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touch controls in progres
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parent
1992d5363e
commit
61ba71d3db
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@ -3,12 +3,17 @@ package;
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import flixel.input.FlxInput;
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import flixel.input.actions.FlxAction;
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import flixel.input.actions.FlxActionInput;
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import flixel.input.actions.FlxActionInputAnalog.FlxActionInputAnalogClickAndDragMouseMotion;
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import flixel.input.actions.FlxActionInputDigital;
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import flixel.input.actions.FlxActionManager;
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import flixel.input.actions.FlxActionSet;
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import flixel.input.gamepad.FlxGamepadButton;
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import flixel.input.gamepad.FlxGamepadInputID;
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import flixel.input.keyboard.FlxKey;
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import flixel.input.mouse.FlxMouseButton.FlxMouseButtonID;
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import flixel.ui.FlxVirtualPad;
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import flixel.util.FlxColor;
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import flixel.util.FlxTimer;
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/**
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* Since, in many cases multiple actions should use similar keys, we don't want the
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@ -611,8 +616,15 @@ class Controls extends FlxActionSet
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case None: // nothing
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case Custom: // nothing
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}
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trace('added virtual controls!?');
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trace(virutalPad);
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if (FlxG.onMobile) {}
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}
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var virutalPad:FlxVirtualPad;
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function removeKeyboard()
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{
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for (action in this.digitalActions)
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@ -689,6 +701,14 @@ class Controls extends FlxActionSet
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forEachBound(control, function(action, state) addButtons(action, buttons, state, id));
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}
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public function touchShit(control:Control, id)
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{
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forEachBound(control, function(action, state)
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{
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// action
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});
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}
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/**
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* Sets all actions that pertain to the binder to trigger when the supplied keys are used.
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* If binder is a literal you can inline this
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@ -74,6 +74,16 @@ class GameOverSubstate extends MusicBeatSubstate
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super.update(elapsed);
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if (FlxG.onMobile)
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{
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var touch = FlxG.touches.getFirst();
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if (touch != null)
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{
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if (touch.overlaps(bf))
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endBullshit();
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}
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}
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if (controls.ACCEPT)
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{
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endBullshit();
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@ -36,6 +36,7 @@ import flixel.util.FlxSort;
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import flixel.util.FlxStringUtil;
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import flixel.util.FlxTimer;
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import haxe.Json;
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import lime.ui.Haptic;
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import lime.utils.Assets;
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import openfl.Lib;
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import openfl.display.BitmapData;
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@ -2656,6 +2657,42 @@ class PlayState extends MusicBeatState
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controls.NOTE_RIGHT_R
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];
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var widHalf = FlxG.width / 2;
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var heightHalf = FlxG.height / 2;
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if (FlxG.onMobile)
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{
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for (touch in FlxG.touches.list)
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{
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if (touch.justPressed)
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{
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if (touch.justPressedPosition.x >= widHalf)
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{
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if (touch.justPressedPosition.y >= heightHalf)
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pressArray[3] = true;
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else
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pressArray[2] = true;
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}
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else if (touch.justPressedPosition.y >= heightHalf)
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pressArray[1] = true;
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else
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pressArray[0] = true;
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}
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if (touch.justPressedPosition.x >= widHalf)
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{
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if (touch.justPressedPosition.y >= heightHalf)
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holdArray[3] = true;
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else
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holdArray[2] = true;
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}
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else if (touch.justPressedPosition.y >= heightHalf)
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holdArray[1] = true;
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else
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holdArray[0] = true;
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}
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}
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// HOLDS, check for sustain notes
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if (holdArray.contains(true) && /*!boyfriend.stunned && */ generatedMusic)
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{
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@ -2669,6 +2706,8 @@ class PlayState extends MusicBeatState
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// PRESSES, check for note hits
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if (pressArray.contains(true) && /*!boyfriend.stunned && */ generatedMusic)
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{
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Haptic.vibrate(400, 70);
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boyfriend.holdTimer = 0;
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var possibleNotes:Array<Note> = []; // notes that can be hit
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@ -24,6 +24,7 @@ import lime.graphics.Image;
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import lime.media.AudioContext;
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import lime.ui.Window;
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import openfl.Assets;
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import openfl.display.BitmapData;
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import openfl.display.Sprite;
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import openfl.events.AsyncErrorEvent;
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import openfl.events.AsyncErrorEvent;
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@ -80,6 +81,11 @@ class TitleState extends MusicBeatState
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override public function create():Void
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{
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FlxG.debugger.addButton(LEFT, new BitmapData(200, 200), function()
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{
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FlxG.debugger.visible = false;
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});
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startedIntro = false;
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FlxG.game.focusLostFramerate = 60;
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