bevy/examples/input/input_keyboard.rs

97 lines
2.7 KiB
Rust

use bevy::{
input::keyboard::{KeyboardInput, VirtualKeyCode},
prelude::*,
};
fn main() {
App::build()
.add_default_plugins()
.init_resource::<State>()
.add_startup_system(setup.system())
.add_system(collect_input.system())
.add_system(move_on_input.system())
.run();
}
#[derive(FromResources)]
struct State {
event_reader: EventReader<KeyboardInput>,
moving_right: bool,
moving_left: bool,
}
/// adjusts move state based on keyboard input
fn collect_input(mut state: ResMut<State>, keyboard_input_events: Res<Events<KeyboardInput>>) {
for event in state.event_reader.iter(&keyboard_input_events) {
match event {
KeyboardInput {
virtual_key_code: Some(VirtualKeyCode::Left),
state: element_state,
..
} => {
state.moving_left = element_state.is_pressed();
}
KeyboardInput {
virtual_key_code: Some(VirtualKeyCode::Right),
state: element_state,
..
} => {
state.moving_right = element_state.is_pressed();
}
_ => {}
}
}
}
/// moves our cube left when the "left" key is pressed. moves it right when the "right" key is pressed
fn move_on_input(
state: Res<State>,
time: Res<Time>,
mut translation: ComMut<Translation>,
_: Com<Handle<Mesh>>,
) {
if state.moving_left {
translation.0 += math::vec3(1.0, 0.0, 0.0) * time.delta_seconds;
}
if state.moving_right {
translation.0 += math::vec3(-1.0, 0.0, 0.0) * time.delta_seconds;
}
}
/// creates a simple scene
fn setup(
command_buffer: &mut CommandBuffer,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
let cube_material_handle = materials.add(StandardMaterial {
albedo: Color::rgb(0.5, 0.4, 0.3),
..Default::default()
});
command_buffer
.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()
});
}