use bevy::prelude::*;
use leafwing_input_manager::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(InputManagerPlugin::<Action>::default())
.add_systems(Startup, spawn_players)
.add_systems(Update, move_players)
.run();
}
#[derive(Actionlike, PartialEq, Eq, Clone, Copy, Hash, Debug, Reflect)]
enum Action {
Left,
Right,
Jump,
}
#[derive(Component, Debug)]
enum Player {
One,
Two,
}
#[derive(Bundle)]
struct PlayerBundle {
player: Player,
input_manager: InputManagerBundle<Action>,
}
impl PlayerBundle {
fn input_map(player: Player) -> InputMap<Action> {
let mut input_map = match player {
Player::One => InputMap::new([
(Action::Left, KeyCode::KeyA),
(Action::Right, KeyCode::KeyD),
(Action::Jump, KeyCode::KeyW),
])
.with_gamepad(Gamepad { id: 0 }),
Player::Two => InputMap::new([
(Action::Left, KeyCode::ArrowLeft),
(Action::Right, KeyCode::ArrowRight),
(Action::Jump, KeyCode::ArrowUp),
])
.with_gamepad(Gamepad { id: 1 }),
};
input_map.insert_multiple([
(Action::Left, GamepadButtonType::DPadLeft),
(Action::Right, GamepadButtonType::DPadRight),
(Action::Jump, GamepadButtonType::DPadUp),
(Action::Jump, GamepadButtonType::South),
]);
input_map
}
}
fn spawn_players(mut commands: Commands) {
commands.spawn(PlayerBundle {
player: Player::One,
input_manager: InputManagerBundle::with_map(PlayerBundle::input_map(Player::One)),
});
commands.spawn(PlayerBundle {
player: Player::Two,
input_manager: InputManagerBundle::with_map(PlayerBundle::input_map(Player::Two)),
});
}
fn move_players(player_query: Query<(&Player, &ActionState<Action>)>) {
for (player, action_state) in player_query.iter() {
let actions = action_state.get_just_pressed();
if !actions.is_empty() {
info!("Player {player:?} performed actions {actions:?}");
}
}
}