bevy/examples/input_keyboard.rs
2020-04-07 13:25:01 -07:00

93 lines
3.2 KiB
Rust

use bevy::{
input::keyboard::{KeyboardInput, VirtualKeyCode},
prelude::*,
};
fn main() {
App::build()
.add_default_plugins()
.build_system(move_on_input_system)
.setup(setup)
.run();
}
/// moves our cube left when the "left" key is pressed. moves it right when the "right" key is pressed
pub fn move_on_input_system(resources: &mut Resources) -> Box<dyn Schedulable> {
let mut keyboard_input_event_reader = resources.get_event_reader::<KeyboardInput>();
let mut moving_left = false;
let mut moving_right = false;
SystemBuilder::new("input_handler")
.read_resource::<Time>()
.read_resource::<Events<KeyboardInput>>()
.with_query(<(Write<Translation>, Read<Handle<Mesh>>)>::query())
.build(
move |_command_buffer, world, (time, keyboard_input_events), mesh_query| {
for event in keyboard_input_events.iter(&mut keyboard_input_event_reader) {
match event {
KeyboardInput {
virtual_key_code: Some(VirtualKeyCode::Left),
state,
..
} => {
moving_left = state.is_pressed();
}
KeyboardInput {
virtual_key_code: Some(VirtualKeyCode::Right),
state,
..
} => {
moving_right = state.is_pressed();
}
_ => {}
}
}
for (mut translation, _mesh) in mesh_query.iter_mut(world) {
if moving_left {
translation.0 += math::vec3(1.0, 0.0, 0.0) * time.delta_seconds;
}
if moving_right {
translation.0 += math::vec3(-1.0, 0.0, 0.0) * time.delta_seconds;
}
}
},
)
}
/// creates a simple scene
fn setup(world: &mut World, resources: &mut Resources) {
let mut mesh_storage = resources.get_mut::<AssetStorage<Mesh>>().unwrap();
let mut material_storage = resources
.get_mut::<AssetStorage<StandardMaterial>>()
.unwrap();
let cube_handle = mesh_storage.add(Mesh::load(MeshType::Cube));
let cube_material_handle = material_storage.add(StandardMaterial {
albedo: Color::rgb(0.5, 0.4, 0.3),
..Default::default()
});
world
.build()
// cube
.add_entity(MeshEntity {
mesh: cube_handle,
material: cube_material_handle,
translation: Translation::new(0.0, 0.0, 1.0),
..Default::default()
})
// light
.add_entity(LightEntity {
translation: Translation::new(4.0, -4.0, 5.0),
..Default::default()
})
// camera
.add_entity(CameraEntity {
local_to_world: LocalToWorld(Mat4::look_at_rh(
Vec3::new(3.0, 8.0, 5.0),
Vec3::new(0.0, 0.0, 0.0),
Vec3::new(0.0, 0.0, 1.0),
)),
..Default::default()
});
}