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example/blocks: Add comments
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@ -124,6 +124,8 @@ func (c *gamepadConfig) Scan(gamepadID int, b virtualGamepadButton) bool {
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return false
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}
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// IsButtonPressed returns a boolean value indicating whether
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// the given virtual button b is pressed.
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func (c *gamepadConfig) IsButtonPressed(b virtualGamepadButton) bool {
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c.initializeIfNeeded()
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@ -131,6 +133,7 @@ func (c *gamepadConfig) IsButtonPressed(b virtualGamepadButton) bool {
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if ok {
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return ebiten.IsGamepadButtonPressed(0, bb)
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}
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a, ok := c.axes[b]
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if ok {
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v := ebiten.GamepadAxis(0, a.id)
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@ -143,7 +146,7 @@ func (c *gamepadConfig) IsButtonPressed(b virtualGamepadButton) bool {
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return false
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}
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// Name returns the button's name.
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// Name returns the pysical button's name for the given virtual button.
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func (c *gamepadConfig) ButtonName(b virtualGamepadButton) string {
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c.initializeIfNeeded()
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@ -20,6 +20,7 @@ import (
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"github.com/hajimehoshi/ebiten"
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)
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// Input manages the input state including gamepads and keyboards.
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type Input struct {
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keyStates map[ebiten.Key]int
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anyGamepadButtonPressed bool
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@ -27,6 +28,7 @@ type Input struct {
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gamepadConfig gamepadConfig
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}
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// StateForKey returns time length indicating how long the key is pressed.
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func (i *Input) StateForKey(key ebiten.Key) int {
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if i.keyStates == nil {
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return 0
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@ -34,6 +36,8 @@ func (i *Input) StateForKey(key ebiten.Key) int {
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return i.keyStates[key]
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}
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// IsAnyGamepadButtonPressed returns a boolean value indicating
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// whether any gamepad button is pressed.
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func (i *Input) IsAnyGamepadButtonPressed() bool {
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return i.anyGamepadButtonPressed
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}
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