mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
93 lines
3.2 KiB
Rust
93 lines
3.2 KiB
Rust
use bevy::{
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input::keyboard::{KeyboardInput, VirtualKeyCode},
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prelude::*,
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};
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fn main() {
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App::build()
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.add_default_plugins()
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.add_system_init(move_on_input_system)
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.add_startup_system(setup)
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.run();
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}
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/// moves our cube left when the "left" key is pressed. moves it right when the "right" key is pressed
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pub fn move_on_input_system(resources: &mut Resources) -> Box<dyn Schedulable> {
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let mut keyboard_input_event_reader = resources.get_event_reader::<KeyboardInput>();
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let mut moving_left = false;
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let mut moving_right = false;
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SystemBuilder::new("input_handler")
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.read_resource::<Time>()
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.read_resource::<Events<KeyboardInput>>()
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.with_query(<(Write<Translation>, Read<Handle<Mesh>>)>::query())
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.build(
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move |_command_buffer, world, (time, keyboard_input_events), mesh_query| {
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for event in keyboard_input_events.iter(&mut keyboard_input_event_reader) {
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match event {
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KeyboardInput {
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virtual_key_code: Some(VirtualKeyCode::Left),
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state,
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..
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} => {
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moving_left = state.is_pressed();
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}
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KeyboardInput {
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virtual_key_code: Some(VirtualKeyCode::Right),
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state,
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..
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} => {
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moving_right = state.is_pressed();
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}
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_ => {}
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}
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}
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for (mut translation, _mesh) in mesh_query.iter_mut(world) {
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if moving_left {
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translation.0 += math::vec3(1.0, 0.0, 0.0) * time.delta_seconds;
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}
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if moving_right {
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translation.0 += math::vec3(-1.0, 0.0, 0.0) * time.delta_seconds;
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}
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}
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},
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)
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}
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/// creates a simple scene
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fn setup(world: &mut World, resources: &mut Resources) {
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let mut mesh_storage = resources.get_mut::<AssetStorage<Mesh>>().unwrap();
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let mut material_storage = resources
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.get_mut::<AssetStorage<StandardMaterial>>()
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.unwrap();
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let cube_handle = mesh_storage.add(Mesh::from(shape::Cube));
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let cube_material_handle = material_storage.add(StandardMaterial {
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albedo: Color::rgb(0.5, 0.4, 0.3),
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..Default::default()
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});
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world
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.build()
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// cube
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.add_entity(MeshEntity {
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mesh: cube_handle,
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material: cube_material_handle,
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translation: Translation::new(0.0, 0.0, 1.0),
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..Default::default()
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})
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// light
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.add_entity(LightEntity {
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translation: Translation::new(4.0, -4.0, 5.0),
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..Default::default()
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})
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// camera
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.add_entity(CameraEntity {
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local_to_world: LocalToWorld(Mat4::look_at_rh(
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Vec3::new(3.0, 8.0, 5.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 0.0, 1.0),
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)),
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..Default::default()
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});
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}
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