add handloose

This commit is contained in:
2022-01-22 20:17:36 -07:00
parent c786d2da2e
commit 4cacc481ab
14 changed files with 339 additions and 0 deletions

1
projects/handloose/.gitignore vendored Normal file
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export

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{
"recommendations": [
"openfl.lime-vscode-extension"
]
}

21
projects/handloose/.vscode/launch.json vendored Normal file
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{
"version": "0.2.0",
"configurations": [
{
"name": "Build + Debug",
"type": "lime",
"request": "launch"
},
{
"name": "Debug",
"type": "lime",
"request": "launch",
"preLaunchTask": null
},
{
"name": "Macro",
"type": "haxe-eval",
"request": "launch"
}
]
}

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{
"search.exclude": {
"export/**/*.hx": true
},
"[haxe]": {
"editor.formatOnSave": true,
"editor.formatOnPaste": true,
"editor.codeActionsOnSave": {
"source.sortImports": true
}
},
"haxe.enableExtendedIndentation": true
}

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projects/handloose/.vscode/tasks.json vendored Normal file
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{
"version": "2.0.0",
"tasks": [
{
"type": "lime",
"command": "test",
"group": {
"kind": "build",
"isDefault": true
}
}
]
}

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<?xml version="1.0" encoding="utf-8"?>
<project>
<!-- _________________________ Application Settings _________________________ -->
<app title="FlxProject" file="FlxProject" main="Main" version="0.0.1" company="HaxeFlixel" />
<!--The flixel preloader is not accurate in Chrome. You can use it regularly if you embed the swf into a html file
or you can set the actual size of your file manually at "FlxPreloaderBase-onUpdate-bytesTotal"-->
<app preloader="flixel.system.FlxPreloader" />
<!--Minimum without FLX_NO_GAMEPAD: 11.8, without FLX_NO_NATIVE_CURSOR: 11.2-->
<set name="SWF_VERSION" value="11.8" />
<!-- ____________________________ Window Settings ___________________________ -->
<!--These window settings apply to all targets-->
<window width="1280" height="720" fps="60" background="#000000" hardware="true" vsync="false" />
<!--HTML5-specific-->
<window if="html5" resizable="false" />
<!--Desktop-specific-->
<window if="desktop" orientation="landscape" fullscreen="false" resizable="true" />
<!--Mobile-specific-->
<window if="mobile" orientation="landscape" fullscreen="true" width="0" height="0" />
<!-- _____________________________ Path Settings ____________________________ -->
<set name="BUILD_DIR" value="export" />
<classpath name="source" />
<assets path="assets" />
<!-- _______________________________ Libraries ______________________________ -->
<haxelib name="flixel" />
<!--In case you want to use the addons package-->
<!--<haxelib name="flixel-addons" />-->
<!--In case you want to use the ui package-->
<!--<haxelib name="flixel-ui" />-->
<!--In case you want to use nape with flixel-->
<!--<haxelib name="nape-haxe4" />-->
<!-- ______________________________ Haxedefines _____________________________ -->
<!--Enable the Flixel core recording system-->
<!--<haxedef name="FLX_RECORD" />-->
<!--Disable the right and middle mouse buttons-->
<!--<haxedef name="FLX_NO_MOUSE_ADVANCED" />-->
<!--Disable the native cursor API on Flash-->
<!--<haxedef name="FLX_NO_NATIVE_CURSOR" />-->
<!--Optimise inputs, be careful you will get null errors if you don't use conditionals in your game-->
<haxedef name="FLX_NO_MOUSE" if="mobile" />
<haxedef name="FLX_NO_KEYBOARD" if="mobile" />
<haxedef name="FLX_NO_TOUCH" if="desktop" />
<!--<haxedef name="FLX_NO_GAMEPAD" />-->
<!--Disable the Flixel core sound tray-->
<!--<haxedef name="FLX_NO_SOUND_TRAY" />-->
<!--Disable the Flixel sound management code-->
<!--<haxedef name="FLX_NO_SOUND_SYSTEM" />-->
<!--Disable the Flixel core focus lost screen-->
<!--<haxedef name="FLX_NO_FOCUS_LOST_SCREEN" />-->
<!--Disable the Flixel core debugger. Automatically gets set whenever you compile in release mode!-->
<haxedef name="FLX_NO_DEBUG" unless="debug" />
<!--Enable this for Nape release builds for a serious peformance improvement-->
<haxedef name="NAPE_RELEASE_BUILD" unless="debug" />
<!-- _________________________________ Custom _______________________________ -->
<!--Place custom nodes like icons here (higher priority to override the HaxeFlixel icon)-->
</project>

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{
"lineEnds": {
"leftCurly": "both",
"rightCurly": "both",
"objectLiteralCurly": {
"leftCurly": "after"
}
},
"sameLine": {
"ifElse": "next",
"doWhile": "next",
"tryBody": "next",
"tryCatch": "next"
}
}

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package;
@:build(flixel.system.FlxAssets.buildFileReferences("assets", true))
class AssetPaths {}

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package;
import flixel.FlxGame;
import openfl.display.Sprite;
class Main extends Sprite
{
public function new()
{
super();
addChild(new FlxGame(0, 0, TypingState, 1, 60, 60, true));
}
}

