mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2025-03-21 09:29:41 +00:00
BULLSHIT CONTROLS
This commit is contained in:
parent
539a5f8550
commit
bea3ca7fd8
|
@ -7,4 +7,5 @@ Tom Fulp
|
|||
StuffedWombat
|
||||
mmatt_ugh
|
||||
Squidly
|
||||
Luis
|
||||
Luis
|
||||
GeoKureli
|
606
source/Controls.hx
Normal file
606
source/Controls.hx
Normal file
|
@ -0,0 +1,606 @@
|
|||
package;
|
||||
|
||||
import flixel.FlxG;
|
||||
import flixel.input.FlxInput;
|
||||
import flixel.input.actions.FlxAction;
|
||||
import flixel.input.actions.FlxActionInput;
|
||||
import flixel.input.actions.FlxActionInputDigital;
|
||||
import flixel.input.actions.FlxActionManager;
|
||||
import flixel.input.actions.FlxActionSet;
|
||||
import flixel.input.gamepad.FlxGamepadButton;
|
||||
import flixel.input.gamepad.FlxGamepadInputID;
|
||||
import flixel.input.keyboard.FlxKey;
|
||||
|
||||
enum abstract Action(String) to String from String
|
||||
{
|
||||
var UP = "up";
|
||||
var LEFT = "left";
|
||||
var RIGHT = "right";
|
||||
var DOWN = "down";
|
||||
var UP_P = "up-press";
|
||||
var LEFT_P = "left-press";
|
||||
var RIGHT_P = "right-press";
|
||||
var DOWN_P = "down-press";
|
||||
var UP_R = "up-release";
|
||||
var LEFT_R = "left-release";
|
||||
var RIGHT_R = "right-release";
|
||||
var DOWN_R = "down-release";
|
||||
var JUMP = "jump";
|
||||
var JUMP_P = "jump-press";
|
||||
var JUMP_R = "jump-release";
|
||||
var ACCEPT = "accept";
|
||||
var BACK = "back";
|
||||
var PAUSE = "pause";
|
||||
var RESET = "reset";
|
||||
}
|
||||
|
||||
enum Device
|
||||
{
|
||||
Keys;
|
||||
Gamepad(id:Int);
|
||||
}
|
||||
|
||||
/**
|
||||
* Since, in many cases multiple actions should use similar keys, we don't want the
|
||||
* rebinding UI to list every action. ActionBinders are what the user percieves as
|
||||
* an input so, for instance, they can't set jump-press and jump-release to different keys.
|
||||
*/
|
||||
enum Control
|
||||
{
|
||||
UP;
|
||||
LEFT;
|
||||
RIGHT;
|
||||
DOWN;
|
||||
JUMP;
|
||||
RESET;
|
||||
ACCEPT;
|
||||
BACK;
|
||||
PAUSE;
|
||||
}
|
||||
|
||||
enum KeyboardScheme
|
||||
{
|
||||
Solo;
|
||||
Duo(first:Bool);
|
||||
None;
|
||||
Custom;
|
||||
}
|
||||
|
||||
/**
|
||||
* A list of actions that a player would invoke via some input device.
|
||||
* Uses FlxActions to funnel various inputs to a single action.
|
||||
*/
|
||||
class Controls extends FlxActionSet
|
||||
{
|
||||
var _up = new FlxActionDigital(Action.UP);
|
||||
var _left = new FlxActionDigital(Action.LEFT);
|
||||
var _right = new FlxActionDigital(Action.RIGHT);
|
||||
var _down = new FlxActionDigital(Action.DOWN);
|
||||
var _upP = new FlxActionDigital(Action.UP_P);
|
||||
var _leftP = new FlxActionDigital(Action.LEFT_P);
|
||||
var _rightP = new FlxActionDigital(Action.RIGHT_P);
|
||||
var _downP = new FlxActionDigital(Action.DOWN_P);
|
||||
var _upR = new FlxActionDigital(Action.UP_R);
|
||||
var _leftR = new FlxActionDigital(Action.LEFT_R);
|
||||
var _rightR = new FlxActionDigital(Action.RIGHT_R);
|
||||
var _downR = new FlxActionDigital(Action.DOWN_R);
|
||||
var _jump = new FlxActionDigital(Action.JUMP);
|
||||
var _jumpP = new FlxActionDigital(Action.JUMP_P);
|
||||
var _jumpR = new FlxActionDigital(Action.JUMP_R);
|
||||
var _accept = new FlxActionDigital(Action.ACCEPT);
|
||||
var _back = new FlxActionDigital(Action.BACK);
|
||||
var _pause = new FlxActionDigital(Action.PAUSE);
|
||||
var _reset = new FlxActionDigital(Action.RESET);
|
||||
|
||||
var byName:Map<String, FlxActionDigital> = [];
|
||||
|
||||
public var gamepadsAdded:Array<Int> = [];
|
||||
public var keyboardScheme = KeyboardScheme.None;
|
||||
|
||||
public var UP(get, never):Bool;
|
||||
|
||||
inline function get_UP()
