example/blocks: Use gamepad

This commit is contained in:
Hajime Hoshi 2015-01-19 22:21:24 +09:00
parent a3adf50850
commit d2d32d3956
6 changed files with 386 additions and 19 deletions

View File

@ -30,22 +30,20 @@ type GameState struct {
type Game struct {
once sync.Once
sceneManager *SceneManager
input *Input
input Input
}
func NewGame() *Game {
game := &Game{
return &Game{
sceneManager: NewSceneManager(NewTitleScene()),
input: NewInput(),
}
return game
}
func (game *Game) Update(r *ebiten.Image) error {
game.input.Update()
game.sceneManager.Update(&GameState{
SceneManager: game.sceneManager,
Input: game.input,
Input: &game.input,
})
game.sceneManager.Draw(r)
return nil

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@ -0,0 +1,110 @@
// Copyright 2015 Hajime Hoshi
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package blocks
import (
"fmt"
"github.com/hajimehoshi/ebiten"
"github.com/hajimehoshi/ebiten/example/internal"
"image/color"
"strings"
)
type GamepadScene struct {
currentIndex int
countAfterSetting int
buttonStates []string
}
func NewGamepadScene() *GamepadScene {
return &GamepadScene{}
}
func (s *GamepadScene) Update(state *GameState) error {
if s.currentIndex == 0 {
state.Input.gamepadConfig.Reset()
}
if state.Input.StateForKey(ebiten.KeyEscape) == 1 {
state.Input.gamepadConfig.Reset()
state.SceneManager.GoTo(NewTitleScene())
}
if s.buttonStates == nil {
s.buttonStates = make([]string, len(gamepadStdButtons))
}
for i, b := range gamepadStdButtons {
if i < s.currentIndex {
s.buttonStates[i] = strings.ToUpper(state.Input.gamepadConfig.Name(b))
continue
}
if s.currentIndex == i {
s.buttonStates[i] = "_"
continue
}
s.buttonStates[i] = ""
}
if 0 < s.countAfterSetting {
s.countAfterSetting--
if s.countAfterSetting <= 0 {
state.SceneManager.GoTo(NewTitleScene())
}
return nil
}
b := gamepadStdButtons[s.currentIndex]
if state.Input.gamepadConfig.Scan(0, b) {
s.currentIndex++
if s.currentIndex == len(gamepadStdButtons) {
s.countAfterSetting = 60
}
}
return nil
}
func (s *GamepadScene) Draw(screen *ebiten.Image) error {
screen.Fill(color.Black)
if s.buttonStates == nil {
return nil
}
f := `GAMEPAD CONFIGURATION
(PRESS ESC TO CANCEL)
MOVE LEFT: %s
MOVE RIGHT: %s
DROP: %s
ROTATE LEFT: %s
ROTATE RIGHT: %s
%s`
msg := ""
if s.currentIndex == len(gamepadStdButtons) {
msg = "OK!"
}
str := fmt.Sprintf(f, s.buttonStates[0], s.buttonStates[1], s.buttonStates[2], s.buttonStates[3], s.buttonStates[4], msg)
if err := internal.ArcadeFont.DrawTextWithShadow(screen, str, 16, 16, 1, color.White); err != nil {
return err
}
return nil
}

View File

@ -238,6 +238,7 @@ func (s *GameScene) Update(state *GameState) error {
s.field.Update()
if s.gameover {
// TODO: Gamepad key?
if state.Input.StateForKey(ebiten.KeySpace) == 1 {
state.SceneManager.GoTo(NewTitleScene())
}
@ -263,23 +264,23 @@ func (s *GameScene) Update(state *GameState) error {
piece := s.currentPiece
x := s.currentPieceX
y := s.currentPieceY
if state.Input.StateForKey(ebiten.KeySpace) == 1 || state.Input.StateForKey(ebiten.KeyX) == 1 {
if state.Input.IsRotateRightTrigger() {
s.currentPieceAngle = s.field.RotatePieceRight(piece, x, y, angle)
moved = angle != s.currentPieceAngle
}
if state.Input.StateForKey(ebiten.KeyZ) == 1 {
if state.Input.IsRotateLeftTrigger() {
s.currentPieceAngle = s.field.RotatePieceLeft(piece, x, y, angle)
moved = angle != s.currentPieceAngle
}
if l := state.Input.StateForKey(ebiten.KeyLeft); l == 1 || (10 <= l && l%2 == 0) {
if l := state.Input.StateForLeft(); l == 1 || (10 <= l && l%2 == 0) {
s.currentPieceX = s.field.MovePieceToLeft(piece, x, y, angle)
moved = x != s.currentPieceX
}
if r := state.Input.StateForKey(ebiten.KeyRight); r == 1 || (10 <= r && r%2 == 0) {
if r := state.Input.StateForRight(); r == 1 || (10 <= r && r%2 == 0) {
s.currentPieceX = s.field.MovePieceToRight(piece, x, y, angle)
moved = y != s.currentPieceX
}
if d := state.Input.StateForKey(ebiten.KeyDown); (d-1)%2 == 0 {
if d := state.Input.StateForDown(); (d-1)%2 == 0 {
s.currentPieceY = s.field.DropPiece(piece, x, y, angle)
moved = y != s.currentPieceY
if moved {
@ -303,7 +304,7 @@ func (s *GameScene) Update(state *GameState) error {
if moved {
s.landingCount = 0
} else if !s.field.Flushing() && !s.field.PieceDroppable(piece, s.currentPieceX, s.currentPieceY, angle) {
if 0 < state.Input.StateForKey(ebiten.KeyDown) {
if 0 < state.Input.StateForDown() {
s.landingCount += 10
} else {
s.landingCount++

