mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-12-27 15:37:49 +00:00
multi touch / swipe (very buggy)
This commit is contained in:
parent
27da6fdba9
commit
84a2b980a5
|
@ -852,6 +852,14 @@ typedef SaveInputLists =
|
|||
?pad:Array<Int>
|
||||
};
|
||||
|
||||
typedef Swipes =
|
||||
{
|
||||
?initTouchPos:FlxPoint,
|
||||
?touchAngle:Float,
|
||||
?touchLength:Float,
|
||||
?curTouchPos:FlxPoint
|
||||
};
|
||||
|
||||
class FlxActionInputDigitalMobileSwipeGameplay extends FlxActionInputDigital
|
||||
{
|
||||
public function new(swipeDir:Int = FlxObject.ANY, Trigger:FlxInputState)
|
||||
|
@ -859,9 +867,10 @@ class FlxActionInputDigitalMobileSwipeGameplay extends FlxActionInputDigital
|
|||
super(MOBILE, swipeDir, Trigger);
|
||||
}
|
||||
|
||||
// multiple swipe support
|
||||
// make datatype that has all 3 needed info and then make an array of them?
|
||||
//
|
||||
// fix right swipe
|
||||
// fix down swipe on left side of screen?
|
||||
var touchMap:Map<Int, Swipes> = new Map();
|
||||
|
||||
var initTouchPos:FlxPoint = new FlxPoint();
|
||||
|
||||
var touchAngle:Float = 0;
|
||||
|
@ -882,30 +891,47 @@ class FlxActionInputDigitalMobileSwipeGameplay extends FlxActionInputDigital
|
|||
{
|
||||
if (touch.justPressed)
|
||||
{
|
||||
initTouchPos.set(touch.screenX, touch.screenY);
|
||||
var pos:FlxPoint = new FlxPoint(touch.screenX, touch.screenY);
|
||||
var pos2:FlxPoint = new FlxPoint(touch.screenX, touch.screenY);
|
||||
|
||||
var swp:Swipes = {
|
||||
initTouchPos: pos,
|
||||
curTouchPos: pos2,
|
||||
touchAngle: 0,
|
||||
touchLength: 0
|
||||
};
|
||||
touchMap[touch.touchPointID] = swp;
|
||||
|
||||
curStep = 1;
|
||||
Haptic.vibrate(40, 70);
|
||||
}
|
||||
if (touch.pressed)
|
||||
{
|
||||
curTouchPos.set(touch.screenX, touch.screenY);
|
||||
var daSwipe = touchMap[touch.touchPointID];
|
||||
|
||||
var dx = initTouchPos.x - touch.screenX;
|
||||
var dy = initTouchPos.y - touch.screenY;
|
||||
daSwipe.curTouchPos.set(touch.screenX, touch.screenY);
|
||||
|
||||
touchAngle = Math.atan2(dy, dx);
|
||||
touchLength = Math.sqrt(dx * dx + dy * dy);
|
||||
var dx = daSwipe.initTouchPos.x - touch.screenX;
|
||||
var dy = daSwipe.initTouchPos.y - touch.screenY;
|
||||
|
||||
FlxG.watch.addQuick("LENGTH", touchLength);
|
||||
FlxG.watch.addQuick("ANGLE", FlxAngle.asDegrees(touchLength));
|
||||
daSwipe.touchAngle = Math.atan2(dy, dx);
|
||||
daSwipe.touchLength = Math.sqrt(dx * dx + dy * dy);
|
||||
|
||||
if (touchLength >= (activateLength / vibrationSteps) * curStep)
|
||||
// FlxG.watch.addQuick("LENGTH", touchLength);
|
||||
// FlxG.watch.addQuick("ANGLE", FlxAngle.asDegrees(touchLength));
|
||||
|
||||
if (daSwipe.touchLength >= (activateLength / vibrationSteps) * curStep)
|
||||
{
|
||||
curStep += 1;
|
||||
// Haptic.vibrate(Std.int(hapticPressure / (curStep * 1.5)), 50);
|
||||
}
|
||||
}
|
||||
|
||||
if (touch.justReleased)
|
||||
{
|
||||
touchMap.remove(touch.touchPointID);
|
||||
}
|
||||
|
||||
/* switch (inputID)
|
||||
{
|
||||
case FlxObject.UP:
|
||||
|
@ -919,36 +945,39 @@ class FlxActionInputDigitalMobileSwipeGameplay extends FlxActionInputDigital
|
|||
|
||||
override public function check(Action:FlxAction):Bool
|
||||
{
|
||||
var degAngle = FlxAngle.asDegrees(touchAngle);
|
||||
|
||||
switch (trigger)
|
||||
for (swp in touchMap)
|
||||
{
|
||||
case JUST_PRESSED:
|
||||
if (touchLength >= activateLength) // 90 is random ass value lol
|
||||
{
|
||||
switch (inputID)
|
||||
var degAngle = FlxAngle.asDegrees(swp.touchAngle);
|
||||
|
||||
switch (trigger)
|
||||
{
|
||||
case JUST_PRESSED:
|
||||
if (swp.touchLength >= activateLength) // 90 is random ass value lol
|
||||
{
|
||||
case FlxObject.UP:
|
||||
if (degAngle >= 45 && degAngle <= 90 + 45) return properTouch();
|
||||
case FlxObject.DOWN:
|
||||
if (-degAngle >= 45 && -degAngle <= 90 + 45) return properTouch();
|
||||
case FlxObject.LEFT:
|
||||
if (degAngle <= 45 && -degAngle <= 45) return properTouch();
|
||||
case FlxObject.RIGHT:
|
||||
if (degAngle >= 90 + 45 && -degAngle >= 90 + 45) return properTouch();
|
||||
switch (inputID)
|
||||
{
|
||||
case FlxObject.UP:
|
||||
if (degAngle >= 45 && degAngle <= 90 + 45) return properTouch(swp);
|
||||
case FlxObject.DOWN:
|
||||
if (-degAngle >= 45 && -degAngle <= 90 + 45) return properTouch(swp);
|
||||
case FlxObject.LEFT:
|
||||
if (degAngle <= 45 && -degAngle <= 45) return properTouch(swp);
|
||||
case FlxObject.RIGHT:
|
||||
if (degAngle >= 90 + 45 && -degAngle >= 90 + 45) return properTouch(swp);
|
||||
}
|
||||
}
|
||||
}
|
||||
default:
|
||||
default:
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
function properTouch():Bool
|
||||
function properTouch(swipe:Swipes):Bool
|
||||
{
|
||||
curStep = 1;
|
||||
Haptic.vibrate(100, 30);
|
||||
initTouchPos.set(curTouchPos.x, curTouchPos.y);
|
||||
swipe.initTouchPos.set(curTouchPos.x, curTouchPos.y);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue