Created
March 27, 2023 16:34
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//! Shows how to render simple primitive shapes with a single color. | |
use bevy::{ | |
prelude::*, | |
window::{CursorGrabMode, PresentMode, WindowLevel}, | |
}; | |
fn main() { | |
App::new() | |
.add_plugins(DefaultPlugins) | |
.insert_resource(ClearColor(Color::BLACK)) | |
.add_plugins(DefaultPlugins.set(WindowPlugin { | |
primary_window: Some(Window { | |
title: "I am a window!".into(), | |
resolution: (1008., 567.).into(), | |
// Tells wasm to resize the window according to the available canvas | |
fit_canvas_to_parent: true, | |
// Tells wasm not to override default event handling, like F5, Ctrl+R etc. | |
prevent_default_event_handling: false, | |
..default() | |
}), | |
..default() | |
})) | |
//.add_plugins(DefaultPlugins) | |
.add_startup_system(setup) | |
.add_system(rectangle) | |
.add_system(Update, keyboard_input) | |
.run(); | |
} | |
fn setup( | |
mut commands: Commands, | |
) | |
{ | |
commands.spawn(Camera2dBundle::default()); | |
} | |
fn rectangle(mut cmd: Commands) | |
{ | |
cmd.spawn(SpriteBundle { | |
sprite: Sprite { | |
color: Color::hex("7700FF").unwrap(), | |
custom_size: Some(Vec2::new(100.0, 100.0)), | |
..default() | |
}, | |
transform: Transform::from_translation(Vec3::new(-50., 0., 0.)), | |
..default() | |
}); | |
} | |
fn keyboard_input_system(keyboard_input: Res<Input<KeyCode>>) { | |
if keyboard_input.pressed(KeyCode::A) { | |
info!("'A' currently pressed"); | |
} | |
if keyboard_input.just_pressed(KeyCode::A) { | |
info!("'A' just pressed"); | |
} | |
if keyboard_input.just_released(KeyCode::A) { | |
info!("'A' just released"); | |
} | |
} |
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//! Demonstrates handling a key press/release. | |
use bevy::prelude::*; | |
fn main() { | |
App::new() | |
.add_plugins(DefaultPlugins) | |
.add_systems(Update, keyboard_input_system) | |
.run(); | |
} | |
/// This system prints 'A' key state | |
fn keyboard_input_system(keyboard_input: Res<Input<KeyCode>>) { | |
if keyboard_input.pressed(KeyCode::A) { | |
info!("'A' currently pressed"); | |
} | |
if keyboard_input.just_pressed(KeyCode::A) { | |
info!("'A' just pressed"); | |
} | |
if keyboard_input.just_released(KeyCode::A) { | |
info!("'A' just released"); | |
} | |
} |
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