|
||||
return _up.check();
|
||||
|
||||
public var LEFT(get, never):Bool;
|
||||
|
||||
inline function get_LEFT()
|
||||
return _left.check();
|
||||
|
||||
public var RIGHT(get, never):Bool;
|
||||
|
||||
inline function get_RIGHT()
|
||||
return _right.check();
|
||||
|
||||
public var DOWN(get, never):Bool;
|
||||
|
||||
inline function get_DOWN()
|
||||
return _down.check();
|
||||
|
||||
public var UP_P(get, never):Bool;
|
||||
|
||||
inline function get_UP_P()
|
||||
return _upP.check();
|
||||
|
||||
public var LEFT_P(get, never):Bool;
|
||||
|
||||
inline function get_LEFT_P()
|
||||
return _leftP.check();
|
||||
|
||||
public var RIGHT_P(get, never):Bool;
|
||||
|
||||
inline function get_RIGHT_P()
|
||||
return _rightP.check();
|
||||
|
||||
public var DOWN_P(get, never):Bool;
|
||||
|
||||
inline function get_DOWN_P()
|
||||
return _downP.check();
|
||||
|
||||
public var UP_R(get, never):Bool;
|
||||
|
||||
inline function get_UP_R()
|
||||
return _upP.check();
|
||||
|
||||
public var LEFT_R(get, never):Bool;
|
||||
|
||||
inline function get_LEFT_R()
|
||||
return _leftR.check();
|
||||
|
||||
public var RIGHT_R(get, never):Bool;
|
||||
|
||||
inline function get_RIGHT_R()
|
||||
return _rightR.check();
|
||||
|
||||
public var DOWN_R(get, never):Bool;
|
||||
|
||||
inline function get_DOWN_R()
|
||||
return _downR.check();
|
||||
|
||||
public var JUMP(get, never):Bool;
|
||||
|
||||
inline function get_JUMP()
|
||||
return _jump.check();
|
||||
|
||||
public var JUMP_P(get, never):Bool;
|
||||
|
||||
inline function get_JUMP_P()
|
||||
return _jumpP.check();
|
||||
|
||||
public var JUMP_R(get, never):Bool;
|
||||
|
||||
inline function get_JUMP_R()
|
||||
return _jumpR.check();
|
||||
|
||||
public var ACCEPT(get, never):Bool;
|
||||
|
||||
inline function get_ACCEPT()
|
||||
return _accept.check();
|
||||
|
||||
public var BACK(get, never):Bool;
|
||||
|
||||
inline function get_BACK()
|
||||
return _back.check();
|
||||
|
||||
public var PAUSE(get, never):Bool;
|
||||
|
||||
inline function get_PAUSE()
|
||||
return _pause.check();
|
||||
|
||||
public var RESET(get, never):Bool;
|
||||
|
||||
inline function get_RESET()
|
||||
return _reset.check();
|
||||
|
||||
public function new(name, scheme = None)
|
||||
{
|
||||
super(name);
|
||||
|
||||
add(_up);
|
||||
add(_left);
|
||||
add(_right);
|
||||
add(_down);
|
||||
add(_upP);
|
||||
add(_leftP);
|
||||
add(_rightP);
|
||||
add(_downP);
|
||||
add(_upR);
|
||||
add(_leftR);
|
||||
add(_rightR);
|
||||
add(_downR);
|
||||
add(_jump);
|
||||
add(_jumpP);
|
||||
add(_jumpR);
|
||||
add(_accept);
|
||||
add(_back);
|
||||
add(_pause);
|
||||
add(_reset);
|
||||
|
||||
for (action in digitalActions)
|
||||
byName[action.name] = action;
|
||||
|
||||
setKeyboardScheme(scheme, false);
|
||||
}
|
||||
|
||||
override function update()
|
||||
{
|
||||
super.update();
|
||||
}
|
||||
|
||||
// inline
|
||||
public function checkByName(name:Action):Bool
|
||||
{
|
||||
#if debug
|
||||
if (!byName.exists(name))
|
||||
throw 'Invalid name: $name';
|
||||
#end
|
||||
return byName[name].check();
|
||||
}
|
||||
|
||||
public function getDialogueName(action:FlxActionDigital):String
|
||||
{
|
||||
var input = action.inputs[0];
|
||||
return switch input.device
|
||||
{
|
||||
case KEYBOARD: return '[${(input.inputID : FlxKey)}]';
|
||||
case GAMEPAD: return '(${(input.inputID : FlxGamepadInputID)})';
|
||||
case device: throw 'unhandled device: $device';
|
||||
}
|
||||
}
|
||||
|
||||
public function getDialogueNameFromToken(token:String):String
|
||||
{
|
||||
return getDialogueName(getActionFromControl(Control.createByName(token.toUpperCase())));
|
||||
}
|
||||
|
||||
function getActionFromControl(control:Control):FlxActionDigital
