mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 15:14:50 +00:00
100 lines
2.7 KiB
Rust
100 lines
2.7 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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.init_resource::<State>()
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.add_startup_system(setup.system())
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.add_system(collect_input.system())
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.add_system(move_on_input.system())
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.run();
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}
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#[derive(Resource)]
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struct State {
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event_reader: EventReader<KeyboardInput>,
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moving_right: bool,
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moving_left: bool,
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}
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/// adjusts move state based on keyboard input
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fn collect_input(
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mut state: ResMut<State>,
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keyboard_input_events: Res<Events<KeyboardInput>>,
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) {
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for event in state.event_reader.iter(&keyboard_input_events) {
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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: element_state,
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..
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} => {
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state.moving_left = element_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: element_state,
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..
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} => {
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state.moving_right = element_state.is_pressed();
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}
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_ => {}
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}
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}
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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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fn move_on_input(
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state: Res<State>,
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time: Res<Time>,
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mut translation: ComMut<Translation>,
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_: Com<Handle<Mesh>>,
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) {
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if state.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 state.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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/// creates a simple scene
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fn setup(
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command_buffer: &mut CommandBuffer,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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let cube_handle = meshes.add(Mesh::from(shape::Cube));
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let cube_material_handle = materials.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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command_buffer
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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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