Keyboard event-based input is working for keydown and keyup

This commit is contained in:
2022-11-05 17:54:45 +01:00
parent 0c145b4e5b
commit 2439c3d7b9
9 changed files with 266 additions and 54 deletions

View File

@@ -1,20 +1,27 @@
import engine;
//import input;
import input;
/*
//input settings, mapping SDL2's virtual keys to event names
mapInputEventToKey("character_up", "w", 0); //event, keysym, keymod
mapInputEventToKey("character_left", "a", 0); //event, keysym, keymod
mapInputEventToKey("character_down", "s", 0); //event, keysym, keymod
mapInputEventToKey("character_right", "d", 0); //event, keysym, keymod
mapInputEventToKeyDown("character_up", "w"); //event, keysym
mapInputEventToKeyDown("character_left", "a"); //event, keysym
mapInputEventToKeyDown("character_down", "s"); //event, keysym
mapInputEventToKeyDown("character_right", "d"); //event, keysym
mapInputEventToSpecial("character_up", "arrow_up"); //event, special
mapInputEventToSpecial("character_left", "arrow_left"); //event, special
mapInputEventToSpecial("character_down", "arrow_down"); //event, special
mapInputEventToSpecial("character_right", "arrow_right"); //event, special
mapInputEventToKeyUp("character_up", "w"); //event, keysym
mapInputEventToKeyUp("character_left", "a"); //event, keysym
mapInputEventToKeyUp("character_down", "s"); //event, keysym
mapInputEventToKeyUp("character_right", "d"); //event, keysym
mapInputEventToKey("character_jump", " ", 0); //event, keysym, keymod
*/
mapInputEventToKeyDown("character_up", "up"); //event, keysym
mapInputEventToKeyDown("character_left", "left"); //event, keysym
mapInputEventToKeyDown("character_down", "down"); //event, keysym
mapInputEventToKeyDown("character_right", "right"); //event, keysym
mapInputEventToKeyUp("character_up", "up"); //event, keysym
mapInputEventToKeyUp("character_left", "left"); //event, keysym
mapInputEventToKeyUp("character_down", "down"); //event, keysym
mapInputEventToKeyUp("character_right", "right"); //event, keysym
//this function must always be called, or the engine won't run
initWindow("Airport Game", 800, 600, false);

View File

@@ -1,13 +1,18 @@
import node;
//constants
var SPEED: int const = 10;
//variables
var parent: opaque = null;
var x: int = 50;
var y: int = 50;
var xspeed: int = 0;
var yspeed: int = 0;
//accessors
fn getX(node: opaque) {
print "Called getX";
return x;
}
@@ -26,8 +31,53 @@ fn onInit(node: opaque) {
print "accessed parent";
}
fn onKeyDown(node: opaque, event: string) {
if (event == "character_up") {
yspeed -= SPEED;
return;
}
if (event == "character_down") {
yspeed += SPEED;
return;
}
if (event == "character_left") {
xspeed -= SPEED;
return;
}
if (event == "character_right") {
xspeed += SPEED;
return;
}
}
fn onKeyUp(node: opaque, event: string) {
if (event == "character_up" && yspeed < 0) {
yspeed = 0;
return;
}
if (event == "character_down" && yspeed > 0) {
yspeed = 0;
return;
}
if (event == "character_left" && xspeed < 0) {
xspeed = 0;
return;
}
if (event == "character_right" && xspeed > 0) {
xspeed = 0;
return;
}
}
fn onStep(node: opaque) {
print "render.toy:onStep()";
x += xspeed;
y += yspeed;
}
fn onFree(node: opaque) {
@@ -37,7 +87,7 @@ fn onFree(node: opaque) {
}
fn onDraw(node: opaque) {
print "render.toy:onDraw() called";
// print "render.toy:onDraw() called";
var px = parent.callNode("getX");
var py = parent.callNode("getY");