local anim8 = require 'assets/scripts/vendor/anim8' local controls = {} local BUTTONS = {} function controls.load(game) -- Button left local img_button_left = love.graphics.newImage('assets/sprites/gui/button_left.png') local left_x = PADDING local left_y = (game.window.height / 3 * 2) - img_button_left:getHeight() - PADDING controls.new_button('button_left', left_x, left_y, img_button_left) -- Button right local img_button_right = love.graphics.newImage('assets/sprites/gui/button_right.png') local right_x = game.window.width - (img_button_right:getWidth() / 2) - PADDING local right_y = (game.window.height / 3 * 2) - img_button_right:getHeight() - PADDING controls.new_button('button_right', right_x, right_y, img_button_right) -- Button up local img_button_up = love.graphics.newImage('assets/sprites/gui/button_up.png') local up_x = game.window.width - (img_button_up:getWidth() / 2) - PADDING local up_y = (game.window.height / 3) - img_button_up:getHeight() - PADDING controls.new_button('button_up', up_x, up_y, img_button_up) end function controls.draw() for key, button in pairs(BUTTONS) do button.animation:draw(button.img, button.x, button.y) end end function controls.keypressed(key, scancode, isrepeat) if key == 'escape' or key == 'q' then CONTROL_QUIT = true end if key == 'right' then CONTROL_RIGHT = true elseif key == 'left' then CONTROL_LEFT = true end if key == 'up' then CONTROL_UP = true end end function controls.keyreleased(key, scancode) CONTROL_UP, CONTROL_RIGHT, CONTROL_LEFT, CONTROL_QUIT = false, false, false, false end function controls.mousepressed(x, y, button, istouch) local buttons_pressends = {} for key, button in pairs(BUTTONS) do if button.x <= x and x <= (button.x + (button.img:getWidth() / 2)) and button.y <= y and y <= (button.y + button.img:getHeight()) then table.insert(buttons_pressends, button.name) button.animation:gotoFrame(2) mouse_actions(button.name) end end end function controls.mousereleased(x, y, button, istouch) CONTROL_UP, CONTROL_RIGHT, CONTROL_LEFT, CONTROL_QUIT = false, false, false, false for key, button in pairs(BUTTONS) do button.animation:gotoFrame(1) end end function controls.new_button(name, x, y, img) img_temp = img g = anim8.newGrid(img_temp:getWidth() / 2, img_temp:getHeight(), img_temp:getWidth(), img_temp:getHeight()) table.insert(BUTTONS, { name=name, x=x, y=y, img=img_temp, animation = anim8.newAnimation(g('1-2', 1), 1) }) end function mouse_actions(name) if name == 'button_left' then CONTROL_LEFT = true elseif name == 'button_right' then CONTROL_RIGHT = true elseif name == 'button_up' then CONTROL_UP = true end end return controls