Respond to a mouse wheel press¶
This chapter shows how to respond to a mouse wheel press.
Not ready for yet
This section remains unfinished until feedback about the previous sections has been received.
The idea is to do something upon a mouse wheel press.
This chapter introduces:
- TODO
First test: an empty App
has no players¶
Forces us to write count_n_players
.
fn test_empty_app_has_no_players() {
let mut app = App::new();
assert_eq!(count_n_players(&mut app), 0);
}
Second test: our App
has a player¶
fn test_create_app_has_a_player() {
let mut app = create_app();
app.update();
assert_eq!(count_n_players(&mut app), 1);
}
Third test: player is at the origin¶
fn test_player_is_at_origin() {
let mut app = create_app();
app.update();
assert_eq!(get_player_position(&mut app), Vec2::new(0.0, 0.0));
}
Fourth test: player position changes upon mouse wheel turn¶
fn test_player_responds_to_mouse_wheel_press() {
let mut app = create_app();
assert!(app.is_plugin_added::<InputPlugin>());
app.update();
// Not moved yet
assert_eq!(get_player_position(&mut app), Vec2::new(0.0, 0.0));
// Press the left mouse button
app.world_mut()
.resource_mut::<ButtonInput<MouseButton>>()
.press(MouseButton::Middle);
app.update();
// Position must have changed now
assert_ne!(get_player_position(&mut app), Vec2::new(0.0, 0.0));
}
Conclusion¶
We can now create an App
with something that responds
to a mouse wheel press.
We have tested everything that the App
does!
Full code can be found at https://github.com/richelbilderbeek/bevy_tdd_book_respond_to_mouse_wheel_press.