View File

@ -16,23 +16,34 @@ package blocks
import (
"github.com/hajimehoshi/ebiten"
"github.com/hajimehoshi/ebiten/exp/gamepad"
)
type Input struct {
keyStates [256]int
gamepadButtonStates [4]int
var gamepadStdButtons = []gamepad.StdButton{
gamepad.StdButtonLL,
gamepad.StdButtonLR,
gamepad.StdButtonLD,
gamepad.StdButtonRD,
gamepad.StdButtonRR,
}
func NewInput() *Input {
return &Input{}
type Input struct {
keyStates [256]int
gamepadButtonStates [256]int
gamepadStdButtonStates [16]int
gamepadConfig gamepad.Configuration
}
func (i *Input) StateForKey(key ebiten.Key) int {
return i.keyStates[key]
}
func (i *Input) StateForGamepadButton(button ebiten.GamepadButton) int {
return i.gamepadButtonStates[button]
func (i *Input) StateForGamepadButton(b ebiten.GamepadButton) int {
return i.gamepadButtonStates[b]
}
func (i *Input) stateForGamepadStdButton(b gamepad.StdButton) int {
return i.gamepadStdButtonStates[b]
}
func (i *Input) Update() {
@ -52,4 +63,50 @@ func (i *Input) Update() {
}
i.gamepadButtonStates[b]++
}
for _, b := range gamepadStdButtons {
if !i.gamepadConfig.IsButtonPressed(gamepadID, b) {
i.gamepadStdButtonStates[b] = 0
continue
}
i.gamepadStdButtonStates[b]++
}
}
func (i *Input) IsRotateRightTrigger() bool {
if i.StateForKey(ebiten.KeySpace) == 1 || i.StateForKey(ebiten.KeyX) == 1 {
return true
}
return i.stateForGamepadStdButton(gamepad.StdButtonRR) == 1
}
func (i *Input) IsRotateLeftTrigger() bool {
if i.StateForKey(ebiten.KeyZ) == 1 {
return true
}
return i.stateForGamepadStdButton(gamepad.StdButtonRD) == 1
}
func (i *Input) StateForLeft() int {
v := i.StateForKey(ebiten.KeyLeft)
if 0 < v {
return v
}
return i.stateForGamepadStdButton(gamepad.StdButtonLL)
}
func (i *Input) StateForRight() int {
v := i.StateForKey(ebiten.KeyRight)
if 0 < v {
return v
}
return i.stateForGamepadStdButton(gamepad.StdButtonLR)
}
func (i *Input) StateForDown() int {
v := i.StateForKey(ebiten.KeyDown)
if 0 < v {
return v
}
return i.stateForGamepadStdButton(gamepad.StdButtonLD)
}

View File

@ -67,10 +67,38 @@ func NewTitleScene() *TitleScene {
}
}
func anyGamepadStdButtonPressed(i *Input) bool {
for _, b := range gamepadStdButtons {
if i.gamepadConfig.IsButtonPressed(0, b) {
return true
}
}
return false
}
func anyGamepadButtonPressed(i *Input) bool {
bn := ebiten.GamepadButton(ebiten.GamepadButtonNum(0))
for b := ebiten.GamepadButton(0); b < bn; b++ {
if i.StateForGamepadButton(b) == 1 {
return true
}
}
return false
}
func (s *TitleScene) Update(state *GameState) error {
s.count++
if state.Input.StateForKey(ebiten.KeySpace) == 1 {
state.SceneManager.GoTo(NewGameScene())
return nil
}
if anyGamepadStdButtonPressed(state.Input) {
state.SceneManager.GoTo(NewGameScene())
return nil
}
if anyGamepadButtonPressed(state.Input) {
state.SceneManager.GoTo(NewGamepadScene())
return nil
}
return nil
}
@ -86,7 +114,10 @@ func (s *TitleScene) Draw(r *ebiten.Image) error {
message := "PRESS SPACE TO START"
x := (ScreenWidth - internal.ArcadeFont.TextWidth(message)) / 2
y := ScreenHeight - 48
return internal.ArcadeFont.DrawTextWithShadow(r, message, x, y, 1, color.NRGBA{0x80, 0, 0, 0xff})
if err := internal.ArcadeFont.DrawTextWithShadow(r, message, x, y, 1, color.NRGBA{0x80, 0, 0, 0xff}); err != nil {
return err
}
return nil
}
func (s *TitleScene) drawTitleBackground(r *ebiten.Image, c int) error {

170
exp/gamepad/gamepad.go Normal file
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@ -0,0 +1,170 @@
// Copyright 2015 Hajime Hoshi
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// Package gamepad offers abstract gamepad buttons and configuration.
package gamepad
import (
"fmt"
"github.com/hajimehoshi/ebiten"
)
// A StdButton represents a standard gamepad button.
// See also: http://www.w3.org/TR/gamepad/
// [UL0] [UR0]
// [UL1] [UR1]
//
// [LU] [CC] [RU]
// [LL][LR] [CL][CR] [RL][RR]
// [LD] [RD]
// [AL] [AR]
type StdButton int
const (
StdButtonNone StdButton = iota
StdButtonLL
StdButtonLR
StdButtonLU
StdButtonLD
StdButtonCL
StdButtonCC
StdButtonCR
StdButtonRL
StdButtonRR
StdButtonRU
StdButtonRD
StdButtonUL0
StdButtonUL1
StdButtonUR0
StdButtonUR1
StdButtonAL
StdButtonAR
)
const threshold = 0.75
type axis struct {
id int
positive bool
}
type Configuration struct {
current StdButton
buttons map[StdButton]ebiten.GamepadButton
axes map[StdButton]axis
assignedButtons map[ebiten.GamepadButton]struct{}
assignedAxes map[axis]struct{}
}
func (c *Configuration) initializeIfNeeded() {
if c.buttons == nil {
c.buttons = map[StdButton]ebiten.GamepadButton{}
}
if c.axes == nil {
c.axes = map[StdButton]axis{}
}
if c.assignedButtons == nil {
c.assignedButtons = map[ebiten.GamepadButton]struct{}{}
}
if c.assignedAxes == nil {
c.assignedAxes = map[axis]struct{}{}
}
}
func (c *Configuration) Reset() {
c.buttons = nil
c.axes = nil
c.assignedButtons = nil
c.assignedAxes = nil
}
func (c *Configuration) Scan(index int, b StdButton) bool {
c.initializeIfNeeded()
delete(c.buttons, b)
delete(c.axes, b)
ebn := ebiten.GamepadButton(ebiten.GamepadButtonNum(index))
for eb := ebiten.GamepadButton(0); eb < ebn; eb++ {
if _, ok := c.assignedButtons[eb]; ok {
continue
}
if ebiten.IsGamepadButtonPressed(index, eb) {
c.buttons[b] = eb
c.assignedButtons[eb] = struct{}{}
return true
}
}
an := ebiten.GamepadAxisNum(index)
for a := 0; a < an; a++ {
v := ebiten.GamepadAxis(index, a)
// Check v <= 1.0 because there is a bug that a button returns an axis value wrongly and the value may be over 1.
if threshold <= v && v <= 1.0 {
if _, ok := c.assignedAxes[axis{a, true}]; !ok {
c.axes[b] = axis{a, true}
c.assignedAxes[axis{a, true}] = struct{}{}
return true
}
}
if -1.0 <= v && v <= -threshold {
if _, ok := c.assignedAxes[axis{a, false}]; !ok {
c.axes[b] = axis{a, false}
c.assignedAxes[axis{a, false}] = struct{}{}
return true
}
}
}
return false
}
func (c *Configuration) IsButtonPressed(id int, b StdButton) bool {
c.initializeIfNeeded()
bb, ok := c.buttons[b]
if ok {
return ebiten.IsGamepadButtonPressed(0, bb)
}
a, ok := c.axes[b]
if ok {
v := ebiten.GamepadAxis(0, a.id)
if a.positive {
return threshold <= v && v <= 1.0
} else {
return -1.0 <= v && v <= -threshold
}
}
return false
}
func (c *Configuration) Name(b StdButton) string {
c.initializeIfNeeded()
bb, ok := c.buttons[b]
if ok {
return fmt.Sprintf("Button %d", bb)
}
a, ok := c.axes[b]
if ok {
if a.positive {
return fmt.Sprintf("Axis %d+", a.id)
} else {
return fmt.Sprintf("Axis %d-", a.id)
}
}
return ""
}