bevy/examples/input/input_keyboard.rs
2020-06-04 22:48:53 -07:00

78 lines
2.2 KiB
Rust

use bevy::{input::keyboard::KeyCode, prelude::*};
use bevy_input::Input;
fn main() {
App::build()
.add_default_plugins()
.add_startup_system(setup.system())
.add_system(move_on_input.system())
.run();
}
/// moves our cube left when the "left" key is pressed. moves it right when the "right" key is pressed
fn move_on_input(
world: &mut SubWorld,
time: Res<Time>,
input: Res<Input>,
query: &mut Query<(Write<Translation>, Read<Handle<Mesh>>)>,
) {
let moving_left = input.key_pressed(KeyCode::Left);
let moving_right = input.key_pressed(KeyCode::Right);
if input.key_just_pressed(KeyCode::Left) {
println!("left just pressed");
}
if input.key_just_released(KeyCode::Left) {
println!("left just released");
}
const SPEED: f32 = 3.0;
for (mut translation, _) in query.iter_mut(world) {
if moving_left {
translation.0 += math::vec3(SPEED, 0.0, 0.0) * time.delta_seconds;
}
if moving_right {
translation.0 += math::vec3(-SPEED, 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(PerspectiveCameraEntity {
local_to_world: LocalToWorld::new_sync_disabled(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()
});
}