mirror of
https://gitea.com/SweetSea-ButImNotSweet/tromi_mobile.git
synced 2025-01-08 17:33:09 +08:00
Update virtual control stuff
This commit is contained in:
@@ -23,7 +23,7 @@ local virtual_quad=setmetatable((function()
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empty_quad=gc_newQuad(0,0,1,1,4*w,3*w)
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for i,name in next,{
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'left','right','up','down',
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'rotate_left','rotate_right','rotate_left2','rotate_right2',
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'rotate_right','rotate_left','rotate_right2','rotate_left2',
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'menu_deicde','','menu_back'
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} do if #name>0 then t[name]=gc_newQuad((i-1)%4*w,math.floor((i-1)/4)*w,w,w,4*w,3*w) end end -- 4x2 is the size of entire texture
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return t
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@@ -134,12 +134,14 @@ function VCTRL.press(x,y,id)
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touches[id]=obj
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obj:press(x,y,id)
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VCTRL.focus=obj
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return true
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end
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end
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function VCTRL.release(id)
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if touches[id] then
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touches[id]:release()
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return true
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end
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touches[id]=nil
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end
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@@ -2,7 +2,7 @@ local bitser = require 'libs.bitser'
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local fs = love.filesystem
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function loadSave()
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config = loadFromFile(CONFIG_FILE)
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-- config = loadFromFile(CONFIG_FILE)
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end
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function loadFromFile(filename)
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@@ -13,16 +13,53 @@ function loadFromFile(filename)
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end
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function initConfig()
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if config.fullscreen == nil then config.fullscreen = false end
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if config.music == nil then config.music = true end
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if not config.input then
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scene = InputConfigScene(true)
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else
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scene = TitleScene()
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end
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-- if config.fullscreen == nil then config.fullscreen = false end
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-- if config.music == nil then config.music = true end
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-- if not config.input then
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-- scene = InputConfigScene(true)
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-- else
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-- scene = TitleScene()
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-- end
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end
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local _config = loadFromFile(CONFIG_FILE) or {}
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local _defaultConfig = {
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firstTime = true,
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fullscreen = false,
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music = true,
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input = {
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keys = {},
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mobile = { -- Should not be changed for any reason, used for mobile only
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enter = 'menu_decide',
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f13 = 'up',
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f14 = 'down',
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f15 = 'left',
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f16 = 'right',
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f17 = 'rotate_left',
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f18 = 'rotate_left2',
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f19 = 'rotate_right',
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f20 = 'rotate_right2',
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}
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}
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}
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function saveConfig()
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bitser.dumpLoveFile(CONFIG_FILE, config)
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bitser.dumpLoveFile(CONFIG_FILE, _config)
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end
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config = setmetatable(
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{},
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{
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__index = function(_, k)
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if _config[k] == nil then _config[k] = _defaultConfig[k] end
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return _config[k]
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end,
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__newindex = function(_, k, v)
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_config[k] = v
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saveConfig()
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end
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}
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)
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68
main.lua
68
main.lua
@@ -7,7 +7,7 @@ else
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end
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require 'funcs'
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DEBUG_showKey=true
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DEBUG_showKey=false
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PENTO_MODE = false
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@@ -27,11 +27,12 @@ function love.load()
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require "load.sounds"
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require "load.save"
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require "load.bigint"
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loadSave()
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require "scene"
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require "game.vctrl" -- VCTRL
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-- love.mouse.setVisible(false)
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scene = config.firstTime and InputConfigScene() or TitleScene()
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love.mouse.setVisible(false)
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love.window.setMode(love.graphics.getWidth(), love.graphics.getHeight(), {resizable = true});
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GLOBAL_TRANSFORM = love.math.newTransform()
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@@ -42,14 +43,22 @@ function love.load()
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love.window.setFullscreen(config["fullscreen"])
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VCTRL.new{
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{type='button',x= 100,y=320,icon= 'up',r=30,iconSize=60,alpha=1},
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{type='button',x= 160,y=380,icon= 'right',r=30,iconSize=60,alpha=1},
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{type='button',x= 100,y=440,icon= 'down',r=30,iconSize=60,alpha=1},
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{type='button',x= 40,y=380,icon= 'left',r=30,iconSize=60,alpha=1},