|
||||
{
|
||||
return switch (control)
|
||||
{
|
||||
case UP: _up;
|
||||
case DOWN: _down;
|
||||
case LEFT: _left;
|
||||
case RIGHT: _right;
|
||||
case JUMP: _jump;
|
||||
case ACCEPT: _accept;
|
||||
case BACK: _back;
|
||||
case PAUSE: _pause;
|
||||
case RESET: _reset;
|
||||
}
|
||||
}
|
||||
|
||||
static function init():Void
|
||||
{
|
||||
var actions = new FlxActionManager();
|
||||
FlxG.inputs.add(actions);
|
||||
}
|
||||
|
||||
/**
|
||||
* Calls a function passing each action bound by the specified control
|
||||
* @param control
|
||||
* @param func
|
||||
* @return ->Void)
|
||||
*/
|
||||
function forEachBound(control:Control, func:(FlxActionDigital, FlxInputState) -> Void)
|
||||
{
|
||||
switch (control)
|
||||
{
|
||||
case UP:
|
||||
func(_up, PRESSED);
|
||||
func(_upP, JUST_PRESSED);
|
||||
func(_upR, JUST_RELEASED);
|
||||
case LEFT:
|
||||
func(_left, PRESSED);
|
||||
func(_leftP, JUST_PRESSED);
|
||||
func(_leftR, JUST_RELEASED);
|
||||
case RIGHT:
|
||||
func(_right, PRESSED);
|
||||
func(_rightP, JUST_PRESSED);
|
||||
func(_rightR, JUST_RELEASED);
|
||||
case DOWN:
|
||||
func(_down, PRESSED);
|
||||
func(_downP, JUST_PRESSED);
|
||||
func(_downR, JUST_RELEASED);
|
||||
case JUMP:
|
||||
func(_jump, PRESSED);
|
||||
func(_jumpP, JUST_PRESSED);
|
||||
func(_jumpR, JUST_RELEASED);
|
||||
case ACCEPT:
|
||||
func(_accept, JUST_PRESSED);
|
||||
case BACK:
|
||||
func(_back, JUST_PRESSED);
|
||||
case PAUSE:
|
||||
func(_pause, JUST_PRESSED);
|
||||
case RESET:
|
||||
func(_reset, JUST_PRESSED);
|
||||
}
|
||||
}
|
||||
|
||||
public function replaceBinding(control:Control, device:Device, ?toAdd:Int, ?toRemove:Int)
|
||||
{
|
||||
if (toAdd == toRemove)
|
||||
return;
|
||||
|
||||
switch (device)
|
||||
{
|
||||
case Keys:
|
||||
if (toRemove != null)
|
||||
unbindKeys(control, [toRemove]);
|
||||
if (toAdd != null)
|
||||
bindKeys(control, [toAdd]);
|
||||
|
||||
case Gamepad(id):
|
||||
if (toRemove != null)
|
||||
unbindButtons(control, id, [toRemove]);
|
||||
if (toAdd != null)
|
||||
bindButtons(control, id, [toAdd]);
|
||||
}
|
||||
}
|
||||
|
||||
public function copyFrom(controls:Controls, ?device:Device)
|
||||
{
|
||||
for (name => action in controls.byName)
|
||||
{
|
||||
for (input in action.inputs)
|
||||
{
|
||||
if (device == null || isDevice(input, device))
|
||||
byName[name].add(cast input);
|
||||
}
|
||||
}
|
||||
|
||||
switch (device)
|
||||
{
|
||||
case null:
|
||||
// add all
|
||||
for (gamepad in controls.gamepadsAdded)
|
||||
if (!gamepadsAdded.contains(gamepad))
|
||||
gamepadsAdded.push(gamepad);
|
||||
|
||||
mergeKeyboardScheme(controls.keyboardScheme);
|
||||
|
||||
case Gamepad(id):
|
||||
gamepadsAdded.push(id);
|
||||
case Keys:
|
||||
mergeKeyboardScheme(controls.keyboardScheme);
|
||||
}
|
||||
}
|
||||
|
||||
inline public function copyTo(controls:Controls, ?device:Device)
|
||||
{
|
||||
controls.copyFrom(this, device);
|
||||
}
|
||||
|
||||
function mergeKeyboardScheme(scheme:KeyboardScheme):Void
|
||||
{
|
||||
if (scheme != None)
|
||||
{
|
||||
switch (keyboardScheme)
|
||||
{
|
||||
case None:
|
||||
keyboardScheme = scheme;
|
||||
default:
|
||||
keyboardScheme = Custom;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets all actions that pertain to the binder to trigger when the supplied keys are used.
|
||||
* If binder is a literal you can inline this
|
||||
*/
|
||||
public function bindKeys(control:Control, keys:Array<FlxKey>)
|
||||
{
|
||||
inline forEachBound(control, (action, state) -> addKeys(action, keys, state));
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets all actions that pertain to the binder to trigger when the supplied keys are used.
