Polish controls

This commit is contained in:
Miloslav Číž 2020-10-22 16:36:48 +02:00
parent 5b518b8024
commit 2deac9d7e5
4 changed files with 94 additions and 71 deletions

10
game.h
View File

@ -3064,9 +3064,9 @@ void SFG_gameStepPlaying()
uint8_t shearingOn = SFG_game.settings & 0x04;
if (SFG_keyIsDown(SFG_KEY_A))
if (SFG_keyIsDown(SFG_KEY_B))
{
if (shearingOn) // A + U/D: shearing (if on)
if (shearingOn) // B + U/D: shearing (if on)
{
if (SFG_keyIsDown(SFG_KEY_UP))
{
@ -3105,7 +3105,7 @@ void SFG_gameStepPlaying()
canSwitchWeapon)
SFG_playerRotateWeapon(1);
}
else if (!SFG_keyIsDown(SFG_KEY_A)) // L/R: turning
else if (!SFG_keyIsDown(SFG_KEY_B)) // L/R: turning
{
if (SFG_keyIsDown(SFG_KEY_LEFT))
{
@ -3119,7 +3119,7 @@ void SFG_gameStepPlaying()
}
}
if (!SFG_keyIsDown(SFG_KEY_A) || !shearingOn) // U/D: movement
if (!SFG_keyIsDown(SFG_KEY_B) || !shearingOn) // U/D: movement
{
if (SFG_keyIsDown(SFG_KEY_UP))
{
@ -3459,7 +3459,7 @@ void SFG_gameStepPlaying()
#if SFG_PREVIEW_MODE == 0
if (
SFG_keyIsDown(SFG_KEY_B) &&
SFG_keyIsDown(SFG_KEY_A) &&
!SFG_keyIsDown(SFG_KEY_C) &&
(SFG_player.weaponCooldownFrames == 0))
{

View File

@ -19,6 +19,8 @@
#include <stdint.h>
#include <stdio.h>
#include <SFML/Audio/Types.h>
#define SFG_SCREEN_RESOLUTION_X 640
#define SFG_SCREEN_RESOLUTION_Y 480
@ -29,6 +31,7 @@
#define WINDOW_SIZE (SFG_SCREEN_RESOLUTION_X * SFG_SCREEN_RESOLUTION_Y)
#include "game.h"
#include "sounds.h"
uint32_t windowPixels[WINDOW_SIZE];
@ -39,55 +42,26 @@ sfRenderWindow* window;
int8_t SFG_keyPressed(uint8_t key)
{
#define k(x) sfKeyboard_isKeyPressed(x)
#define k(x) sfKeyboard_isKeyPressed(sfKey ## x)
switch (key)
{
case SFG_KEY_UP:
return k(sfKeyW) || k(sfKeyUp) || k(sfKeyNum8);
case SFG_KEY_UP: return k(W) || k(Up) || k(Num8); break;
case SFG_KEY_RIGHT: return k(E) || k(Right) || k(Num6);
break;
case SFG_KEY_RIGHT:
return k(sfKeyE) || k(sfKeyRight) || k(sfKeyNum6);
break;
case SFG_KEY_DOWN:
return k(sfKeyS) || k(sfKeyDown) || k(sfKeyNum5) || k (sfKeyNum2);
break;
case SFG_KEY_LEFT:
return k(sfKeyQ) || k(sfKeyLeft) || k(sfKeyNum4);
break;
return k(S) || k(Down) || k(Num5) || k (Num2); break;
case SFG_KEY_LEFT: return k(Q) || k(Left) || k(Num4); break;
case SFG_KEY_A:
return k(sfKeyG) || k(sfKeyReturn) || k(sfKeyLShift);
break;
case SFG_KEY_B:
return k(sfKeyH) || k(sfKeyLControl) || k(sfKeyRControl)
|| sfMouse_isButtonPressed(sfMouseLeft);
break;
case SFG_KEY_C:
return k(sfKeyJ);
break;
case SFG_KEY_JUMP:
return k(sfKeySpace);
break;
case SFG_KEY_STRAFE_LEFT:
return k(sfKeyA) || k(sfKeyNum7);
break;
case SFG_KEY_STRAFE_RIGHT:
return k(sfKeyD) || k(sfKeyNum9);
break;
case SFG_KEY_MAP:
return k(sfKeyTab);
break;
return k(J) || k(Return) || k(LShift); break;
case SFG_KEY_B: return k(K) || k(LControl) || k(RControl)
|| sfMouse_isButtonPressed(sfMouseLeft); break;
case SFG_KEY_C: return k(L); break;
case SFG_KEY_JUMP: return k(Space); break;
case SFG_KEY_STRAFE_LEFT: return k(A) || k(Num7); break;
case SFG_KEY_STRAFE_RIGHT: return k(D) || k(Num9); break;
case SFG_KEY_MAP: return k(Tab); break;
case SFG_KEY_CYCLE_WEAPON: return k(F);
case SFG_KEY_TOGGLE_FREELOOK:
return sfMouse_isButtonPressed(sfMouseRight);
break;
@ -122,20 +96,19 @@ int8_t SFG_keyPressed(uint8_t key)
*/
break;
case SFG_KEY_MENU:
return sfKeyboard_isKeyPressed(sfKeyEscape);
break;
case SFG_KEY_MENU: return sfKeyboard_isKeyPressed(sfKeyEscape); break;
default: return 0; break;
#undef k
}
return 0;
}
void SFG_getMouseOffset(int16_t *x, int16_t *y)
{
sfVector2u s = sfWindow_getSize(window);
sfVector2i p = sfMouse_getPosition(window);
sfVector2u s = sfWindow_getSize((const sfWindow *) window);
sfVector2i p = sfMouse_getPosition((const sfWindow *) window);
s.x /= 2;
s.y /= 2;
@ -146,7 +119,7 @@ void SFG_getMouseOffset(int16_t *x, int16_t *y)
p.x = s.x;
p.y = s.y;
sfMouse_setPosition(p,window);
sfMouse_setPosition(p,(const sfWindow *) window);
}
uint32_t SFG_getTimeMs()
@ -166,9 +139,6 @@ void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex)
windowPixels[y * SFG_SCREEN_RESOLUTION_X + x] = paletteRGB32[colorIndex];
}
void SFG_playSound(uint8_t soundIndex, uint8_t volume)
{
}
void SFG_enableMusic(uint8_t enable)
{
@ -180,11 +150,51 @@ void SFG_processEvent(uint8_t event, uint8_t data)
void SFG_save(uint8_t data[SFG_SAVE_SIZE])
{
FILE *f = fopen("anarch.sav","wb");
if (f == NULL)
return;
fwrite(data,1,SFG_SAVE_SIZE,f);
fclose(f);
}
uint8_t SFG_load(uint8_t data[SFG_SAVE_SIZE])
{
return 0;
FILE *f = fopen("anarch.sav","rb");
if (f != NULL)
{
fread(data,1,SFG_SAVE_SIZE,f);
fclose(f);
}
return 1;
}
void SFG_playSound(uint8_t soundIndex, uint8_t volume)
{
}
sfInputStream soundStream;
uint64_t soundPos = 0;
sfInt64 soundRead(void* data, sfInt64 size, void* userData)
{
soundPos += size;
return size;
}
sfInt64 soundSize(void* userData)
{
return 100;
}
int main()
@ -194,6 +204,14 @@ int main()
clock = sfClock_create();
sfClock_restart(clock);
SFG_init();
for (int i = 0; i < 256; ++i) // precompute RGB palette
@ -212,8 +230,11 @@ int main()
window = sfRenderWindow_create(mode, "Anarch", sfResize | sfClose, NULL);
sfSprite_setTexture(windowSprite, windowTexture, sfTrue);
sfWindow_setMouseCursorVisible(window,sfFalse);
sfWindow_setVerticalSyncEnabled(window,sfFalse);
sfWindow_setMouseCursorVisible((sfWindow *) window,sfFalse);
sfWindow_setVerticalSyncEnabled((sfWindow *) window,sfFalse);
uint32_t lastAudioUpdate = 0;
while (sfRenderWindow_isOpen(window))
{
@ -224,10 +245,11 @@ int main()
if (!SFG_mainLoopBody())
break;
sfTexture_updateFromPixels(windowTexture,windowPixels,SFG_SCREEN_RESOLUTION_X,SFG_SCREEN_RESOLUTION_Y,0,0);
sfTexture_updateFromPixels(windowTexture,(const sfUint8 *) windowPixels,SFG_SCREEN_RESOLUTION_X,SFG_SCREEN_RESOLUTION_Y,0,0);
sfRenderWindow_clear(window, sfBlack);
sfRenderWindow_drawSprite(window, windowSprite, NULL);
sfRenderWindow_display(window);
}
sfSprite_destroy(windowSprite);
@ -235,5 +257,6 @@ int main()
sfRenderWindow_destroy(window);
sfClock_destroy(clock);
return 0;
}

