98 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			98 lines
		
	
	
		
			2.8 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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| 
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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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| 
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| #[derive(FromResources)]
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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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| 
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| /// adjusts move state based on keyboard input
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| fn collect_input(mut state: ResMut<State>, keyboard_input_events: Res<Events<KeyboardInput>>) {
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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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| 
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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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| 
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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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| 
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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 { size: 1.0 }));
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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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| 
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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(PerspectiveCameraEntity {
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|             local_to_world: LocalToWorld::new_sync_disabled(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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