|
||||
* If binder is a literal you can inline this
|
||||
*/
|
||||
public function unbindKeys(control:Control, keys:Array<FlxKey>)
|
||||
{
|
||||
inline forEachBound(control, (action, _) -> removeKeys(action, keys));
|
||||
}
|
||||
|
||||
inline static function addKeys(action:FlxActionDigital, keys:Array<FlxKey>, state:FlxInputState)
|
||||
{
|
||||
for (key in keys)
|
||||
action.addKey(key, state);
|
||||
}
|
||||
|
||||
static function removeKeys(action:FlxActionDigital, keys:Array<FlxKey>)
|
||||
{
|
||||
var i = action.inputs.length;
|
||||
while (i-- > 0)
|
||||
{
|
||||
var input = action.inputs[i];
|
||||
if (input.device == KEYBOARD && keys.indexOf(cast input.inputID) != -1)
|
||||
action.remove(input);
|
||||
}
|
||||
}
|
||||
|
||||
public function setKeyboardScheme(scheme:KeyboardScheme, reset = true)
|
||||
{
|
||||
if (reset)
|
||||
removeKeyboard();
|
||||
|
||||
keyboardScheme = scheme;
|
||||
switch (scheme)
|
||||
{
|
||||
case Solo:
|
||||
inline bindKeys(Control.UP, [W, FlxKey.UP]);
|
||||
inline bindKeys(Control.DOWN, [S, FlxKey.DOWN]);
|
||||
inline bindKeys(Control.LEFT, [A, FlxKey.LEFT]);
|
||||
inline bindKeys(Control.RIGHT, [D, FlxKey.RIGHT]);
|
||||
inline bindKeys(Control.JUMP, [Z, Y, FlxKey.UP]);
|
||||
inline bindKeys(Control.ACCEPT, [Z, SPACE]);
|
||||
inline bindKeys(Control.BACK, [X]);
|
||||
inline bindKeys(Control.PAUSE, [P, ENTER]);
|
||||
inline bindKeys(Control.RESET, [R]);
|
||||
case Duo(true):
|
||||
inline bindKeys(Control.UP, [W]);
|
||||
inline bindKeys(Control.DOWN, [S]);
|
||||
inline bindKeys(Control.LEFT, [A]);
|
||||
inline bindKeys(Control.RIGHT, [D]);
|
||||
inline bindKeys(Control.JUMP, [G, W, Z]);
|
||||
inline bindKeys(Control.ACCEPT, [G, Z]);
|
||||
inline bindKeys(Control.BACK, [H, X]);
|
||||
inline bindKeys(Control.PAUSE, [ONE]);
|
||||
inline bindKeys(Control.RESET, [R]);
|
||||
case Duo(false):
|
||||
inline bindKeys(Control.UP, [FlxKey.UP]);
|
||||
inline bindKeys(Control.DOWN, [FlxKey.DOWN]);
|
||||
inline bindKeys(Control.LEFT, [FlxKey.LEFT]);
|
||||
inline bindKeys(Control.RIGHT, [FlxKey.RIGHT]);
|
||||
inline bindKeys(Control.JUMP, [O, FlxKey.UP]);
|
||||
inline bindKeys(Control.ACCEPT, [O]);
|
||||
inline bindKeys(Control.BACK, [P]);
|
||||
inline bindKeys(Control.PAUSE, [ENTER]);
|
||||
inline bindKeys(Control.RESET, [BACKSPACE]);
|
||||
case None: // nothing
|
||||
case Custom: // nothing
|
||||
}
|
||||
}
|
||||
|
||||
function removeKeyboard()
|
||||
{
|
||||
for (action in this.digitalActions)
|
||||
{
|
||||
var i = action.inputs.length;
|
||||
while (i-- > 0)
|
||||
{
|
||||
var input = action.inputs[i];
|
||||
if (input.device == KEYBOARD)
|
||||
action.remove(input);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public function addGamepad(id:Int, ?buttonMap:Map<Control, Array<FlxGamepadInputID>>):Void
|
||||
{
|
||||
gamepadsAdded.push(id);
|
||||
for (control => buttons in buttonMap)
|
||||
bindButtons(control, id, buttons);
|
||||
}
|
||||
|
||||
inline function addGamepadLiteral(id:Int, ?buttonMap:Map<Control, Array<FlxGamepadInputID>>):Void
|
||||
{
|
||||
gamepadsAdded.push(id);
|
||||
for (control => buttons in buttonMap)
|
||||
inline bindButtons(control, id, buttons);
|
||||
}
|
||||
|
||||
public function removeGamepad(deviceID:Int = FlxInputDeviceID.ALL):Void
|
||||
{
|
||||
for (action in this.digitalActions)
|
||||
{
|
||||
var i = action.inputs.length;
|
||||
while (i-- > 0)
|
||||
{
|
||||
var input = action.inputs[i];
|
||||
if (input.device == GAMEPAD && (deviceID == FlxInputDeviceID.ALL || input.deviceID == deviceID))
|
||||
action.remove(input);
|
||||
}
|
||||
}
|
||||
|
||||
gamepadsAdded.remove(deviceID);
|
||||
}
|
||||
|
||||
public function addDefaultGamepad(id):Void
|
||||
{
|
||||
addGamepadLiteral(id, [
|
||||
Control.ACCEPT => [A],
|
||||
Control.BACK => [B],
|
||||
Control.UP => [DPAD_UP, LEFT_STICK_DIGITAL_UP],
|
||||
Control.DOWN => [DPAD_DOWN, LEFT_STICK_DIGITAL_DOWN],
|
||||
Control.LEFT => [DPAD_LEFT, LEFT_STICK_DIGITAL_LEFT],
|
||||
Control.RIGHT => [DPAD_RIGHT, LEFT_STICK_DIGITAL_RIGHT],
|
||||
Control.JUMP => [A],
|
||||
Control.PAUSE => [START],
|
||||
Control.RESET => [Y]
|
||||
]);
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets all actions that pertain to the binder to trigger when the supplied keys are used.
