mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-25 11:18:54 +01:00
parent
e8ea4046cb
commit
5c4885c988
@ -112,6 +112,7 @@ func (t musicType) String() string {
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// Player represents the current audio state.
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type Player struct {
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game *Game
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audioContext *audio.Context
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audioPlayer *audio.Player
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current time.Duration
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@ -129,7 +130,7 @@ func playerBarRect() (x, y, w, h int) {
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return
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}
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func NewPlayer(audioContext *audio.Context, musicType musicType) (*Player, error) {
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func NewPlayer(game *Game, audioContext *audio.Context, musicType musicType) (*Player, error) {
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type audioStream interface {
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io.ReadSeeker
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Length() int64
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@ -160,6 +161,7 @@ func NewPlayer(audioContext *audio.Context, musicType musicType) (*Player, error
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return nil, err
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}
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player := &Player{
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game: game,
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audioContext: audioContext,
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audioPlayer: p,
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total: time.Second * time.Duration(s.Length()) / bytesPerSample / sampleRate,
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@ -232,7 +234,7 @@ func (p *Player) shouldPlaySE() bool {
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return true
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}
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}
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for _, id := range inpututil.JustPressedTouchIDs() {
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for _, id := range p.game.justPressedTouchIDs {
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if image.Pt(ebiten.TouchPosition(id)).In(r) {
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return true
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}
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@ -277,7 +279,7 @@ func (p *Player) shouldSwitchPlayStateIfNeeded() bool {
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return true
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}
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}
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for _, id := range inpututil.JustPressedTouchIDs() {
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for _, id := range p.game.justPressedTouchIDs {
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if image.Pt(ebiten.TouchPosition(id)).In(r) {
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return true
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}
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@ -296,14 +298,14 @@ func (p *Player) switchPlayStateIfNeeded() {
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p.audioPlayer.Play()
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}
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func justPressedPosition() (int, int, bool) {
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func (p *Player) justPressedPosition() (int, int, bool) {
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if inpututil.IsMouseButtonJustPressed(ebiten.MouseButtonLeft) {
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x, y := ebiten.CursorPosition()
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return x, y, true
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}
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if ts := inpututil.JustPressedTouchIDs(); len(ts) > 0 {
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x, y := ebiten.TouchPosition(ts[0])
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if len(p.game.justPressedTouchIDs) > 0 {
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x, y := ebiten.TouchPosition(p.game.justPressedTouchIDs[0])
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return x, y, true
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}
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@ -312,7 +314,7 @@ func justPressedPosition() (int, int, bool) {
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func (p *Player) seekBarIfNeeded() {
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// Calculate the next seeking position from the current cursor position.
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x, y, ok := justPressedPosition()
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x, y, ok := p.justPressedPosition()
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if !ok {
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return
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}
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@ -376,21 +378,25 @@ type Game struct {
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musicPlayer *Player
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musicPlayerCh chan *Player
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errCh chan error
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justPressedTouchIDs []ebiten.TouchID
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}
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func NewGame() (*Game, error) {
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audioContext := audio.NewContext(sampleRate)
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m, err := NewPlayer(audioContext, typeOgg)
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g := &Game{
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musicPlayerCh: make(chan *Player),
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errCh: make(chan error),
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}
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m, err := NewPlayer(g, audioContext, typeOgg)
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if err != nil {
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return nil, err
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}
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return &Game{
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musicPlayer: m,
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musicPlayerCh: make(chan *Player),
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errCh: make(chan error),
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}, nil
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g.musicPlayer = m
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return g, nil
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}
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func (g *Game) Update() error {
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@ -402,6 +408,8 @@ func (g *Game) Update() error {
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default:
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}
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g.justPressedTouchIDs = inpututil.AppendJustPressedTouchIDs(g.justPressedTouchIDs[:0])
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if g.musicPlayer != nil && inpututil.IsKeyJustPressed(ebiten.KeyA) {
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var t musicType
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switch g.musicPlayer.musicType {
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@ -417,7 +425,7 @@ func (g *Game) Update() error {
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g.musicPlayer = nil
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go func() {
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p, err := NewPlayer(audio.CurrentContext(), t)
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p, err := NewPlayer(g, audio.CurrentContext(), t)
