2023-09-12 15:33:04 +00:00
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use bevy::{prelude::*, window::CursorGrabMode};
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2023-09-12 04:47:37 +00:00
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use bevy_rapier3d::prelude::*;
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2023-09-12 13:58:58 +00:00
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use crate::logic::core::player::player_movement::{PlayerMovementInput, move_player, PlayerLinearYState};
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2023-09-12 04:47:37 +00:00
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use super::markers::player::Player;
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/// System that captures input and fires events
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2023-09-12 15:33:04 +00:00
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pub fn capture_input(keyboard_input: Res<Input<KeyCode>>, query: Query<(&mut Velocity, &mut ExternalImpulse, &mut PlayerLinearYState, &Transform), With<Player>>, time: Res<Time>) {
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2023-09-12 04:47:37 +00:00
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// Don't allocate on each frame. Instead Check if any of the inputs are being pressed and then allocate.
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if keyboard_input.any_pressed([KeyCode::A, KeyCode::S, KeyCode::D, KeyCode::W, KeyCode::C, KeyCode::Space]) {
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let player_movement_input = PlayerMovementInput {
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2023-09-12 14:03:33 +00:00
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up: keyboard_input.just_pressed(KeyCode::Space),
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2023-09-12 04:47:37 +00:00
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down: keyboard_input.pressed(KeyCode::C),
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left: keyboard_input.pressed(KeyCode::A),
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right: keyboard_input.pressed(KeyCode::D),
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front: keyboard_input.pressed(KeyCode::W),
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back: keyboard_input.pressed(KeyCode::S),
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sprint: keyboard_input.pressed(KeyCode::ShiftLeft),
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};
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move_player(player_movement_input, query, time);
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}
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}
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2023-09-12 15:33:04 +00:00
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pub fn capture_cursor(
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mut windows: Query<&mut Window>,
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btn: Res<Input<MouseButton>>,
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key: Res<Input<KeyCode>>,
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) {
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let mut window = windows.single_mut();
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if btn.just_pressed(MouseButton::Left) {
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// if you want to use the cursor, but not let it leave the window,
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// use `Confined` mode:
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// window.cursor.grab_mode = CursorGrabMode::Confined;
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// for a game that doesn't use the cursor (like a shooter):
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// use `Locked` mode to keep the cursor in one place
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window.cursor.grab_mode = CursorGrabMode::Locked;
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// also hide the cursor
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window.cursor.visible = false;
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}
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if key.just_pressed(KeyCode::Escape) {
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window.cursor.grab_mode = CursorGrabMode::None;
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// also hide the cursor
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window.cursor.visible = true;
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}
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}
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