|
||||
* If binder is a literal you can inline this
|
||||
*/
|
||||
public function bindButtons(control:Control, id, buttons)
|
||||
{
|
||||
inline forEachBound(control, (action, state) -> addButtons(action, buttons, state, id));
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets all actions that pertain to the binder to trigger when the supplied keys are used.
|
||||
* If binder is a literal you can inline this
|
||||
*/
|
||||
public function unbindButtons(control:Control, gamepadID:Int, buttons)
|
||||
{
|
||||
inline forEachBound(control, (action, _) -> removeButtons(action, gamepadID, buttons));
|
||||
}
|
||||
|
||||
inline static function addButtons(action:FlxActionDigital, buttons:Array<FlxGamepadInputID>, state, id)
|
||||
{
|
||||
for (button in buttons)
|
||||
action.addGamepad(button, state, id);
|
||||
}
|
||||
|
||||
static function removeButtons(action:FlxActionDigital, gamepadID:Int, buttons:Array<FlxGamepadInputID>)
|
||||
{
|
||||
var i = action.inputs.length;
|
||||
while (i-- > 0)
|
||||
{
|
||||
var input = action.inputs[i];
|
||||
if (isGamepad(input, gamepadID) && buttons.indexOf(cast input.inputID) != -1)
|
||||
action.remove(input);
|
||||
}
|
||||
}
|
||||
|
||||
public function getInputsFor(control:Control, device:Device, ?list:Array<Int>):Array<Int>
|
||||
{
|
||||
if (list == null)
|
||||
list = [];
|
||||
|
||||
switch (device)
|
||||
{
|
||||
case Keys:
|
||||
for (input in getActionFromControl(control).inputs)
|
||||
{
|
||||
if (input.device == KEYBOARD)
|
||||
list.push(input.inputID);
|
||||
}
|
||||
case Gamepad(id):
|
||||
for (input in getActionFromControl(control).inputs)
|
||||
{
|
||||
if (input.deviceID == id)
|
||||
list.push(input.inputID);
|
||||
}
|
||||
}
|
||||
return list;
|
||||
}
|
||||
|
||||
public function removeDevice(device:Device)
|
||||
{
|
||||
switch (device)
|
||||
{
|
||||
case Keys:
|
||||
setKeyboardScheme(None);
|
||||
case Gamepad(id):
|
||||
removeGamepad(id);
|
||||
}
|
||||
}
|
||||
|
||||
static function isDevice(input:FlxActionInput, device:Device)
|
||||
{
|
||||
return switch device
|
||||
{
|
||||
case Keys: input.device == KEYBOARD;
|
||||
case Gamepad(id): isGamepad(input, id);
|
||||
}
|
||||
}
|
||||
|
||||
inline static function isGamepad(input:FlxActionInput, deviceID:Int)
|
||||
{
|
||||
return input.device == GAMEPAD && (deviceID == FlxInputDeviceID.ALL || input.deviceID == deviceID);
|
||||
}
|
||||
}
|
11
source/ControlsSubState.hx
Normal file
11
source/ControlsSubState.hx
Normal file
|
@ -0,0 +1,11 @@
|
|||
package;
|
||||
|
||||
import flixel.FlxSubState;
|
||||
|
||||
class ControlsSubState extends FlxSubState
|
||||
{
|
||||
public function new()
|
||||
{
|
||||
super();
|
||||
}
|
||||
}
|
|
@ -49,6 +49,12 @@ class FreeplayState extends MusicBeatState
|
|||
|
||||
selector.y = (26 * curSelected) + 30;
|
||||
|
||||
if (FlxG.keys.justPressed.ENTER)
