Updated Tutorial:Handle user inputs (markdown)

Hajime Hoshi 2017-03-04 12:10:03 +09:00
parent b2d6b48e8c
commit 8864ce0d5f

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