examples/2048: Add mouse/touch feature (#370)

This commit is contained in:
Hajime Hoshi 2017-06-27 00:36:38 +09:00
parent e3176f6693
commit ba86d37ce8

View File

@ -30,6 +30,24 @@ const (
DirLeft
)
type mouseState int
const (
mouseStateNone mouseState = iota
mouseStatePressing
mouseStateSettled
)
type touchState int
const (
touchStateNone touchState = iota
touchStatePressing
touchStateSettled
touchStateInvalid
n
)
// String returns a string representing the direction.
func (d Dir) String() string {
switch d {
@ -63,6 +81,19 @@ func (d Dir) Vector() (x, y int) {
// Input represents the current key states.
type Input struct {
keyState map[ebiten.Key]int
mouseState mouseState
mouseInitPosX int
mouseInitPosY int
mouseDir Dir
touchState touchState
touchID int
touchInitPosX int
touchInitPosY int
touchLastPosX int
touchLastPosY int
touchDir Dir
}
// NewInput generates a new Input object.
@ -81,6 +112,30 @@ var (
}
)
func abs(x int) int {
if x < 0 {
return -x
}
return x
}
func vecToDir(dx, dy int) (Dir, bool) {
if abs(dx) < 4 && abs(dy) < 4 {
return 0, false
}
if abs(dx) < abs(dy) {
if dy < 0 {
return DirUp, true
}
return DirDown, true
} else {
if dx < 0 {
return DirLeft, true
}
return DirRight, true
}
}
// Update updates the current input states.
func (i *Input) Update() {
for k := range dirKeys {
@ -90,6 +145,75 @@ func (i *Input) Update() {
i.keyState[k] = 0
}
}
switch i.mouseState {
case mouseStateNone:
if ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) {
x, y := ebiten.CursorPosition()
i.mouseInitPosX = x
i.mouseInitPosY = y
i.mouseState = mouseStatePressing
}
case mouseStatePressing:
if !ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) {
x, y := ebiten.CursorPosition()
dx := x - i.mouseInitPosX
dy := y - i.mouseInitPosY
d, ok := vecToDir(dx, dy)
if !ok {
i.mouseState = mouseStateNone
break
}
i.mouseDir = d
i.mouseState = mouseStateSettled
}
case mouseStateSettled:
i.mouseState = mouseStateNone
}
switch i.touchState {
case touchStateNone:
ts := ebiten.Touches()
if len(ts) == 1 {
i.touchID = ts[0].ID()
x, y := ts[0].Position()
i.touchInitPosX = x
i.touchInitPosY = y
i.touchLastPosX = x
i.touchLastPosX = y
i.touchState = touchStatePressing
}
case touchStatePressing:
ts := ebiten.Touches()
if len(ts) >= 2 {
break
}
if len(ts) == 1 {
if ts[0].ID() != i.touchID {
i.touchState = touchStateInvalid
} else {
x, y := ts[0].Position()
i.touchLastPosX = x
i.touchLastPosY = y
}
break
}
if len(ts) == 0 {
dx := i.touchLastPosX - i.touchInitPosX
dy := i.touchLastPosY - i.touchInitPosY
d, ok := vecToDir(dx, dy)
if !ok {
i.touchState = touchStateNone
break
}
i.touchDir = d
i.touchState = touchStateSettled
}
case touchStateSettled:
i.touchState = touchStateNone
case touchStateInvalid:
if len(ebiten.Touches()) == 0 {
i.touchState = touchStateNone
}
}
}
// Dir returns a currenly pressed direction.
@ -100,5 +224,11 @@ func (i *Input) Dir() (Dir, bool) {
return d, true
}
}
if i.mouseState == mouseStateSettled {
return i.mouseDir, true
}
if i.touchState == touchStateSettled {
return i.touchDir, true
}
return 0, false
}