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package;
import flixel.FlxG;
import flixel.FlxState;
import flixel.FlxSprite;
import flixel.util.FlxColor;
import flixel.input.gamepad.FlxGamepad;
import flixel.text.FlxText;
using flixel.util.FlxSpriteUtil;
enum ButtonBehavior
{
Cycle(behaviors:Array<ButtonBehavior>);
Tab;
Control;
Backspace;
Shift;
Space;
Letter(char:String);
}
// In DDR order:
enum ArrowDir
{
Left;
Down;
Up;
Right;
}
class TypingState extends FlxState
{
var buttonIDs:Map<Int, String>;
var buttonBehaviors:Map<String, ButtonBehavior>;
override public function create()
{
super.create();
// for now, hard-coded for the wii pad only
buttonIDs = [
16 => "-", 12 => "+", 7 => "B", 17 => "Up", 6 => "A", 19 => "Left", 20 => "Right", 9 => "Y", 18 => "Down", 8 => "X"
];
buttonBehaviors = [
"-" => Tab,
"+" => Control,
"B" => Cycle([
Letter("m"), Letter("f"), Letter("w"), Letter("y"), Letter("p"), Letter("v"), Letter("b"), Letter("g"), Letter("k"), Letter("j"), Letter("q"),
Letter("x"), Letter("z")]),
"A" => Cycle([
Letter("g"), Letter("k"), Letter("j"), Letter("q"), Letter("x"), Letter("z"), Letter("m"), Letter("f"), Letter("w"), Letter("y"), Letter("p"),
Letter("v"), Letter("b")]),
"Left" => Cycle([
Letter("s"),
Letter("h"),
Letter("r"),
Letter("d"),
Letter("l"),
Letter("u"),
Letter("c"),
]),
"Up" => Cycle([Letter("e"), Letter("t"), Letter("a"), Letter("o"), Letter("i"), Letter("n")]),
"Down" => Cycle([Letter("o"), Letter("i"), Letter("n"), Letter("e"), Letter("t"), Letter("a")]),
"Y" => Backspace,
"Right" => Shift,
"X" => Space
];
var background = new FlxSprite();
background.makeGraphic(1280, 720, FlxColor.BLACK);
// background.x = 0;
// background.y = 0;
FlxSpriteUtil.beginDraw(FlxColor.WHITE);
var spacing = 20;
var shapeSize = 100;
var x = spacing;
var y = 720 - shapeSize - spacing;
// Split the screen into text area and dance area:
var splitX = 1280 / 2 + shapeSize;
background.drawLine(splitX, 0, splitX, 720);
// Split the left side into upper/lower:
background.drawLine(0, 720 - shapeSize - spacing * 2, splitX, 720 - shapeSize - spacing * 2);
var bSprite = makeCircleSprite("B", x, y);
x += shapeSize + spacing;
var leftSprite = makeTriangleSprite(Left, "", x, y);
x += shapeSize + spacing;
var downSprite = makeTriangleSprite(Down, "", x, y);
x += shapeSize + spacing;
var upSprite = makeTriangleSprite(Up, "", x, y);
x += shapeSize + spacing;
var rightSprite = makeTriangleSprite(Right, "", x, y);
x += shapeSize + spacing;
var aSprite = makeCircleSprite("A", x, y);
add(background);
add(bSprite);
add(leftSprite);
add(downSprite);
add(upSprite);
add(rightSprite);
add(aSprite);
}
function makeTriangleSprite(dir:ArrowDir, text:String, x:Int, y:Int):FlxSprite
{
var spr = new FlxSprite();
spr.makeGraphic(100, 100, FlxColor.TRANSPARENT, true);
FlxSpriteUtil.beginDraw(FlxColor.WHITE);
spr.drawTriangle(0, 0, 100);
spr.angle = switch (dir)
{
case Left:
-90;
case Down:
180;
case Up:
0;
case Right:
90;
};
var text = new FlxText(text, 24);
text.angle = -spr.angle;
text.color = FlxColor.BLACK;
spr.stamp(text, 50 - Math.floor(text.width / 2), 50 - Math.floor(text.height / 2));
spr.x = x;
spr.y = y;
return spr;
}
function makeCircleSprite(text:String, x:Int, y:Int):FlxSprite
{
var spr = new FlxSprite();
spr.makeGraphic(100, 100, FlxColor.TRANSPARENT, true);
FlxSpriteUtil.beginDraw(FlxColor.WHITE);
spr.drawCircle();
var text = new FlxText(text, 24);
text.color = FlxColor.BLACK;
spr.stamp(text, 50 - Math.floor(text.width / 2), 50 - Math.floor(text.height / 2));
spr.x = x;
spr.y = y;
return spr;
}
override public function update(elapsed:Float)
{
super.update(elapsed);
// Important: can be null if there's no active gamepad yet!
var gamepad:FlxGamepad = FlxG.gamepads.lastActive;
if (gamepad != null)
{
updateGamepadInput(gamepad);
}
}
function updateGamepadInput(gamepad:FlxGamepad):Void
{
var id = gamepad.firstJustPressedRawID();
if (id != -1)
{
var whichButton = buttonIDs[id];
}
}
}