View File

@ -208,10 +208,10 @@ int8_t SFG_keyPressed(uint8_t key)
case SFG_KEY_RIGHT: return k(RIGHT) || k(E) || k(KP_6); break;
case SFG_KEY_DOWN: return k(DOWN) || k(S) || k(KP_5) || k(KP_2); break;
case SFG_KEY_LEFT: return k(LEFT) || k(Q) || k(KP_4); break;
case SFG_KEY_A: return k(G) || k(RETURN) || k(LSHIFT); break;
case SFG_KEY_B: return k(H) || k(LCTRL) || k(RCTRL) ||
case SFG_KEY_A: return k(J) || k(RETURN) || k(LSHIFT); break;
case SFG_KEY_B: return k(K) || k(LCTRL) || k(RCTRL) ||
sdlMouseButtonState & SDL_BUTTON_LMASK; break;
case SFG_KEY_C: return k(J); break;
case SFG_KEY_C: return k(L); break;
case SFG_KEY_JUMP: return k(SPACE); break;
case SFG_KEY_STRAFE_LEFT: return k(A) || k(KP_7); break;
case SFG_KEY_STRAFE_RIGHT: return k(D) || k(KP_9); break;

View File

@ -111,18 +111,18 @@ controls:
- arrows, numpad, [W] [S] [A] [D] [Q] [R]: movement
- mouse: rotation, [LMB] shoot, [RMB] toggle free look, wheel weapon change
- [SPACE]: jump
- [G] [RETURN] [SHIFT]: game A button (confirm, strafe)
- [H] [CTRL]: game B button (cancel, shoot)
- [O] [P] [X] [Y] [Z]: change weapons
- [J] [RETURN] [SHIFT]: game A button (confirm, shoot)
- [K] [CTRL]: game B button (cancel, strafe, look)
- [L] [P] [X] [Y] [Z]: change weapons
- [TAB]: map
- [ESCAPE]: menu
general controls:
- arrows: movement
- A: confirm
A + arrows: strafe, look up/down
- B: cancel, shoot
- A: confirm, shoot
- B: cancel
B + arrows: strafe, look up/down
- C:
C + UP: jump
C + DOWN: menu