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{type='button',x=640-100,y=320,icon='rotate_right2',r=30,iconSize=60,alpha=1},
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{type='button',x=640-160,y=380,icon= 'rotate_left2',r=30,iconSize=60,alpha=1},
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{type='button',x=640-100,y=440,icon= 'rotate_right',r=30,iconSize=60,alpha=1},
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{type='button',x=640- 40,y=380,icon= 'rotate_left',r=30,iconSize=60,alpha=1},
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-- {type='button',x= 100,y=320,key= 'up',icon= 'up',r=35,iconSize=60,alpha=1},
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-- {type='button',x= 160,y=380,key='right',icon= 'right',r=35,iconSize=60,alpha=1},
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-- {type='button',x= 100,y=440,key= 'down',icon= 'down',r=35,iconSize=60,alpha=1},
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-- {type='button',x= 40,y=380,key= 'left',icon= 'left',r=35,iconSize=60,alpha=1},
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-- {type='button',x=640-100,y=320,key= 'f16',icon='rotate_right2',r=35,iconSize=60,alpha=1},
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-- {type='button',x=640-160,y=380,key= 'f14',icon= 'rotate_left2',r=35,iconSize=60,alpha=1},
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-- {type='button',x=640-100,y=440,key= 'f15',icon= 'rotate_right',r=35,iconSize=60,alpha=1},
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-- {type='button',x=640- 40,y=380,key= 'f13',icon= 'rotate_left',r=35,iconSize=60,alpha=1},
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{type='button',x= 70,y=280,key= 'up',icon= 'up',r=45,iconSize=60,alpha=1},
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{type='button',x= 145,y=355,key='right',icon= 'right',r=45,iconSize=60,alpha=1},
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{type='button',x= 70,y=430,key= 'down',icon= 'down',r=45,iconSize=60,alpha=1},
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{type='button',x= -5,y=355,key= 'left',icon= 'left',r=45,iconSize=60,alpha=1},
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{type='button',x=640- 70,y=280,key= 'f16',icon='rotate_right2',r=45,iconSize=60,alpha=1},
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{type='button',x=640-145,y=355,key= 'f14',icon= 'rotate_left2',r=45,iconSize=60,alpha=1},
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{type='button',x=640- 70,y=430,key= 'f15',icon= 'rotate_right',r=45,iconSize=60,alpha=1},
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{type='button',x=640- -5,y=355,key= 'f13',icon= 'rotate_left',r=45,iconSize=60,alpha=1},
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}
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end
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@@ -71,9 +80,6 @@ function love.draw()
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scene:render()
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VCTRL.draw()
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love.graphics.setLineWidth(3)
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love.graphics.rectangle('line',0,0,640,480)
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-- -- Grid system
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-- love.graphics.replaceTransform(GLOBAL_TRANSFORM)
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@@ -95,12 +101,25 @@ function love.draw()
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end
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end
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function love.mousepressed(x,y,id)
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local return_scancode, escape_scancode = love.keyboard.getScancodeFromKey('return'), love.keyboard.getScancodeFromKey('escape')
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function love.touchpressed(id,x,y)
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local x,y=GLOBAL_TRANSFORM:inverseTransformPoint(x,y)
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VCTRL.press(x,y,id)
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if not VCTRL.press(x,y,id) then
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if x >= 320 and x <= 640 then
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love.keypressed('escape', escape_scancode)
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elseif x >= 0 and x <= 320 then
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love.keypressed('return', return_scancode)
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end
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end
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end
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function love.mousereleased(x,y,id)
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VCTRL.release(id)
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function love.touchreleased(id,x,y)
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if not VCTRL.release(id) then
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if x >= 320 and x <= 640 then
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love.keyreleased('escape', escape_scancode)
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elseif x >= 0 and x <= 320 then
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love.keyreleased('return', return_scancode)
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end
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end
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end
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function love.keypressed(key, scancode)
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@@ -109,12 +128,11 @@ function love.keypressed(key, scancode)
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-- global hotkeys
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if scancode == "f4" then
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config["fullscreen"] = not config["fullscreen"]
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saveConfig()
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love.window.setFullscreen(config["fullscreen"])
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elseif scancode == "f2" and scene.title ~= "Input Config" and scene.title ~= "Game" then
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scene = InputConfigScene()
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-- function keys are reserved
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elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f[1-9][0-9]+$") then
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elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f1[0-2]+$") then
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return
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-- escape is reserved for menu_back
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elseif scancode == "escape" or scancode == "acback" then
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@@ -137,7 +155,7 @@ function love.keyreleased(key, scancode)
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if scancode == "escape" or scancode == 'acback' then
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scene:onInputRelease({input="menu_back", type="key", key=key, scancode=scancode})
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-- function keys are reserved
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elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f[1-9][0-9]+$") then
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elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f1[0-2]+$") then
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return
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-- handle all other keys; tab is reserved, but the input config scene keeps it from getting configured as a game input, so pass tab to the scene here
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else
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@@ -201,12 +219,6 @@ function love.joystickaxis(joystick, axis, value)
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end
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end
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function love.touchpressed()
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love.keyboard.setKeyRepeat(true)
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love.keyboard.setTextInput(false)
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love.keyboard.setTextInput(true)
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end
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local last_hat_direction = ""
