Added controller support
parent
e942867f8e
commit
b72d550b4d
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@ -0,0 +1,43 @@
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use bevy::{
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input::gamepad::{GamepadConnection, GamepadEvent},
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prelude::*,
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};
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pub struct GamepadPlugin;
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impl Plugin for GamepadPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Startup, setup);
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}
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}
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#[derive(Debug, Resource)]
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pub struct GamepadOne(pub Gamepad);
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fn setup(
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mut commands: Commands,
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gamepad1: Option<Res<GamepadOne>>,
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mut gamepad_events: EventReader<GamepadEvent>,
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) {
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for event in gamepad_events.read() {
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let GamepadEvent::Connection(conn) = event
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else {
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continue;
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};
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match &conn.connection {
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GamepadConnection::Connected(info) => {
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if gamepad1.is_none() {
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commands.insert_resource(GamepadOne(conn.gamepad));
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}
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}
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GamepadConnection::Disconnected => {
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if let Some(GamepadOne(id)) = gamepad1.as_deref() {
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if *id == conn.gamepad {
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commands.remove_resource::<GamepadOne>();
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}
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}
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}
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}
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}
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}
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76
src/hud.rs
76
src/hud.rs
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@ -2,10 +2,13 @@ use std::path::Path;
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use bevy::{
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asset::{io::AssetSourceId, AssetPath},
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ecs::query::QueryIter,
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prelude::*,
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};
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use crate::{player::Player, score::Score, GameStartEvent, GameState, START_POSITION};
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use crate::{
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gamepad::GamepadOne, player::Player, score::Score, GameStartEvent, GameState, START_POSITION,
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};
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pub struct HUDPlugin;
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@ -149,32 +152,75 @@ pub struct StartButton;
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pub struct StartMenuUI;
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fn start_button_logic(
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current_state: Res<State<GameState>>,
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mut state: ResMut<NextState<GameState>>,
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mut score: ResMut<Score>,
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gamepads: Res<ButtonInput<GamepadButton>>,
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gamepad1: Option<Res<GamepadOne>>,
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mut button: Query<(&Interaction, &mut BorderColor), With<StartButton>>,
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mut player_query: Query<(&mut Transform, &mut Visibility), With<Player>>,
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mut ui_elems_query: Query<&mut Visibility, (With<StartMenuUI>, Without<Player>)>,
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mut score_text_query: Query<&mut Text, With<ScoreText>>,
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) {
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if current_state.get() == &GameState::Playing {
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return;
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};
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let mut score_text = score_text_query.single_mut();
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let (mut player_transform, mut player_visibility) = player_query.single_mut();
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if let Some(gamepad) = gamepad1.as_deref() {
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let start_btn = GamepadButton {
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gamepad: gamepad.0,
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button_type: GamepadButtonType::Start,
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};
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if gamepads.pressed(start_btn) {
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start_game(
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&mut score_text,
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&mut score,
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&mut state,
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&mut ui_elems_query,
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&mut player_visibility,
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&mut player_transform,
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);
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}
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}
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let (interaction, mut border_color) = button.single_mut();
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match *interaction {
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Interaction::Pressed => {
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let mut score_text = score_text_query.single_mut();
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score.0 = 0;
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score_text.sections[0].value = format!("{}", score.0);
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state.set(GameState::Playing);
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let (mut player_transform, mut player_visibility) = player_query.single_mut();
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for mut elem in &mut ui_elems_query {
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*elem = Visibility::Hidden;
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}
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*player_visibility = Visibility::Visible;
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player_transform.translation = START_POSITION;
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start_game(
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&mut score_text,
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&mut score,
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&mut state,
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&mut ui_elems_query,
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&mut player_visibility,
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&mut player_transform,
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);
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}
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Interaction::Hovered => border_color.0 = Color::WHITE,
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Interaction::None => border_color.0 = Color::BLACK,
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}
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}
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fn start_game(
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score_text: &mut Text,
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score: &mut Score,
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state: &mut NextState<GameState>,
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ui_elems: &mut Query<&mut Visibility, (With<StartMenuUI>, Without<Player>)>,
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player_visibility: &mut Visibility,
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player_transform: &mut Transform,
