6 Commits (209e5f60c024e7debb00c2188fb8a7c1a9e0b938)

Author SHA1 Message Date
Elijah Voigt 209e5f60c0 web zip for pages.elijah.run, enforced system ordering for cell de-dupe 1 day ago
Elijah Voigt 4f84c4cc86 collapsing ui elements in game of life 2 days ago
Elijah Voigt d8e00525ec Add generic, remappable game action system
Introduce engine::actions: an input-source-agnostic action layer that
fans keyboard, gamepad, and Feathers UI (Button/Checkbox) input into a
single ActionState<T> resource, so games gate systems on abstract actions
rather than raw inputs.

- GameAction trait + #[derive(GameAction)] proc macro (new engine_macros
  crate) to declare each enum variant's ActionKind via #[action_kind(...)].
- Three kinds: Instant (momentary), Toggle (persistent on/off), Axis (Vec2).
- Remappable InputMap<T> with additive bind(action, [Binding, ...]).
- Symmetrical entry points over a unified ActionValue: run_if(on_action(a))
  to gate any kind, action_value(a).pipe(sys) to deliver its payload;
  typed axis_value/toggle_value helpers for bare Vec2/bool.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
1 week ago
Elijah Voigt e3f1bf83e2 0.19 upgrade, move some things to bsn! syntax 1 month ago
Elijah Voigt 9debf268a6 Update to bevy 0.19 1 month ago
Elijah Voigt 84dd94ed3a move /prototypes/life -> life 1 month ago