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local directions = {
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["u"] = "up",
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@@ -31,17 +31,6 @@ function GameScene:new(player_name, replay_file, replay_grade)
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rotate_right2=false,
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hold=false,
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}
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self.inputs_waiting2trigger={ -- Used for buffering the input, in case the input is too fast (1f)
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left=false,
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right=false,
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up=false,
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down=false,
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rotate_left=false,
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rotate_left2=false,
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rotate_right=false,
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rotate_right2=false,
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hold=false,
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}
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self.paused = false
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end
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@@ -53,12 +42,7 @@ function GameScene:update(nosound, tas_update)
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end
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end
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for input, value in pairs(self.inputs) do
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if self.inputs_waiting2trigger[input] then
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inputs[input]=true
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self.inputs_waiting2trigger[input]=false
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else
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inputs[input] = value
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end
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inputs[input] = value
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end
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if tas and tas_update then
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self.paused = false
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@@ -117,7 +101,6 @@ function GameScene:onInputPress(e)
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self.grace_frames = 90
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elseif e.input and string.sub(e.input, 1, 5) ~= "menu_" then
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self.inputs[e.input] = true
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self.inputs_waiting2trigger[e.input] = true
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end
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end
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@@ -31,7 +31,7 @@ local input_names = {
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rotate_right='Rotate Clockwise',
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rotate_right2='Rotate Clockwise (2)'
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}
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local function newSetInputs()
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local set_inputs = {}
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@@ -73,12 +73,10 @@ function KeyConfigScene:onInputPress(e)
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scene = InputConfigScene()
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elseif self.input_state > table.getn(configurable_inputs) then
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if e.scancode == "return" then
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-- save new input, then load next scene
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local had_config = config.input ~= nil
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if not config.input then config.input = {} end
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config.input.keys = self.new_input
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saveConfig()
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scene = had_config and InputConfigScene() or TitleScene()
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scene = config.firstTime and TitleScene() or InputConfigScene()
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config.firstTime = false
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elseif e.scancode == "delete" or e.scancode == "backspace" then
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-- retry
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self.input_state = 1
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@@ -88,7 +86,7 @@ function KeyConfigScene:onInputPress(e)
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elseif e.scancode == "tab" then
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self.set_inputs[configurable_inputs[self.input_state]] = "skipped"
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self.input_state = self.input_state + 1
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elseif e.scancode ~= "escape" and not self.new_input[e.scancode] then
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elseif not self.new_input[e.scancode] then
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-- all other keys can be configured
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self.set_inputs[configurable_inputs[self.input_state]] = "key " .. love.keyboard.getKeyFromScancode(e.scancode) .. " (" .. e.scancode .. ")"
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self.new_input[e.scancode] = configurable_inputs[self.input_state]
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@@ -28,29 +28,13 @@ function TrainingScene:new()
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rotate_right2=false,
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hold=false,
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}
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self.inputs_waiting2trigger={ -- Used for buffering the input, in case the input is too fast (1f)
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left=false,
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right=false,
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up=false,
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down=false,
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rotate_left=false,
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rotate_left2=false,
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rotate_right=false,
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rotate_right2=false,
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hold=false,
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}
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self.paused = false
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end
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function TrainingScene:update()
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local inputs = {}
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for input, value in pairs(self.inputs) do
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if self.inputs_waiting2trigger[input] then
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inputs[input]=true
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self.inputs_waiting2trigger[input]=false
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else
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inputs[input] = value
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end
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inputs[input] = value
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end
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self.game:update(inputs, self.ruleset)
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self.game.grid:update()
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@@ -67,7 +51,6 @@ function TrainingScene:onInputPress(e)
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scene = TitleScene()
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elseif e.input and string.sub(e.input, 1, 5) ~= "menu_" then
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self.inputs[e.input] = true
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self.inputs_waiting2trigger[e.input] = true
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end
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end
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