|
||||
{
|
||||
PlayState.SONG = Song.loadFromJson(songs[curSelected].toLowerCase());
|
||||
FlxG.switchState(new PlayState());
|
||||
}
|
||||
|
||||
super.update(elapsed);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -9,7 +9,7 @@ class Main extends Sprite
|
|||
public function new()
|
||||
{
|
||||
super();
|
||||
addChild(new FlxGame(0, 0, ChartingState));
|
||||
addChild(new FlxGame(0, 0, FreeplayState));
|
||||
|
||||
#if !mobile
|
||||
addChild(new FPS(10, 3, 0xFFFFFF));
|
||||
|
|
|
@ -65,13 +65,20 @@ class PlayState extends MusicBeatState
|
|||
|
||||
private var healthHeads:FlxSprite;
|
||||
|
||||
var controls(get, never):Controls;
|
||||
|
||||
inline function get_controls():Controls
|
||||
return PlayerSettings.player1.controls;
|
||||
|
||||
override public function create()
|
||||
{
|
||||
PlayerSettings.init();
|
||||
|
||||
persistentUpdate = true;
|
||||
persistentDraw = true;
|
||||
|
||||
if (SONG == null)
|
||||
SONG = Song.loadFromJson('tutorial');
|
||||
SONG = Song.loadFromJson(curLevel);
|
||||
|
||||
var bg:FlxSprite = new FlxSprite(-600, -200).loadGraphic(AssetPaths.stageback__png);
|
||||
// bg.setGraphicSize(Std.int(bg.width * 2.5));
|
||||
|
@ -774,84 +781,86 @@ class PlayState extends MusicBeatState
|
|||
private function keyShit():Void
|
||||
{
|
||||
// HOLDING
|
||||
var up = FlxG.keys.anyPressed([W, UP]);
|
||||
var right = FlxG.keys.anyPressed([D, RIGHT]);
|
||||
var down = FlxG.keys.anyPressed([S, DOWN]);
|
||||
var left = FlxG.keys.anyPressed([A, LEFT]);
|
||||
var up = controls.UP;
|
||||
var right = controls.RIGHT;
|
||||
var down = controls.DOWN;
|
||||
var left = controls.LEFT;
|
||||
|
||||
var upP = FlxG.keys.anyJustPressed([W, UP]);
|
||||
var rightP = FlxG.keys.anyJustPressed([D, RIGHT]);
|
||||
var downP = FlxG.keys.anyJustPressed([S, DOWN]);
|
||||
var leftP = FlxG.keys.anyJustPressed([A, LEFT]);
|
||||
var upP = controls.UP_P;
|
||||
var rightP = controls.RIGHT_P;
|
||||
var downP = controls.DOWN_P;
|
||||
var leftP = controls.LEFT_P;
|
||||
|
||||
var upR = FlxG.keys.anyJustReleased([W, UP]);
|
||||
var rightR = FlxG.keys.anyJustReleased([D, RIGHT]);
|
||||
var downR = FlxG.keys.anyJustReleased([S, DOWN]);
|
||||
var leftR = FlxG.keys.anyJustReleased([A, LEFT]);
|
||||
var upR = controls.UP_R;
|
||||
var rightR = controls.RIGHT_R;
|
||||
var downR = controls.DOWN_R;
|
||||
var leftR = controls.LEFT_R;
|
||||
|
||||
var gamepad = FlxG.gamepads.lastActive;
|
||||
if (gamepad != null)
|
||||
{
|
||||
if (gamepad.anyPressed(["DPAD_LEFT", "LEFT_STICK_DIGITAL_LEFT", X]))
|
||||
/*
|
||||
var gamepad = FlxG.gamepads.lastActive;
|
||||
if (gamepad != null)
|
||||
{
|
||||
left = true;
|
||||
}
|
||||
if (gamepad.anyPressed(["DPAD_LEFT", "LEFT_STICK_DIGITAL_LEFT", X]))
|
||||
{
|
||||
left = true;
|
||||
}
|
||||
|
||||
if (gamepad.anyPressed(["DPAD_RIGHT", "LEFT_STICK_DIGITAL_RIGHT", B]))
