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Updated Tutorial:Handle user inputs (markdown)
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b2d6b48e8c
commit
8864ce0d5f
@ -11,9 +11,7 @@ import (
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)
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)
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func update(screen *ebiten.Image) error {
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func update(screen *ebiten.Image) error {
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if err := ebitenutil.DebugPrint(screen, "Our first game in Ebiten!"); err != nil {
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ebitenutil.DebugPrint(screen, "Our first game in Ebiten!")
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return err
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}
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return nil
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return nil
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}
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}
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@ -126,9 +124,7 @@ func update(screen *ebiten.Image) error {
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x, y := ebiten.CursorPosition()
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x, y := ebiten.CursorPosition()
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// Display the information with "X: xx, Y: xx" format
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// Display the information with "X: xx, Y: xx" format
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if err := ebitenutil.DebugPrint(screen, fmt.Sprintf("X: %d, Y: %d", x, y)); err != nil {
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ebitenutil.DebugPrint(screen, fmt.Sprintf("X: %d, Y: %d", x, y))
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return err
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}
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return nil
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return nil
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}
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}
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@ -171,27 +167,19 @@ And then change your `update()` function to the following code:
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func update(screen *ebiten.Image) error {
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func update(screen *ebiten.Image) error {
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// When the gamepad "up button" is pressed ...
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// When the gamepad "up button" is pressed ...
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if ebiten.IsGamepadButtonPressed(0, ebiten.GamepadButton12) {
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if ebiten.IsGamepadButtonPressed(0, ebiten.GamepadButton12) {
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if err := ebitenutil.DebugPrint(screen, "You're pressing the 'UP' gamepad button."); err != nil {
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ebitenutil.DebugPrint(screen, "You're pressing the 'UP' gamepad button.")
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return err
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}
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}
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}
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// When the gamepad "down button" is pressed ...
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// When the gamepad "down button" is pressed ...
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if ebiten.IsGamepadButtonPressed(0, ebiten.GamepadButton13) {
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if ebiten.IsGamepadButtonPressed(0, ebiten.GamepadButton13) {
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if err := ebitenutil.DebugPrint(screen, "\nYou're pressing the 'DOWN' gamepad button."); err != nil {
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ebitenutil.DebugPrint(screen, "\nYou're pressing the 'DOWN' gamepad button.")
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return err
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}
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}
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}
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// When the gamepad "left button" is pressed ...
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// When the gamepad "left button" is pressed ...
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if ebiten.IsGamepadButtonPressed(0, ebiten.GamepadButton14) {
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if ebiten.IsGamepadButtonPressed(0, ebiten.GamepadButton14) {
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if err := ebitenutil.DebugPrint(screen, "\n\nYou're pressing the 'LEFT' gamepad button."); err != nil {
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ebitenutil.DebugPrint(screen, "\n\nYou're pressing the 'LEFT' gamepad button.")
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return err
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}
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}
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}
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// When the gamepad "right button" is pressed ...
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// When the gamepad "right button" is pressed ...
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if ebiten.IsGamepadButtonPressed(0, ebiten.GamepadButton15) {
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if ebiten.IsGamepadButtonPressed(0, ebiten.GamepadButton15) {
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if err := ebitenutil.DebugPrint(screen, "\n\n\nYou're pressing the 'RIGHT' gamepad button."); err != nil {
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ebitenutil.DebugPrint(screen, "\n\n\nYou're pressing the 'RIGHT' gamepad button.")
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return err
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}
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}
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}
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return nil
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return nil
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@ -222,16 +210,12 @@ func update(screen *ebiten.Image) error {
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ebiten.GamepadAxis(0, 2), // 2:The horizontal value of the right axis
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ebiten.GamepadAxis(0, 2), // 2:The horizontal value of the right axis
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ebiten.GamepadAxis(0, 3)} // 3:The vertical value of the right axis
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ebiten.GamepadAxis(0, 3)} // 3:The vertical value of the right axis
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if err := ebitenutil.DebugPrint(screen, fmt.Sprintf("0: %0.6f, 1: %0.6f",
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ebitenutil.DebugPrint(screen, fmt.Sprintf("0: %0.6f, 1: %0.6f",
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axes[0],
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axes[0],
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axes[1])); err != nil {
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axes[1]))
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return err
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ebitenutil.DebugPrint(screen, fmt.Sprintf("\n2: %0.6f, 3: %0.6f",
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}
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if err := ebitenutil.DebugPrint(screen, fmt.Sprintf("\n2: %0.6f, 3: %0.6f",
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axes[2],
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axes[2],
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axes[3])); err != nil {
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axes[3]))
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return err
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}
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return nil
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return nil
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}
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}
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