Porting and refactoring handloose

This commit is contained in:
2022-01-24 12:43:45 -07:00
parent 4cacc481ab
commit 8abb4cbcbb
3 changed files with 89 additions and 123 deletions

View File

@@ -34,6 +34,7 @@
<!-- _______________________________ Libraries ______________________________ -->
<haxelib name="flixel" />
<haxelib name="kiss" />
<!--In case you want to use the addons package-->
<!--<haxelib name="flixel-addons" />-->

View File

@@ -6,20 +6,10 @@ import flixel.FlxSprite;
import flixel.util.FlxColor;
import flixel.input.gamepad.FlxGamepad;
import flixel.text.FlxText;
import haxe.ds.Option;
using flixel.util.FlxSpriteUtil;
enum ButtonBehavior
{
Cycle(behaviors:Array<ButtonBehavior>);
Tab;
Control;
Backspace;
Shift;
Space;
Letter(char:String);
}
// In DDR order:
enum ArrowDir
{
@@ -29,112 +19,9 @@ enum ArrowDir
Right;
}
@:build(kiss.Kiss.build())
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();
@@ -153,20 +40,25 @@ class TypingState extends FlxState
{
super.update(elapsed);
var lastId = getFirstInputId();
}
function getFirstInputId():Option<Int> {
// Important: can be null if there's no active gamepad yet!
var gamepad:FlxGamepad = FlxG.gamepads.lastActive;
if (gamepad != null)
{
updateGamepadInput(gamepad);
var firstGamepadId = gamepad.firstJustPressedRawID();
if (firstGamepadId != -1) {
return Some(firstGamepadId);
}
}
}
function updateGamepadInput(gamepad:FlxGamepad):Void
{
var id = gamepad.firstJustPressedRawID();
if (id != -1)
{
var whichButton = buttonIDs[id];
var firstKeyId = FlxG.keys.firstJustPressed();
if (firstKeyId != -1) {
return Some(firstKeyId);
} else {
return None;
}
}
}

View File

@@ -0,0 +1,73 @@
(method &override :Void create []
#|{
super.create();
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);
}|#)
(var SPRITE_SIZE 100)
(var TEXT_SIZE 24)
(method :FlxSprite makeTriangleSprite [:ArrowDir dir :String text :Int x :Int y]
#|{
var spr = new FlxSprite();
spr.makeGraphic(SPRITE_SIZE, SPRITE_SIZE, FlxColor.TRANSPARENT, true);
FlxSpriteUtil.beginDraw(FlxColor.WHITE);
spr.drawTriangle(0, 0, SPRITE_SIZE);
spr.angle = switch (dir)
{
case Left:
-90;
case Down:
180;
case Up:
0;
case Right:
90;
};
var text = new FlxText(text, TEXT_SIZE);
text.angle = -spr.angle;
text.color = FlxColor.BLACK;
spr.stamp(text, Math.floor(SPRITE_SIZE/2) - Math.floor(text.width / 2), Math.floor(SPRITE_SIZE/2) - Math.floor(text.height / 2));
spr.x = x;
spr.y = y;
return spr;
}|#)