1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
use bevy::prelude::*;
use leafwing_input_manager::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
// This plugin maps inputs to an input-type agnostic action-state
// We need to provide it with an enum which stores the possible actions a player could take
.add_plugins(InputManagerPlugin::<Action>::default())
// Spawn an entity with Player, InputMap, and ActionState components
.add_systems(Startup, spawn_player)
// Read the ActionState in your systems using queries!
.add_systems(Update, move_player)
.run();
}
#[derive(Actionlike, PartialEq, Eq, Clone, Copy, Hash, Debug, Reflect)]
enum Action {
#[actionlike(DualAxis)]
Move,
Throttle,
#[actionlike(Axis)]
Rudder,
}
#[derive(Component)]
struct Player;
fn spawn_player(mut commands: Commands) {
// Describes how to convert from player inputs into those actions
let input_map = InputMap::default()
// Let's bind the left stick for the move action
.with_dual_axis(Action::Move, GamepadStick::LEFT)
// And then bind the right gamepad trigger to the throttle action
.with(Action::Throttle, GamepadButton::RightTrigger2)
// And we'll use the right stick's x-axis as a rudder control
.with_axis(
// Add an AxisDeadzone to process horizontal values of the right stick.
// This will trigger if the axis is moved 10% or more in either direction.
Action::Rudder,
GamepadControlAxis::RIGHT_X.with_deadzone_symmetric(0.1),
);
commands.spawn(input_map).insert(Player);
}
// Query for the `ActionState` component in your game logic systems!
fn move_player(query: Query<&ActionState<Action>, With<Player>>) {
let action_state = query.single().expect("Player actions not found");
let axis_pair = action_state.clamped_axis_pair(&Action::Move);
println!("Move:");
println!(" distance: {}", axis_pair.length());
println!(" x: {}", axis_pair.x);
println!(" y: {}", axis_pair.y);
if action_state.pressed(&Action::Throttle) {
// Note that some gamepad buttons are also tied to axes, so even though we used a
// GamepadButton::RightTrigger2 binding to trigger the throttle action,
// we can get a variable value here if you have a variable right trigger on your gamepad.
//
// If you don't have a variable trigger, this will just return 0.0 when not pressed and 1.0
// when pressed.
let value = action_state.clamped_button_value(&Action::Throttle);
println!("Throttle: {value}");
}
let value = action_state.clamped_value(&Action::Rudder);
println!("Rudder: {value}");
}