Moving to standardgamepad buttons.

This commit is contained in:
2024-11-08 16:02:41 -05:00
parent b4287ad61e
commit 9130155999
2 changed files with 21 additions and 4 deletions

23
game.go
View File

@@ -186,6 +186,18 @@ func (g *Game) Draw(screen *ebiten.Image) {
op.GeoM.Translate(g.hero.Pos.X, g.hero.Pos.Y)
screen.DrawImage(weaponImage, op)
//secondary/upgraded weapon sprite; in testing proves sort of distracting
/*
if g.hero.Upgrade {
op.GeoM.Reset()
op.GeoM.Translate(-16, -16)
op.GeoM.Scale(0.75, 0.75)
op.GeoM.Translate(16, 0)
op.GeoM.Rotate(g.hero.Angle + math.Pi)
op.GeoM.Translate(g.hero.Pos.X, g.hero.Pos.Y)
screen.DrawImage(weaponImage, op)
}*/
for _, target := range g.targets {
target.Draw()
@@ -414,16 +426,19 @@ func (g *Game) ResetTargetTouches() {
}
func (g *Game) AppendProjectiles() {
if g.counter%14 == 0 && ebiten.IsGamepadButtonPressed(0, ebiten.GamepadButton7) {
if g.counter%14 == 0 && ebiten.IsStandardGamepadButtonPressed(0, ebiten.StandardGamepadButtonFrontBottomRight) {
g.projectiles[g.counter] = NewProjectile(Coordinates{X: g.hero.Pos.X, Y: g.hero.Pos.Y}, g.hero.Angle, 5.)
g.projectiles[g.counter+1] = NewProjectile(Coordinates{X: g.hero.Pos.X, Y: g.hero.Pos.Y}, g.hero.Angle+math.Pi, 5.)
if g.hero.Upgrade {
g.projectiles[g.counter+1] = NewProjectile(Coordinates{X: g.hero.Pos.X, Y: g.hero.Pos.Y}, g.hero.Angle+math.Pi, 5.)
}
}
}
func (g *Game) HandleInput() {
if len(g.gamepadIDs) > 0 {
if ebiten.IsGamepadButtonPressed(0, ebiten.GamepadButton11) {
if inpututil.IsStandardGamepadButtonJustPressed(0, ebiten.StandardGamepadButtonRightStick) {
if !g.explosion.Active && !g.gameover {
g.explosion.SetOrigin(g.hero.Pos)
g.explosion.Reset()
@@ -431,7 +446,7 @@ func (g *Game) HandleInput() {
}
}
if inpututil.IsGamepadButtonJustPressed(0, ebiten.GamepadButton9) {
if inpututil.IsStandardGamepadButtonJustPressed(0, ebiten.StandardGamepadButtonCenterRight) {
if g.gameover {
g.reset = true
} else {