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,
}
impl Player {
fn input_map(player: Player, gamepad_0: Entity, gamepad_1: Entity) -> 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_0),
Player::Two => InputMap::new([
(Action::Left, KeyCode::ArrowLeft),
(Action::Right, KeyCode::ArrowRight),
(Action::Jump, KeyCode::ArrowUp),
])
.with_gamepad(gamepad_1),
};
input_map.insert_multiple([
(Action::Left, GamepadButton::DPadLeft),
(Action::Right, GamepadButton::DPadRight),
(Action::Jump, GamepadButton::DPadUp),
(Action::Jump, GamepadButton::South),
]);
input_map
}
}
fn spawn_players(mut commands: Commands) {
let gamepad_0 = commands.spawn(()).id();
let gamepad_1 = commands.spawn(()).id();
commands.spawn((
Player::One,
Player::input_map(Player::One, gamepad_0, gamepad_1),
));
commands.spawn((
Player::Two,
Player::input_map(Player::Two, gamepad_0, gamepad_1),
));
}
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:?}");
}
}
}