|
||||
{
|
||||
right = true;
|
||||
}
|
||||
if (gamepad.anyPressed(["DPAD_RIGHT", "LEFT_STICK_DIGITAL_RIGHT", B]))
|
||||
{
|
||||
right = true;
|
||||
}
|
||||
|
||||
if (gamepad.anyPressed(['DPAD_UP', "LEFT_STICK_DIGITAL_UP", Y]))
|
||||
{
|
||||
up = true;
|
||||
}
|
||||
if (gamepad.anyPressed(['DPAD_UP', "LEFT_STICK_DIGITAL_UP", Y]))
|
||||
{
|
||||
up = true;
|
||||
}
|
||||
|
||||
if (gamepad.anyPressed(["DPAD_DOWN", "LEFT_STICK_DIGITAL_DOWN", A]))
|
||||
{
|
||||
down = true;
|
||||
}
|
||||
if (gamepad.anyPressed(["DPAD_DOWN", "LEFT_STICK_DIGITAL_DOWN", A]))
|
||||
{
|
||||
down = true;
|
||||
}
|
||||
|
||||
if (gamepad.anyJustPressed(["DPAD_LEFT", "LEFT_STICK_DIGITAL_LEFT", X]))
|
||||
{
|
||||
leftP = true;
|
||||
}
|
||||
if (gamepad.anyJustPressed(["DPAD_LEFT", "LEFT_STICK_DIGITAL_LEFT", X]))
|
||||
{
|
||||
leftP = true;
|
||||
}
|
||||
|
||||
if (gamepad.anyJustPressed(["DPAD_RIGHT", "LEFT_STICK_DIGITAL_RIGHT", B]))
|
||||
{
|
||||
rightP = true;
|
||||
}
|
||||
if (gamepad.anyJustPressed(["DPAD_RIGHT", "LEFT_STICK_DIGITAL_RIGHT", B]))
|
||||
{
|
||||
rightP = true;
|
||||
}
|
||||
|
||||
if (gamepad.anyJustPressed(['DPAD_UP', "LEFT_STICK_DIGITAL_UP", Y]))
|
||||
{
|
||||
upP = true;
|
||||
}
|
||||
if (gamepad.anyJustPressed(['DPAD_UP', "LEFT_STICK_DIGITAL_UP", Y]))
|
||||
{
|
||||
upP = true;
|
||||
}
|
||||
|
||||
if (gamepad.anyJustPressed(["DPAD_DOWN", "LEFT_STICK_DIGITAL_DOWN", A]))
|
||||
{
|
||||
downP = true;
|
||||
}
|
||||
if (gamepad.anyJustPressed(["DPAD_DOWN", "LEFT_STICK_DIGITAL_DOWN", A]))
|
||||
{
|
||||
downP = true;
|
||||
}
|
||||
|
||||
if (gamepad.anyJustReleased(["DPAD_LEFT", "LEFT_STICK_DIGITAL_LEFT", X]))
|
||||
{
|
||||
leftR = true;
|
||||
}
|
||||
if (gamepad.anyJustReleased(["DPAD_LEFT", "LEFT_STICK_DIGITAL_LEFT", X]))
|
||||
{
|
||||
leftR = true;
|
||||
}
|
||||
|
||||
if (gamepad.anyJustReleased(["DPAD_RIGHT", "LEFT_STICK_DIGITAL_RIGHT", B]))
|
||||
{
|
||||
rightR = true;
|
||||
}
|
||||
if (gamepad.anyJustReleased(["DPAD_RIGHT", "LEFT_STICK_DIGITAL_RIGHT", B]))
|
||||
{
|
||||
rightR = true;
|
||||
}
|
||||
|
||||
if (gamepad.anyJustReleased(['DPAD_UP', "LEFT_STICK_DIGITAL_UP", Y]))
|
||||
{
|
||||
upR = true;
|
||||
}
|
||||
if (gamepad.anyJustReleased(['DPAD_UP', "LEFT_STICK_DIGITAL_UP", Y]))
|
||||
{
|
||||
upR = true;
|
||||
}
|
||||
|
||||
if (gamepad.anyJustReleased(["DPAD_DOWN", "LEFT_STICK_DIGITAL_DOWN", A]))
|
||||
{
|
||||
downR = true;
|
||||
if (gamepad.anyJustReleased(["DPAD_DOWN", "LEFT_STICK_DIGITAL_DOWN", A]))
|
||||
{
|
||||
downR = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
FlxG.watch.addQuick('asdfa', upP);
|
||||
if ((upP || rightP || downP || leftP) && !boyfriend.stunned && generatedMusic)
|
||||
|
@ -1008,10 +1017,10 @@ class PlayState extends MusicBeatState
|
|||
{
|
||||
// just double pasting this shit cuz fuk u
|
||||
// REDO THIS SYSTEM!
