use bevy::prelude::*;
use leafwing_input_manager::{common_conditions::action_pressed, prelude::*};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(InputManagerPlugin::<PlayerAction>::default())
.init_resource::<ActionState<PlayerAction>>()
.insert_resource(PlayerAction::mkb_input_map())
.add_systems(Update, move_player)
.add_systems(Update, jump.run_if(action_pressed(PlayerAction::Jump)))
.run();
}
#[derive(Actionlike, PartialEq, Eq, Clone, Copy, Hash, Debug, Reflect)]
pub enum PlayerAction {
#[actionlike(DualAxis)]
Move,
Jump,
}
impl PlayerAction {
fn mkb_input_map() -> InputMap<Self> {
InputMap::new([(Self::Jump, KeyCode::Space)])
.with_dual_axis(Self::Move, VirtualDPad::wasd())
}
}
fn move_player(
action_state: Res<ActionState<PlayerAction>>,
) {
let axis_pair = action_state.clamped_axis_pair(&PlayerAction::Move);
println!("Move: ({}, {})", axis_pair.x, axis_pair.y);
}
fn jump() {
println!("Jumping!");
}