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