re-implement J/K/U/L/I/O key bindings for mouseless gaming
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@ -54,6 +54,7 @@ Press **ESC** to view these any time from the in-game menu.
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- **T**: Cruise control
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- **R**: Rotate (hold + move mouse)
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- **AWSD/Shift/Ctrl**: Move
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- **J/K/U/L/I/O**: Rotate
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- **F11**: Fullscreen
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- **Tab**: Toggle Augmented Reality
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- **Left click**: Target objects (in AR only)
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@ -444,6 +444,7 @@ fn manage_player_actor(
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pub fn apply_input_to_player(
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mut commands: Commands,
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time: Res<Time>,
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settings: Res<var::Settings>,
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mut q_player: Query<
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(
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@ -465,6 +466,7 @@ pub fn apply_input_to_player(
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return;
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}
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let (entity, mut accel, rot_change) = player.unwrap();
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let dt = time.delta_seconds();
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let (win_res_x, win_res_y): (f32, f32);
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if let Ok(window) = &q_windows.get_single() {
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@ -478,6 +480,26 @@ pub fn apply_input_to_player(
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// Determine rotation delta
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let mut pitch_yaw_rot = Vec3::ZERO;
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let mut mouse_delta = Vec2::ZERO;
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let mouseless_sensitivity = 1.0 * dt;
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let mouseless_rotation_sensitivity = 4.0 * dt;
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if key_input.pressed(settings.key_mouseup) {
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pitch_yaw_rot[0] -= mouseless_sensitivity;
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}
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if key_input.pressed(settings.key_mousedown) {
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pitch_yaw_rot[0] += mouseless_sensitivity;
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}
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if key_input.pressed(settings.key_mouseleft) {
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pitch_yaw_rot[1] += mouseless_sensitivity;
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}
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if key_input.pressed(settings.key_mouseright) {
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pitch_yaw_rot[1] -= mouseless_sensitivity;
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}
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if key_input.pressed(settings.key_rotateleft) {
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pitch_yaw_rot[2] -= mouseless_rotation_sensitivity;
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}
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if key_input.pressed(settings.key_rotateright) {
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pitch_yaw_rot[2] += mouseless_rotation_sensitivity;
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}
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for mouse_event in mouse_events.read() {
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mouse_delta += mouse_event.delta;
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}
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@ -7,6 +7,7 @@ C: Camera
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T: Cruise control
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R: Rotate (hold + move mouse)
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AWSD/Shift/Ctrl: Move
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J/K/U/L/I/O: Rotate
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F11: Fullscreen
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Tab: Toggle Augmented Reality
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Left click: Target objects (in AR only)
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