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use crate::pos::Direction;
/// Carries information on the player's inputs.
/// Allows the game to retrieve player input commands,
/// without tightly binding to a specific GUI or keybinds.
/// This way, game logic can focus on "what the inputs do"
/// as opposed to "what do the key presses mean".
#[derive(Copy, Clone, Default, Debug)]
pub struct PlayerInput {
/// The direction that the player wants to move in.
/// The creator is responsible for resolving to just one direction
/// (eg if the player is holding multiple keys at once,
/// or a joystick)
pub direction: Option<Direction>,
/// If the player is currently attempting to interact
/// with some object, entity, etc.
pub interact: bool,
/// If the player wants to use an item
pub use_item: bool,
/// If the player is currently attempting to attack
pub attack: bool,
/// If the player is attempting to drop an item
pub drop: bool,
/// If the player is attempting to switch the active inv slot
pub inv_slot: Option<usize>,
}
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