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https://github.com/ninjamuffin99/Funkin.git
synced 2024-12-28 07:56:46 +00:00
swipe length default stuff
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parent
5579d92f21
commit
c21961c156
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@ -544,9 +544,9 @@ class Controls extends FlxActionSet
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forEachBound(control, function(action, state) addKeys(action, keys, state));
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}
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public function bindSwipe(control:Control, swipeDir:Int = FlxObject.UP)
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public function bindSwipe(control:Control, swipeDir:Int = FlxObject.UP, ?swpLength:Float = 90)
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{
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forEachBound(control, function(action, press) action.add(new FlxActionInputDigitalMobileSwipeGameplay(swipeDir, press)));
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forEachBound(control, function(action, press) action.add(new FlxActionInputDigitalMobileSwipeGameplay(swipeDir, press, swpLength)));
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}
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/**
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@ -635,13 +635,14 @@ class Controls extends FlxActionSet
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#if FLX_TOUCH
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// MAKE BETTER TOUCH BIND CODE
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bindSwipe(Control.NOTE_UP, FlxObject.UP);
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bindSwipe(Control.NOTE_DOWN, FlxObject.DOWN);
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bindSwipe(Control.NOTE_LEFT, FlxObject.LEFT);
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bindSwipe(Control.NOTE_RIGHT, FlxObject.RIGHT);
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bindSwipe(Control.NOTE_UP, FlxObject.UP, 40);
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bindSwipe(Control.NOTE_DOWN, FlxObject.DOWN, 40);
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bindSwipe(Control.NOTE_LEFT, FlxObject.LEFT, 40);
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bindSwipe(Control.NOTE_RIGHT, FlxObject.RIGHT, 40);
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bindSwipe(Control.UI_UP, FlxObject.UP);
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bindSwipe(Control.UI_DOWN, FlxObject.DOWN);
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// feels more like drag when up/down are inversed
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bindSwipe(Control.UI_UP, FlxObject.DOWN);
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bindSwipe(Control.UI_DOWN, FlxObject.UP);
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bindSwipe(Control.UI_LEFT, FlxObject.LEFT);
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bindSwipe(Control.UI_RIGHT, FlxObject.RIGHT);
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#end
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@ -862,12 +863,6 @@ typedef Swipes =
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class FlxActionInputDigitalMobileSwipeGameplay extends FlxActionInputDigital
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{
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public function new(swipeDir:Int = FlxObject.ANY, Trigger:FlxInputState)
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{
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super(MOBILE, swipeDir, Trigger);
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}
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// fix right swipe
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var touchMap:Map<Int, Swipes> = new Map();
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var vibrationSteps:Int = 5;
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@ -875,6 +870,17 @@ class FlxActionInputDigitalMobileSwipeGameplay extends FlxActionInputDigital
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var activateLength:Float = 90;
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var hapticPressure:Int = 100;
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public function new(swipeDir:Int = FlxObject.ANY, Trigger:FlxInputState, ?swipeLength:Float = 90)
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{
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super(MOBILE, swipeDir, Trigger);
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activateLength = swipeLength;
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}
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// fix right swipe
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// make so cant double swipe during gameplay
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// hold notes?
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override function update():Void
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{
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super.update();
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@ -910,8 +916,8 @@ class FlxActionInputDigitalMobileSwipeGameplay extends FlxActionInputDigital
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daSwipe.touchAngle = Math.atan2(dy, dx);
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daSwipe.touchLength = Math.sqrt(dx * dx + dy * dy);
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// FlxG.watch.addQuick("LENGTH", touchLength);
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// FlxG.watch.addQuick("ANGLE", FlxAngle.asDegrees(touchLength));
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FlxG.watch.addQuick("LENGTH", daSwipe.touchLength);
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FlxG.watch.addQuick("ANGLE", FlxAngle.asDegrees(daSwipe.touchAngle));
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if (daSwipe.touchLength >= (activateLength / vibrationSteps) * curStep)
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{
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@ -945,7 +951,7 @@ class FlxActionInputDigitalMobileSwipeGameplay extends FlxActionInputDigital
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switch (trigger)
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{
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case JUST_PRESSED:
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if (swp.touchLength >= activateLength) // 90 is random ass value lol
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if (swp.touchLength >= activateLength)
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{
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switch (inputID)
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{
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@ -956,7 +962,7 @@ class FlxActionInputDigitalMobileSwipeGameplay extends FlxActionInputDigital
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case FlxObject.LEFT:
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if (degAngle <= 45 && -degAngle <= 45) return properTouch(swp);
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case FlxObject.RIGHT:
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if (degAngle >= 90 + 45 && -degAngle >= 90 + 45) return properTouch(swp);
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if (degAngle >= 90 + 45 && degAngle <= -90 + -45) return properTouch(swp);
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}
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}
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default:
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