Implemented joystick input.

I had to redo how input is done entirely, so more than one source of input can be used for game inputs.

I added new inputs, menu_decide and menu_back. Return and escape still have their reserved status, sending menu_decide and menu_back, respectively. Other keys are reserved too, like arrows, to ensure users can always reconfigure input.
This commit is contained in:
nightmareci
2020-11-08 12:55:06 -08:00
parent a105086ca6
commit 863c614a4c
9 changed files with 291 additions and 85 deletions

View File

@@ -58,8 +58,8 @@ function ModeSelectScene:render()
end
end
function ModeSelectScene:onKeyPress(e)
if e.scancode == "return" and e.isRepeat == false then
function ModeSelectScene:onInputPress(e)
if e.input == "menu_decide" then
current_mode = self.menu_state.mode
current_ruleset = self.menu_state.ruleset
config.current_mode = current_mode
@@ -67,17 +67,16 @@ function ModeSelectScene:onKeyPress(e)
playSE("mode_decide")
saveConfig()
scene = GameScene(game_modes[self.menu_state.mode], rulesets[self.menu_state.ruleset])
elseif (e.scancode == config.input["up"] or e.scancode == "up") and e.isRepeat == false then
elseif e.input == "up" then
self:changeOption(-1)
playSE("cursor")
elseif (e.scancode == config.input["down"] or e.scancode == "down") and e.isRepeat == false then
elseif e.input == "down" then
self:changeOption(1)
playSE("cursor")
elseif (e.scancode == config.input["left"] or e.scancode == "left") or
(e.scancode == config.input["right"] or e.scancode == "right") then
elseif e.input == "left" or e.input == "right" then
self:switchSelect()
playSE("cursor_lr")
elseif e.scancode == "escape" then
elseif e.input == "menu_back" then
scene = TitleScene()
end
end