simplify input_keyboard example

This commit is contained in:
Carter Anderson 2020-06-04 19:47:27 -07:00
parent c4600dbad8
commit fde8292a04

View File

@ -8,7 +8,6 @@ fn main() {
.add_default_plugins()
.init_resource::<State>()
.add_startup_system(setup.system())
.add_system(collect_input.system())
.add_system(move_on_input.system())
.run();
}
@ -16,46 +15,41 @@ fn main() {
#[derive(Default)]
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>,
world: &mut SubWorld,
mut state: ResMut<State>,
time: Res<Time>,
mut translation: ComMut<Translation>,
_: Com<Handle<Mesh>>,
keyboard_input_events: Res<Events<KeyboardInput>>,
query: &mut Query<(Write<Translation>, Read<Handle<Mesh>>)>,
) {
if state.moving_left {
translation.0 += math::vec3(1.0, 0.0, 0.0) * time.delta_seconds;
let mut moving_left = false;
let mut moving_right = false;
for event in state.event_reader.iter(&keyboard_input_events) {
if let KeyboardInput {
virtual_key_code: Some(key_code),
state,
..
} = event
{
if *key_code == VirtualKeyCode::Left {
moving_left = state.is_pressed();
} else if *key_code == VirtualKeyCode::Right {
moving_right = state.is_pressed();
}
}
}
if state.moving_right {
translation.0 += math::vec3(-1.0, 0.0, 0.0) * time.delta_seconds;
for (mut translation, _) in 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;
}
}
}