diff options
Diffstat (limited to 'samples/02_input_basics/05_controller/app')
| -rw-r--r-- | samples/02_input_basics/05_controller/app/main.rb | 68 |
1 files changed, 32 insertions, 36 deletions
diff --git a/samples/02_input_basics/05_controller/app/main.rb b/samples/02_input_basics/05_controller/app/main.rb index c986fa9..0ca4bbb 100644 --- a/samples/02_input_basics/05_controller/app/main.rb +++ b/samples/02_input_basics/05_controller/app/main.rb @@ -7,6 +7,8 @@ If there is more than one controller being used, they can be differentiated by using names like controller_one and controller_two. + For a full listing of buttons, take a look at mygame/documentation/08-controllers.md. + Reminder: - args.state.PROPERTY: The state property on args is a dynamic @@ -40,57 +42,51 @@ class ControllerDemo def process_inputs state.buttons = [] - state.buttons << [100, 500, inputs.controller_one.key_held.l1, "L1"] - state.buttons << [100, 600, inputs.controller_one.key_held.l2, "L2"] - - state.buttons << [1100, 500, inputs.controller_one.key_held.r1, "R1"] - state.buttons << [1100, 600, inputs.controller_one.key_held.r2, "R2"] - - state.buttons << [540, 450, inputs.controller_one.key_held.select, "Select"] - state.buttons << [660, 450, inputs.controller_one.key_held.start, "Start"] - - state.buttons << [200, 300, inputs.controller_one.key_held.left, "Left"] - state.buttons << [300, 400, inputs.controller_one.key_held.up, "Up"] - state.buttons << [400, 300, inputs.controller_one.key_held.right, "Right"] - state.buttons << [300, 200, inputs.controller_one.key_held.down, "Down"] - - state.buttons << [800, 300, inputs.controller_one.key_held.x, "X"] - state.buttons << [900, 400, inputs.controller_one.key_held.y, "Y"] - state.buttons << [1000, 300, inputs.controller_one.key_held.a, "A"] - state.buttons << [900, 200, inputs.controller_one.key_held.b, "B"] - - state.buttons << [450 + inputs.controller_one.left_analog_x_perc * 100, - 100 + inputs.controller_one.left_analog_y_perc * 100, - inputs.controller_one.key_held.l3, - "L3"] - - state.buttons << [750 + inputs.controller_one.right_analog_x_perc * 100, - 100 + inputs.controller_one.right_analog_y_perc * 100, - inputs.controller_one.key_held.r3, - "R3"] + state.buttons << { x: 100, y: 500, active: inputs.controller_one.key_held.l1, text: "L1"} + state.buttons << { x: 100, y: 600, active: inputs.controller_one.key_held.l2, text: "L2"} + state.buttons << { x: 1100, y: 500, active: inputs.controller_one.key_held.r1, text: "R1"} + state.buttons << { x: 1100, y: 600, active: inputs.controller_one.key_held.r2, text: "R2"} + state.buttons << { x: 540, y: 450, active: inputs.controller_one.key_held.select, text: "Select"} + state.buttons << { x: 660, y: 450, active: inputs.controller_one.key_held.start, text: "Start"} + state.buttons << { x: 200, y: 300, active: inputs.controller_one.key_held.left, text: "Left"} + state.buttons << { x: 300, y: 400, active: inputs.controller_one.key_held.up, text: "Up"} + state.buttons << { x: 400, y: 300, active: inputs.controller_one.key_held.right, text: "Right"} + state.buttons << { x: 300, y: 200, active: inputs.controller_one.key_held.down, text: "Down"} + state.buttons << { x: 800, y: 300, active: inputs.controller_one.key_held.x, text: "X"} + state.buttons << { x: 900, y: 400, active: inputs.controller_one.key_held.y, text: "Y"} + state.buttons << { x: 1000, y: 300, active: inputs.controller_one.key_held.a, text: "A"} + state.buttons << { x: 900, y: 200, active: inputs.controller_one.key_held.b, text: "B"} + state.buttons << { x: 450 + inputs.controller_one.left_analog_x_perc * 100, + y: 100 + inputs.controller_one.left_analog_y_perc * 100, + active: inputs.controller_one.key_held.l3, + text: "L3" } + state.buttons << { x: 750 + inputs.controller_one.right_analog_x_perc * 100, + y: 100 + inputs.controller_one.right_analog_y_perc * 100, + active: inputs.controller_one.key_held.r3, + text: "R3" } end # Gives each button a square shape. # If the button is being pressed or held (which means it is considered active), # the square is filled in. Otherwise, the button simply has a border. def render - state.buttons.each do |x, y, active, text| - rect = [x, y, 75, 75] + state.buttons.each do |b| + rect = { x: b.x, y: b.y, w: 75, h: 75 } - if active # if button is pressed + if b.active # if button is pressed outputs.solids << rect # rect is output as solid (filled in) else outputs.borders << rect # otherwise, output as border end # Outputs the text of each button using labels. - outputs.labels << [x, y + 95, text] # add 95 to place label above button + outputs.labels << { x: b.x, y: b.y + 95, text: b.text } # add 95 to place label above button end - outputs.labels << [10, 60, "Left Analog x: #{inputs.controller_one.left_analog_x_raw} (#{inputs.controller_one.left_analog_x_perc * 100}%)"] - outputs.labels << [10, 30, "Left Analog y: #{inputs.controller_one.left_analog_y_raw} (#{inputs.controller_one.left_analog_y_perc * 100}%)"] - outputs.labels << [900, 60, "Right Analog x: #{inputs.controller_one.right_analog_x_raw} (#{inputs.controller_one.right_analog_x_perc * 100}%)"] - outputs.labels << [900, 30, "Right Analog y: #{inputs.controller_one.right_analog_y_raw} (#{inputs.controller_one.right_analog_y_perc * 100}%)"] + outputs.labels << { x: 10, y: 60, text: "Left Analog x: #{inputs.controller_one.left_analog_x_raw} (#{inputs.controller_one.left_analog_x_perc * 100}%)" } + outputs.labels << { x: 10, y: 30, text: "Left Analog y: #{inputs.controller_one.left_analog_y_raw} (#{inputs.controller_one.left_analog_y_perc * 100}%)" } + outputs.labels << { x: 900, y: 60, text: "Right Analog x: #{inputs.controller_one.right_analog_x_raw} (#{inputs.controller_one.right_analog_x_perc * 100}%)" } + outputs.labels << { x: 900, y: 30, text: "Right Analog y: #{inputs.controller_one.right_analog_y_raw} (#{inputs.controller_one.right_analog_y_perc * 100}%)" } end end |
