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use crate::entities::{CollisionGroup, DespawnOffScreen, EntitySpawner, Velocity, DIR_RIGHT};
use bevy::math::{Vec2, Vec3Swizzles};
use bevy::prelude::{Component, DetectChangesMut, Input, KeyCode, Query, Res, Transform, With};
#[derive(Component)]
pub struct Player;
pub fn spawn_player(mut spawner: EntitySpawner) {
let bounds = window_bounds();
spawner.spawn_player_at(bounds.half_size());
}
macro_rules! any_pressed {
($input: expr, $key: expr $(, $more: expr),*) => {$input.pressed($key) $(|| any_pressed!($input, $more))*};
}
pub fn process_player_input(
mut spawner: EntitySpawner,
mut player_velocity_query: Query<&mut Velocity, With<Player>>,
player_position_query: Query<&Transform, With<Player>>,
input: Res<Input<KeyCode>>,
) {
let mut delta = Vec2::default();
if any_pressed!(input, KeyCode::A, KeyCode::Left) {
delta.x -= 1.0;
}
if any_pressed!(input, KeyCode::D, KeyCode::Right) {
delta.x += 1.0;
}
if any_pressed!(input, KeyCode::S, KeyCode::Down) {
delta.y -= 1.0;
}
if any_pressed!(input, KeyCode::W, KeyCode::Up) {
delta.y += 1.0;
}
if input.just_pressed(KeyCode::Space) {
for position in &player_position_query {
spawner.spawn_projectile(
position.translation.xy() + Vec2::new(15.0, 0.0),
DIR_RIGHT,
(CollisionGroup::FriendlyProjectile, DespawnOffScreen::all()),
);
}
}
for mut velocity in &mut player_velocity_query {