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) {
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score.0 = 0;
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score_text.sections[0].value = format!("{}", score.0);
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state.set(GameState::Playing);
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for mut elem in ui_elems {
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*elem = Visibility::Hidden;
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}
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*player_visibility = Visibility::Visible;
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player_transform.translation = START_POSITION;
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}
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@ -8,6 +8,7 @@ use bevy::{
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window::{WindowMode, WindowResolution},
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};
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use common::mouse::{Mouse, MousePlugin};
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use gamepad::GamepadPlugin;
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use hud::HUDPlugin;
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use level::LevelPlugin;
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use player::PlayerPlugin;
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@ -15,6 +16,7 @@ use score::ScorePlugin;
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mod common;
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mod enemy;
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mod gamepad;
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mod hud;
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mod level;
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mod player;
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@ -89,6 +91,7 @@ fn main() {
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// EmbeddedAssetPlugin,
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LevelPlugin,
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MousePlugin,
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GamepadPlugin,
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))
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.init_state::<GameState>()
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.add_event::<GameOverEvent>()
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@ -1,12 +1,17 @@
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use std::f32::consts::PI;
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use bevy::{prelude::*, render::view::VisibilityPlugin};
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use bevy::{
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input::gamepad::{GamepadConnection, GamepadEvent},
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prelude::*,
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render::view::VisibilityPlugin,
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};
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use crate::{
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common::{
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animation::{AnimationBundle, AnimationIndices, AnimationPlugin, AnimationTimer},
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velocity::Velocity,
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},
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gamepad::GamepadOne,
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level::{Collider, UnitBundle},
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GameState, SCREEN_HEIGHT, SCREEN_WIDTH, START_POSITION,
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};
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@ -66,11 +71,19 @@ fn setup(
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fn move_player(
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keys: Res<ButtonInput<KeyCode>>,
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axes: Res<Axis<GamepadAxis>>,
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gamepads: Res<ButtonInput<GamepadButton>>,
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gamepad1: Option<Res<GamepadOne>>,
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mut query: Query<(&mut Transform, &mut Velocity), With<Player>>,
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window: Query<&Window>,
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) {
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let (mut transform, mut velocity) = query.single_mut();
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velocity.0 = Vec2::ZERO;
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if let Some(gamepad) = gamepad1.as_deref() {
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handle_gamepad_movement(&axes, gamepad, &gamepads, &mut velocity);
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};
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if keys.pressed(KeyCode::ArrowRight) {
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velocity.x += 1.0;
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}
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@ -95,3 +108,60 @@ fn move_player(
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let screen_size: Vec3 = window.physical_size().as_vec2().extend(1.0);
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transform.translation = transform.translation.clamp(Vec3::ZERO, screen_size);
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}
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fn handle_gamepad_movement(
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axes: &Axis<GamepadAxis>,
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gamepad: &GamepadOne,
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gamepads: &Res<ButtonInput<GamepadButton>>,
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velocity: &mut Velocity,
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) {
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let axis_lx = GamepadAxis {
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gamepad: gamepad.0,
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axis_type: GamepadAxisType::LeftStickX,
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};
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let axis_ly = GamepadAxis {
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gamepad: gamepad.0,
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axis_type: GamepadAxisType::LeftStickY,
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};
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if let (Some(x), Some(y)) = (axes.get(axis_lx), axes.get(axis_ly)) {
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let left_stick = Vec2::new(x, y);
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if left_stick.length() > 0.25 {
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*velocity = Velocity(left_stick);
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return;
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}
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}
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let up_btn = GamepadButton {
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gamepad: gamepad.0,
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button_type: GamepadButtonType::DPadUp,
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};
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let down_btn = GamepadButton {
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gamepad: gamepad.0,
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button_type: GamepadButtonType::DPadDown,
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};
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let left_btn = GamepadButton {
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gamepad: gamepad.0,
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button_type: GamepadButtonType::DPadLeft,
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};
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let right_btn = GamepadButton {
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gamepad: gamepad.0,
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button_type: GamepadButtonType::DPadRight,
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};
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if gamepads.pressed(right_btn) {
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velocity.x += 1.0;
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}
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if gamepads.pressed(left_btn) {
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velocity.x -= 1.0;
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}
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if gamepads.pressed(up_btn) {
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velocity.y += 1.0;
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}
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if gamepads.pressed(down_btn) {
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velocity.y -= 1.0;
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}
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}
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