|
||||
var upP = FlxG.keys.anyJustPressed([W, UP]);
|
||||
var rightP = FlxG.keys.anyJustPressed([D, RIGHT]);
|
||||
var downP = FlxG.keys.anyJustPressed([S, DOWN]);
|
||||
var leftP = FlxG.keys.anyJustPressed([A, LEFT]);
|
||||
var upP = controls.UP_P;
|
||||
var rightP = controls.RIGHT_P;
|
||||
var downP = controls.DOWN_P;
|
||||
var leftP = controls.LEFT_P;
|
||||
|
||||
var gamepad = FlxG.gamepads.lastActive;
|
||||
if (gamepad != null)
|
||||
|
|
151
source/PlayerSettings.hx
Normal file
151
source/PlayerSettings.hx
Normal file
|
@ -0,0 +1,151 @@
|
|||
package;
|
||||
|
||||
import Controls;
|
||||
import flixel.FlxCamera;
|
||||
import flixel.FlxG;
|
||||
import flixel.util.FlxSignal;
|
||||
|
||||
// import ui.DeviceManager;
|
||||
// import props.Player;
|
||||
class PlayerSettings
|
||||
{
|
||||
static public var numPlayers(default, null) = 0;
|
||||
static public var numAvatars(default, null) = 0;
|
||||
static public var player1(default, null):PlayerSettings;
|
||||
static public var player2(default, null):PlayerSettings;
|
||||
|
||||
static public final onAvatarAdd = new FlxTypedSignal<PlayerSettings->Void>();
|
||||
static public final onAvatarRemove = new FlxTypedSignal<PlayerSettings->Void>();
|
||||
|
||||
public var id(default, null):Int;
|
||||
|
||||
public final controls:Controls;
|
||||
|
||||
// public var avatar:Player;
|
||||
// public var camera(get, never):PlayCamera;
|
||||
|
||||
function new(id, scheme)
|
||||
{
|
||||
this.id = id;
|
||||
this.controls = new Controls('player$id', scheme);
|
||||
}
|
||||
|
||||
public function setKeyboardScheme(scheme)
|
||||
{
|
||||
controls.setKeyboardScheme(scheme);
|
||||
}
|
||||
|
||||
/*
|
||||
static public function addAvatar(avatar:Player):PlayerSettings
|
||||
{
|
||||
var settings:PlayerSettings;
|
||||
|
||||
if (player1 == null)
|
||||
{
|
||||
player1 = new PlayerSettings(0, Solo);
|
||||
++numPlayers;
|
||||
}
|
||||
|
||||
if (player1.avatar == null)
|
||||
settings = player1;
|
||||
else
|
||||
{
|
||||
if (player2 == null)
|
||||
{
|
||||
if (player1.controls.keyboardScheme.match(Duo(true)))
|
||||
player2 = new PlayerSettings(1, Duo(false));
|
||||
else
|
||||
player2 = new PlayerSettings(1, None);
|
||||
++numPlayers;
|
||||
}
|
||||
|
||||
if (player2.avatar == null)
|
||||
settings = player2;
|
||||
else
|
||||
throw throw 'Invalid number of players: ${numPlayers + 1}';
|
||||
}
|
||||
++numAvatars;
|
||||
settings.avatar = avatar;
|
||||
avatar.settings = settings;
|
||||
|
||||
splitCameras();
|
||||
|
||||
onAvatarAdd.dispatch(settings);
|
||||
|
||||
return settings;
|
||||
}
|
||||
|
||||
static public function removeAvatar(avatar:Player):Void
|
||||
{
|
||||
var settings:PlayerSettings;
|
||||
|
||||
if (player1 != null && player1.avatar == avatar)
|
||||
settings = player1;
|
||||
else if (player2 != null && player2.avatar == avatar)
|
||||
{
|
||||
settings = player2;
|
||||
if (player1.controls.keyboardScheme.match(Duo(_)))
|
||||
player1.setKeyboardScheme(Solo);
|
||||
}
|
||||
else
|
||||
throw "Cannot remove avatar that is not for a player";
|
||||
|
||||
settings.avatar = null;
|
||||
while (settings.controls.gamepadsAdded.length > 0)
|
||||
{
|
||||
final id = settings.controls.gamepadsAdded.shift();
|
||||
settings.controls.removeGamepad(id);
|
||||
DeviceManager.releaseGamepad(FlxG.gamepads.getByID(id));
|
||||
}
|
||||
|
||||
--numAvatars;
|
||||
|
||||
splitCameras();
|
||||
|
||||
onAvatarRemove.dispatch(avatar.settings);
|
||||
}
|
||||
|
||||
*/
|
||||
static public function init():Void
|
||||
{
|
||||
if (player1 == null)
|
||||
{
|
||||
player1 = new PlayerSettings(0, Solo);
|
||||
++numPlayers;
|
||||
}
|
||||
|
||||
var numGamepads = FlxG.gamepads.numActiveGamepads;
|
||||
if (numGamepads > 0)
|
||||
{
|
||||
var gamepad = FlxG.gamepads.getByID(0);
|
||||
if (gamepad == null)
|
||||
throw 'Unexpected null gamepad. id:0';
|
||||
|
||||
player1.controls.addDefaultGamepad(0);
|
||||
}
|
||||
|
||||
if (numGamepads > 1)
|
||||
{
|
||||
if (player2 == null)
|
||||
{
|
||||
player2 = new PlayerSettings(1, None);
|
||||
++numPlayers;
|
||||
}
|
||||
|
||||
var gamepad = FlxG.gamepads.getByID(1);
|
||||
if (gamepad == null)
|
||||
throw 'Unexpected null gamepad. id:0';
|
||||
|
||||
player2.controls.addDefaultGamepad(1);
|
||||
}
|
||||
|
||||
// DeviceManager.init();
|
||||
}
|
||||
|
||||
static public function reset()
|
||||
{
|
||||
player1 = null;
|
||||
player2 = null;
|
||||
numPlayers = 0;
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue