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Add input
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parent
c039c13acd
commit
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@ -3,7 +3,7 @@ package blocks
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import (
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"github.com/hajimehoshi/ebiten/graphics"
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"github.com/hajimehoshi/ebiten/graphics/matrix"
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"github.com/hajimehoshi/ebiten/ui"
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"github.com/hajimehoshi/ebiten/input"
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"image/color"
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"math/rand"
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"time"
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@ -64,26 +64,26 @@ func (s *GameScene) Update(state *GameState) {
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y := s.currentPieceY
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angle := s.currentPieceAngle
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moved := false
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if state.Input.StateForKey(ui.KeySpace) == 1 {
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if state.Input.StateForKey(input.KeySpace) == 1 {
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s.currentPieceAngle = s.field.RotatePieceRight(piece, x, y, angle)
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moved = angle != s.currentPieceAngle
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}
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if l := state.Input.StateForKey(ui.KeyLeft); l == 1 || (10 <= l && l%2 == 0) {
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if l := state.Input.StateForKey(input.KeyLeft); l == 1 || (10 <= l && l%2 == 0) {
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s.currentPieceX = s.field.MovePieceToLeft(piece, x, y, angle)
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moved = x != s.currentPieceX
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}
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if r := state.Input.StateForKey(ui.KeyRight); r == 1 || (10 <= r && r%2 == 0) {
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if r := state.Input.StateForKey(input.KeyRight); r == 1 || (10 <= r && r%2 == 0) {
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s.currentPieceX = s.field.MovePieceToRight(piece, x, y, angle)
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moved = y != s.currentPieceX
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}
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if d := state.Input.StateForKey(ui.KeyDown); (d-1)%2 == 0 {
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if d := state.Input.StateForKey(input.KeyDown); (d-1)%2 == 0 {
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s.currentPieceY = s.field.DropPiece(piece, x, y, angle)
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moved = y != s.currentPieceY
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}
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if moved {
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s.landingCount = 0
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} else if !s.field.PieceDroppable(piece, x, y, angle) {
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if 0 < state.Input.StateForKey(ui.KeyDown) {
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if 0 < state.Input.StateForKey(input.KeyDown) {
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s.landingCount += 10
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} else {
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s.landingCount++
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@ -1,16 +1,16 @@
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package blocks
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import (
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"github.com/hajimehoshi/ebiten/ui"
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"github.com/hajimehoshi/ebiten/input"
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)
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type Input struct {
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states map[ui.Key]int
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states map[input.Key]int
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}
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func NewInput() *Input {
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states := map[ui.Key]int{}
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for key := ui.Key(0); key < ui.KeyMax; key++ {
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states := map[input.Key]int{}
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for key := input.Key(0); key < input.KeyMax; key++ {
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states[key] = 0
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}
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return &Input{
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@ -18,13 +18,13 @@ func NewInput() *Input {
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}
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}
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func (i *Input) StateForKey(key ui.Key) int {
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func (i *Input) StateForKey(key input.Key) int {
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return i.states[key]
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}
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func (i *Input) Update() {
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for key := range i.states {
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if !ui.IsKeyPressed(key) {
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if !input.IsKeyPressed(key) {
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i.states[key] = 0
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continue
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}
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@ -3,7 +3,7 @@ package blocks
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import (
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"github.com/hajimehoshi/ebiten/graphics"
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"github.com/hajimehoshi/ebiten/graphics/matrix"
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"github.com/hajimehoshi/ebiten/ui"
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"github.com/hajimehoshi/ebiten/input"
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"image/color"
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)
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@ -21,7 +21,7 @@ func NewTitleScene() *TitleScene {
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func (s *TitleScene) Update(state *GameState) {
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s.count++
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if state.Input.StateForKey(ui.KeySpace) == 1 {
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if state.Input.StateForKey(input.KeySpace) == 1 {
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state.SceneManager.GoTo(NewGameScene())
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}
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}
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@ -1,4 +1,4 @@
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package ui
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package input
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type Key int
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@ -4,6 +4,7 @@ import (
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glfw "github.com/go-gl/glfw3"
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"github.com/hajimehoshi/ebiten/graphics"
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"github.com/hajimehoshi/ebiten/graphics/opengl"
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"github.com/hajimehoshi/ebiten/input"
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"github.com/hajimehoshi/ebiten/ui"
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"image"
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"runtime"
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@ -29,7 +30,7 @@ func NewCanvas(width, height, scale int, title string) *Canvas {
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funcsDone: make(chan struct{}),
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}
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ui.SetKeyboard(canvas.keyboard)
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input.SetKeyboard(canvas.keyboard)
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graphics.SetTextureFactory(canvas)
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// For retina displays, recalculate the scale with the framebuffer size.
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@ -2,30 +2,30 @@ package glfw
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import (
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glfw "github.com/go-gl/glfw3"
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"github.com/hajimehoshi/ebiten/ui"
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"github.com/hajimehoshi/ebiten/input"
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)
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type Keyboard struct {
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pressedKeys map[ui.Key]struct{}
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pressedKeys map[input.Key]struct{}
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}
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func NewKeyboard() *Keyboard {
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return &Keyboard{
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pressedKeys: map[ui.Key]struct{}{},
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pressedKeys: map[input.Key]struct{}{},
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}
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}
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func (k *Keyboard) IsKeyPressed(key ui.Key) bool {
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func (k *Keyboard) IsKeyPressed(key input.Key) bool {
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_, ok := k.pressedKeys[key]
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return ok
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}
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var glfwKeyCodeToKey = map[glfw.Key]ui.Key{
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glfw.KeySpace: ui.KeySpace,
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glfw.KeyLeft: ui.KeyLeft,
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glfw.KeyRight: ui.KeyRight,
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glfw.KeyUp: ui.KeyUp,
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glfw.KeyDown: ui.KeyDown,
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var glfwKeyCodeToKey = map[glfw.Key]input.Key{
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glfw.KeySpace: input.KeySpace,
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glfw.KeyLeft: input.KeyLeft,
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glfw.KeyRight: input.KeyRight,
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glfw.KeyUp: input.KeyUp,
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glfw.KeyDown: input.KeyDown,
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}
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func (k *Keyboard) update(window *glfw.Window) {
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