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KeyboardMovement.asc
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// Main script for module 'KeyboardMovement'
// define direction vectors
KeyboardMovementDirection direction;
// stores current walking direction of player character and a multiplier
Vector* move;
int distance;
// track the previous key press for Tapping mode
int lastkey = 0;
bool keydown = false;
// stores current keyboard control mode (disabled by default)
KeyboardMovementMode mode = eKeyboardMovementModeNone;
void set_Mode(static KeyboardMovement, KeyboardMovementMode newmode)
{
mode = newmode;
}
KeyboardMovementMode get_Mode(static KeyboardMovement)
{
return mode;
}
// store keymap
KeyboardMovementKeymap keymap;
// up
void set_KeyUp(static KeyboardMovement, eKeyCode up)
{
keymap.KeyUp = up;
}
eKeyCode get_KeyUp(static KeyboardMovement)
{
return keymap.KeyUp;
}
// down
void set_KeyDown(static KeyboardMovement, eKeyCode down)
{
keymap.KeyDown = down;
}
eKeyCode get_KeyDown(static KeyboardMovement)
{
return keymap.KeyDown;
}
// left
void set_KeyLeft(static KeyboardMovement, eKeyCode left)
{
keymap.KeyLeft = left;
}
eKeyCode get_KeyLeft(static KeyboardMovement)
{
return keymap.KeyLeft;
}
// right
void set_KeyRight(static KeyboardMovement, eKeyCode right)
{
keymap.KeyRight = right;
}
eKeyCode get_KeyRight(static KeyboardMovement)
{
return keymap.KeyRight;
}
Character* get_Char(static KeyboardMovement)
{
return keymap.Char;
}
void set_Char(static KeyboardMovement, Character* c)
{
keymap.Char = c;
}
Vector* get_Move(static KeyboardMovement)
{
return move;
}
Vector* make_vector(int x, int y)
{
Vector* vector = new Vector;
vector.x = x;
vector.y = y;
return vector;
}
function set_direction(Vector* vector)
{
move.x = vector.x;
move.y = vector.y;
}
function apply_direction(Vector* vector)
{
move.x += vector.x;
move.y += vector.y;
}
function stop_moving()
{
Vector* stopped = make_vector(move.x * -1, move.y * -1);
apply_direction(stopped);
}
function game_start()
{
// initialise move
move = make_vector(0, 0);
// setup directions
direction.Up = make_vector(0, -1);
direction.Down = make_vector(0, 1);
direction.Left = make_vector(-1, 0);
direction.Right = make_vector(1, 0);
// setup default keys
keymap.KeyDown = eKeyDownArrow;
keymap.KeyLeft = eKeyLeftArrow;
keymap.KeyRight = eKeyRightArrow;
keymap.KeyUp = eKeyUpArrow;
keymap.Char = player;
}
function repeatedly_execute()
{
if (mode == eKeyboardMovementModeTapping)
{
// if a key was pressed in tapping mode, check if it is still down
if (lastkey > 0 && !IsKeyPressed(lastkey))
{
lastkey = 0;
keydown = false;
}
else
{
keydown = true;
}
}
if (IsGamePaused() || mode != eKeyboardMovementModePressing || !IsInterfaceEnabled() || keymap.Char.on == 0)
{
return;
}
Vector* old = make_vector(move.x, move.y);
stop_moving();
if (IsKeyPressed(keymap.KeyDown))
{
apply_direction(direction.Down);
}
if (IsKeyPressed(keymap.KeyLeft))
{
apply_direction(direction.Left);
}
if (IsKeyPressed(keymap.KeyRight))
{
apply_direction(direction.Right);
}
if (IsKeyPressed(keymap.KeyUp))
{
apply_direction(direction.Up);
}
if (old.x != move.x || old.y != move.y)
{
keymap.Char.WalkStraight(keymap.Char.x + move.x * distance, keymap.Char.y + move.y * distance, eNoBlock);
}
}
function on_key_press(int keycode)
{
if (lastkey > 0 || IsGamePaused() || mode != eKeyboardMovementModeTapping || !IsInterfaceEnabled() || keymap.Char.on == 0)
{
return;
}
Vector* next;
if (keycode == keymap.KeyDown)
{
next = direction.Down;
}
else if (keycode == keymap.KeyLeft)
{
next = direction.Left;
}
else if (keycode == keymap.KeyRight)
{
next = direction.Right;
}
else if (keycode == keymap.KeyUp)
{
next = direction.Up;
}
if (next == null || (next.x == move.x && next.y == move.y))
{
stop_moving();
}
else
{
set_direction(next);
}
keymap.Char.WalkStraight(keymap.Char.x + move.x * distance, keymap.Char.y + move.y * distance, eNoBlock);
lastkey = keycode;
}
function on_event(EventType event, int data)
{
if (event == eEventLeaveRoom)
{
stop_moving();
}
else if (event == eEventEnterRoomBeforeFadein)
{
if (Room.Height > Room.Width)
{
distance = Room.Height * 2;
}
else
{
distance = Room.Width * 2;
}
}
}