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if err != nil {
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g.errCh <- err
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return
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@ -184,8 +184,9 @@ func (s *Stroke) SetDraggingObject(object interface{}) {
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}
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type Game struct {
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strokes map[*Stroke]struct{}
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sprites []*Sprite
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touchIDs []ebiten.TouchID
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strokes map[*Stroke]struct{}
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sprites []*Sprite
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}
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var ebitenImage *ebiten.Image
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@ -273,7 +274,8 @@ func (g *Game) Update() error {
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s.SetDraggingObject(g.spriteAt(s.Position()))
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g.strokes[s] = struct{}{}
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}
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for _, id := range inpututil.JustPressedTouchIDs() {
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g.touchIDs = inpututil.AppendJustPressedTouchIDs(g.touchIDs[:0])
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for _, id := range g.touchIDs {
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s := NewStroke(&TouchStrokeSource{id})
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s.SetDraggingObject(g.spriteAt(s.Position()))
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g.strokes[s] = struct{}{}
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@ -178,6 +178,7 @@ type Game struct {
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gameoverCount int
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keys []ebiten.Key
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touchIDs []ebiten.TouchID
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gamepadIDs []ebiten.GamepadID
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}
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@ -215,7 +216,8 @@ func (g *Game) jump() bool {
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if inpututil.IsMouseButtonJustPressed(ebiten.MouseButtonLeft) {
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return true
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}
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if len(inpututil.JustPressedTouchIDs()) > 0 {
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g.touchIDs = inpututil.AppendJustPressedTouchIDs(g.touchIDs)
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if len(g.touchIDs) > 0 {
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return true
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}
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g.gamepadIDs = ebiten.AppendGamepadIDs(g.gamepadIDs[:0])
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@ -110,7 +110,8 @@ func (g *Game) Update() error {
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}
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// What touches are new in this frame?
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for _, id := range inpututil.JustPressedTouchIDs() {
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g.touchIDs = inpututil.AppendJustPressedTouchIDs(g.touchIDs[:0])
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for _, id := range g.touchIDs {
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x, y := ebiten.TouchPosition(id)
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g.touches[id] = &touch{
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originX: x, originY: y,
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@ -253,8 +253,6 @@ func MouseButtonPressDuration(button ebiten.MouseButton) int {
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// and returns the extended buffer.
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// Giving a slice that already has enough capacity works efficiently.
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//
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// AppendJustConnectedGamepadIDs might append nothing when there is no connected gamepad.
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//
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// AppendJustConnectedGamepadIDs is concurrent safe.
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func AppendJustConnectedGamepadIDs(gamepadIDs []ebiten.GamepadID) []ebiten.GamepadID {
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origLen := len(gamepadIDs)
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@ -330,24 +328,32 @@ func GamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.GamepadButton
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return s
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}
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// JustPressedTouchIDs returns touch IDs that are created just in the current frame.
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// AppendJustPressedTouchIDs append touch IDs that are created just in the current frame to touchIDs,
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// and returns the extended buffer.
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// Giving a slice that already has enough capacity works efficiently.
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//
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// JustPressedTouchIDs might return nil when there is not touch.
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//
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// JustPressedTouchIDs is concurrent safe.
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func JustPressedTouchIDs() []ebiten.TouchID {
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var ids []ebiten.TouchID
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// AppendJustPressedTouchIDs is concurrent safe.
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func AppendJustPressedTouchIDs(touchIDs []ebiten.TouchID) []ebiten.TouchID {
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origLen := len(touchIDs)
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theInputState.m.RLock()
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for id, s := range theInputState.touchDurations {
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if s == 1 {
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ids = append(ids, id)
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touchIDs = append(touchIDs, id)
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}
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}
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theInputState.m.RUnlock()
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sort.Slice(ids, func(a, b int) bool {
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return ids[a] < ids[b]
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s := touchIDs[origLen:]
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sort.Slice(s, func(a, b int) bool {
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return s[a] < s[b]
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})
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return ids
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return touchIDs
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}
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// JustPressedTouchIDs returns touch IDs that are created just in the current frame.
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//
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// Deprecated: as of v2.2. Use AppendJustPressedTouchIDs instead.
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func JustPressedTouchIDs() []ebiten.TouchID {
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return AppendJustPressedTouchIDs(nil)
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}
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// IsTouchJustReleased returns a boolean value indicating
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