wrote it just in case.

---

## Migration Guide

- `Gamepad` fields are now public.
- Instead of using `Gamepad` delegates like `Gamepad::just_pressed`,
call these methods directly on the fields.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-11-04 17:05:24 +00:00

70 lines
2.6 KiB
Rust

//! Shows how to trigger force-feedback, making gamepads rumble when buttons are
//! pressed.
use bevy::{
input::gamepad::{Gamepad, GamepadRumbleIntensity, GamepadRumbleRequest},
prelude::*,
utils::Duration,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Update, gamepad_system)
.run();
}
fn gamepad_system(
gamepads: Query<(Entity, &Gamepad)>,
mut rumble_requests: EventWriter<GamepadRumbleRequest>,
) {
for (entity, gamepad) in &gamepads {
if gamepad.digital.just_pressed(GamepadButton::North) {
info!(
"North face button: strong (low-frequency) with low intensity for rumble for 5 seconds. Press multiple times to increase intensity."
);
rumble_requests.send(GamepadRumbleRequest::Add {
gamepad: entity,
intensity: GamepadRumbleIntensity::strong_motor(0.1),
duration: Duration::from_secs(5),
});
}
if gamepad.digital.just_pressed(GamepadButton::East) {
info!("East face button: maximum rumble on both motors for 5 seconds");
rumble_requests.send(GamepadRumbleRequest::Add {
gamepad: entity,
duration: Duration::from_secs(5),
intensity: GamepadRumbleIntensity::MAX,
});
}
if gamepad.digital.just_pressed(GamepadButton::South) {
info!("South face button: low-intensity rumble on the weak motor for 0.5 seconds");
rumble_requests.send(GamepadRumbleRequest::Add {
gamepad: entity,
duration: Duration::from_secs_f32(0.5),
intensity: GamepadRumbleIntensity::weak_motor(0.25),
});
}
if gamepad.digital.just_pressed(GamepadButton::West) {
info!("West face button: custom rumble intensity for 5 second");
rumble_requests.send(GamepadRumbleRequest::Add {
gamepad: entity,
intensity: GamepadRumbleIntensity {
// intensity low-frequency motor, usually on the left-hand side
strong_motor: 0.5,
// intensity of high-frequency motor, usually on the right-hand side
weak_motor: 0.25,
},
duration: Duration::from_secs(5),
});
}
if gamepad.digital.just_pressed(GamepadButton::Start) {
info!("Start button: Interrupt the current rumble");
rumble_requests.send(GamepadRumbleRequest::Stop { gamepad: entity });
}
}
}