standardize keyboard-based FlxCamera movement
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@@ -117,36 +117,28 @@
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(+= uiCamera.y (* FlxG.mouse.wheel UI_SCROLL_FACTOR))
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// TODO allow changing the a scroll factor
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// Control the UI camera with the arrow keys, and the playground camera with wasd:
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// Control the UI camera with WASD, and the playground camera with arrow keys:
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(var KEYBOARD_SCROLL_SPEED 200)
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(method cameraKeyControl [:FlxCamera camera :Void->Bool leftKey :Void->Bool rightKey :Void->Bool upKey :Void->Bool downKey]
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// but not when textInput is focused
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(unless (and textInput textInput.hasFocus)
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(let [scrollPerSec (/ KEYBOARD_SCROLL_SPEED 60)
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&mut :FlxVector movement (new FlxPoint)]
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(when (leftKey) (-= movement.x 1))
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(when (rightKey) (+= movement.x 1))
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(when (upKey) (-= movement.y 1))
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(when (downKey) (+= movement.y 1))
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(when (< 0 movement.length)
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(set movement (movement.normalize)))
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(movement.scale scrollPerSec)
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(+= camera.scroll.x movement.x)
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(+= camera.scroll.y movement.y))))
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(FlxG.camera.updateKeyControl
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elapsed
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KEYBOARD_SCROLL_SPEED
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->{FlxG.keys.pressed.LEFT}
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->{FlxG.keys.pressed.RIGHT}
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->{FlxG.keys.pressed.UP}
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->{FlxG.keys.pressed.DOWN})
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// don't move the ui camera before ui has been placed -- new UI elements could appear offscreen
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(when (> uiGroup.length 0)
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(cameraKeyControl uiCamera
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->{FlxG.keys.pressed.LEFT}
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->{FlxG.keys.pressed.RIGHT}
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->{FlxG.keys.pressed.UP}
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->{FlxG.keys.pressed.DOWN}))
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(cameraKeyControl FlxG.camera
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->{FlxG.keys.pressed.A}
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->{FlxG.keys.pressed.D}
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->{FlxG.keys.pressed.W}
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->{FlxG.keys.pressed.S}))
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(unless (and textInput textInput.hasFocus)
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(uiCamera.updateKeyControl
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elapsed
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KEYBOARD_SCROLL_SPEED
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// TODO support dvorak
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->{FlxG.keys.pressed.A}
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->{FlxG.keys.pressed.D}
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->{FlxG.keys.pressed.W}
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->{FlxG.keys.pressed.S}))))
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(method :Void typeCommand []
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(enterText
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