2017-01-03 23:49:53 +01:00
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local anim8 = require 'assets/scripts/vendor/anim8'
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2016-11-12 13:49:24 +01:00
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local controls = {}
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2017-01-03 23:49:53 +01:00
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local BUTTONS = {}
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2016-11-12 13:49:24 +01:00
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2016-12-08 20:02:27 +01:00
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function controls.load(game)
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2017-01-03 23:49:53 +01:00
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local padding = 50
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-- Button left
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local img_button_left = love.graphics.newImage('assets/sprites/hui/button_left.png')
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local left_x = padding
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local left_y = (game.window.height / 3 * 2) - img_button_left:getHeight() - padding
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controls.new_button('button_left', left_x, left_y, img_button_left)
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-- Button right
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local img_button_right = love.graphics.newImage('assets/sprites/hui/button_right.png')
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local right_x = game.window.width - (img_button_right:getWidth() / 2) - padding
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local right_y = (game.window.height / 3 * 2) - img_button_right:getHeight() - padding
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controls.new_button('button_right', right_x, right_y, img_button_right)
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-- Button up
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local img_button_up = love.graphics.newImage('assets/sprites/hui/button_up.png')
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local up_x = game.window.width - (img_button_up:getWidth() / 2) - padding
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local up_y = (game.window.height / 3) - img_button_up:getHeight() - padding
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controls.new_button('button_up', up_x, up_y, img_button_up)
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2016-12-08 20:02:27 +01:00
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end
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2016-11-12 13:49:24 +01:00
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function controls.update(dt)
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if love.mouse.isDown(1) then
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end
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end
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2016-12-08 20:02:27 +01:00
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function controls.draw()
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2017-01-03 23:49:53 +01:00
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for key, button in pairs(BUTTONS) do
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button.animation:draw(button.img, button.x, button.y)
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end
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2016-12-08 20:02:27 +01:00
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end
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2017-01-03 22:05:46 +01:00
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function controls.keypressed(key, scancode, isrepeat)
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if key == 'escape' or key == 'q' then
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CONTROL_QUIT = true
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end
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if key == 'right' then
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CONTROL_RIGHT = true
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elseif key == 'left' then
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CONTROL_LEFT = true
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end
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if key == 'up' then
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CONTROL_UP = true
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end
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end
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function controls.keyreleased(key, scancode)
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CONTROL_UP, CONTROL_RIGHT, CONTROL_LEFT, CONTROL_QUIT = false, false, false, false
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end
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function controls.mousepressed(x, y, button, istouch)
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2017-01-03 23:49:53 +01:00
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local buttons_pressends = {}
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for key, button in pairs(BUTTONS) do
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if button.x <= x and x <= (button.x + (button.img:getWidth() / 2)) and button.y <= y and y <= (button.y + button.img:getHeight()) then
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table.insert(buttons_pressends, button.name)
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button.animation:gotoFrame(2)
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mouse_actions(button.name)
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end
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end
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2017-01-03 22:05:46 +01:00
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end
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function controls.mousereleased(x, y, button, istouch)
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2017-01-03 23:49:53 +01:00
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CONTROL_UP, CONTROL_RIGHT, CONTROL_LEFT, CONTROL_QUIT = false, false, false, false
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for key, button in pairs(BUTTONS) do
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button.animation:gotoFrame(1)
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end
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end
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function controls.new_button(name, x, y, img)
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img_temp = img
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g = anim8.newGrid(img_temp:getWidth() / 2, img_temp:getHeight(), img_temp:getWidth(), img_temp:getHeight())
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table.insert(BUTTONS, {
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name=name,
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x=x,
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y=y,
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img=img_temp,
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animation = anim8.newAnimation(g('1-2', 1), 1)
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})
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end
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function mouse_actions(name)
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if name == 'button_left' then
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CONTROL_LEFT = true
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elseif name == 'button_right' then
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CONTROL_RIGHT = true
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elseif name == 'button_up' then
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CONTROL_UP = true
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end
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2017-01-03 22:05:46 +01:00
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end
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2016-11-12 13:49:24 +01:00
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return controls
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