Files
metro-puzzle-jp/internal/game/input.go
claude 4ae7dba291
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M1: rörelse, kollision, kamera, scener, tileset, skärmdumpar, CI
- internal/sim: rutbaserad Mover (4 riktningar, riktningsbyte vid rutgräns,
  bildrute-exakt ankomst) och Camera (följer, klampar, centrerar små kartor),
  med tester
- internal/game: scener meny -> bana -> resultat, tangentbord + gamepad,
  tileset och spelaranimation, HUD, skriptläge (-script) för deterministiska
  skärmdumpar och tester
- tools/genart genererar placeholder-grafik (tiles.png, player.png);
  tools/shots tar doc/img/*.png som README och wiki visar
- bana 002-shinjuku (33x21) för kamerascroll; level.List/LoadFile/TrainAt
- .gitea/workflows/release.yaml: vet + test + linux/windows-zippar till
  rullande latest på brasse-linux01-runnern (linux-amd64)
- docs: roadmap M1 klar, tester, plan, README med bilder och styrning

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-23 19:16:53 +02:00

100 lines
3.2 KiB
Go

package game
import (
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
"gitea.brasse-pc.eu/brasse/metro-puzzle-jp/internal/sim"
)
const stickDeadzone = 0.5
// dirInput returnerar hållen riktning från tangentbord (pilar/WASD) eller
// gamepad (d-pad / vänster spak). None om inget hålls.
func dirInput() sim.Dir {
if virtual.held != sim.None {
return virtual.held
}
switch {
case ebiten.IsKeyPressed(ebiten.KeyArrowUp) || ebiten.IsKeyPressed(ebiten.KeyW):
return sim.Up
case ebiten.IsKeyPressed(ebiten.KeyArrowDown) || ebiten.IsKeyPressed(ebiten.KeyS):
return sim.Down
case ebiten.IsKeyPressed(ebiten.KeyArrowLeft) || ebiten.IsKeyPressed(ebiten.KeyA):
return sim.Left
case ebiten.IsKeyPressed(ebiten.KeyArrowRight) || ebiten.IsKeyPressed(ebiten.KeyD):
return sim.Right
}
for _, id := range ebiten.AppendGamepadIDs(nil) {
if !ebiten.IsStandardGamepadLayoutAvailable(id) {
continue
}
switch {
case ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonLeftTop):
return sim.Up
case ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonLeftBottom):
return sim.Down
case ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonLeftLeft):
return sim.Left
case ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonLeftRight):
return sim.Right
}
x := ebiten.StandardGamepadAxisValue(id, ebiten.StandardGamepadAxisLeftStickHorizontal)
y := ebiten.StandardGamepadAxisValue(id, ebiten.StandardGamepadAxisLeftStickVertical)
switch {
case y < -stickDeadzone:
return sim.Up
case y > stickDeadzone:
return sim.Down
case x < -stickDeadzone:
return sim.Left
case x > stickDeadzone:
return sim.Right
}
}
return sim.None
}
// confirmJustPressed: Enter/mellanslag eller gamepadens nedre knapp (A/kryss).
func confirmJustPressed() bool {
if virtual.pressed["enter"] {
return true
}
if inpututil.IsKeyJustPressed(ebiten.KeyEnter) || inpututil.IsKeyJustPressed(ebiten.KeySpace) {
return true
}
return gamepadJustPressed(ebiten.StandardGamepadButtonRightBottom)
}
// backJustPressed: Escape eller gamepadens högra knapp (B/cirkel).
func backJustPressed() bool {
return virtual.pressed["esc"] || inpututil.IsKeyJustPressed(ebiten.KeyEscape) || gamepadJustPressed(ebiten.StandardGamepadButtonRightRight)
}
// menuMove returnerar -1/+1 när användaren just tryckte upp/ner i en meny.
func menuMove() int {
switch {
case virtual.pressed["up"]:
return -1
case virtual.pressed["down"]:
return 1
case inpututil.IsKeyJustPressed(ebiten.KeyArrowUp) || inpututil.IsKeyJustPressed(ebiten.KeyW) || gamepadJustPressed(ebiten.StandardGamepadButtonLeftTop):
return -1
case inpututil.IsKeyJustPressed(ebiten.KeyArrowDown) || inpututil.IsKeyJustPressed(ebiten.KeyS) || gamepadJustPressed(ebiten.StandardGamepadButtonLeftBottom):
return 1
}
return 0
}
func gamepadJustPressed(b ebiten.StandardGamepadButton) bool {
for _, id := range ebiten.AppendGamepadIDs(nil) {
if ebiten.IsStandardGamepadLayoutAvailable(id) && inpututil.IsStandardGamepadButtonJustPressed(id, b) {
return true
}
}
return false
}
// inpututil_R: R = spela om banan.
func inpututil_R() bool { return virtual.pressed["r"] || inpututil.IsKeyJustPressed(ebiten.KeyR) }