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gamepad_rumble.rs
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gamepad_rumble.rs
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//! Shows how to trigger force-feedback, making gamepads rumble when buttons are
//! pressed.
use bevy::{
input::gamepad::{Gamepad, GamepadRumbleIntensity, GamepadRumbleRequest},
prelude::*,
utils::Duration,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Update, gamepad_system)
.run();
}
fn gamepad_system(
gamepads: Query<(Entity, &Gamepad)>,
mut rumble_requests: EventWriter<GamepadRumbleRequest>,
) {
for (entity, gamepad) in &gamepads {
if gamepad.digital.just_pressed(GamepadButton::North) {
info!(
"North face button: strong (low-frequency) with low intensity for rumble for 5 seconds. Press multiple times to increase intensity."
);
rumble_requests.send(GamepadRumbleRequest::Add {
gamepad: entity,
intensity: GamepadRumbleIntensity::strong_motor(0.1),
duration: Duration::from_secs(5),
});
}
if gamepad.digital.just_pressed(GamepadButton::East) {
info!("East face button: maximum rumble on both motors for 5 seconds");
rumble_requests.send(GamepadRumbleRequest::Add {
gamepad: entity,
duration: Duration::from_secs(5),
intensity: GamepadRumbleIntensity::MAX,
});
}
if gamepad.digital.just_pressed(GamepadButton::South) {
info!("South face button: low-intensity rumble on the weak motor for 0.5 seconds");
rumble_requests.send(GamepadRumbleRequest::Add {
gamepad: entity,
duration: Duration::from_secs_f32(0.5),
intensity: GamepadRumbleIntensity::weak_motor(0.25),
});
}
if gamepad.digital.just_pressed(GamepadButton::West) {
info!("West face button: custom rumble intensity for 5 second");
rumble_requests.send(GamepadRumbleRequest::Add {
gamepad: entity,
intensity: GamepadRumbleIntensity {
// intensity low-frequency motor, usually on the left-hand side
strong_motor: 0.5,
// intensity of high-frequency motor, usually on the right-hand side
weak_motor: 0.25,
},
duration: Duration::from_secs(5),
});
}
if gamepad.digital.just_pressed(GamepadButton::Start) {
info!("Start button: Interrupt the current rumble");
rumble_requests.send(GamepadRumbleRequest::Stop { gamepad: entity });
}
}
}