use tetra::graphics::{self, Color, DrawParams, Texture}; use tetra::input::{self, Key}; use tetra::math::Vec2; use tetra::{Context, ContextBuilder, State}; struct GameState { texture: Texture, position: Vec2, } impl GameState { fn new(ctx: &mut Context) -> tetra::Result { Ok(GameState { texture: Texture::new(ctx, "./examples/resources/player.png")?, position: Vec2::new(32.0, 32.0), }) } } impl State for GameState { fn update(&mut self, ctx: &mut Context) -> tetra::Result { if input::is_key_down(ctx, Key::A) { self.position.x -= 4.0; } if input::is_key_down(ctx, Key::D) { self.position.x += 4.0; } if input::is_key_down(ctx, Key::W) { self.position.y -= 4.0; } if input::is_key_down(ctx, Key::S) { self.position.y += 4.0; } let mut pressed = input::get_keys_pressed(ctx).peekable(); if pressed.peek().is_some() { println!( "Keys pressed this update: {:?}", pressed.collect::>() ); } let mut released = input::get_keys_released(ctx).peekable(); if released.peek().is_some() { println!( "Keys released this update: {:?}", released.collect::>() ); } Ok(()) } fn draw(&mut self, ctx: &mut Context) -> tetra::Result { graphics::clear(ctx, Color::rgb(0.769, 0.812, 0.631)); self.texture.draw( ctx, DrawParams::new() .position(self.position) .origin(Vec2::new(8.0, 8.0)) .scale(Vec2::new(2.0, 2.0)), ); Ok(()) } } fn main() -> tetra::Result { ContextBuilder::new("Keyboard Input", 640, 480) .quit_on_escape(true) .build()? .run(GameState::new) }