test gamepad Inputs
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.gitignore
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@ -2,3 +2,4 @@
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/.gitignore
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/jeu-de-combat.iml
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/target/
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/bin/
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@ -8,6 +8,8 @@ import org.lwjgl.glfw.GLFWFramebufferSizeCallback;
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import org.lwjgl.glfw.GLFWVidMode;
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import org.lwjgl.opengl.GL;
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import java.nio.ByteBuffer;
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import java.nio.FloatBuffer;
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import java.util.ArrayList;
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import java.util.List;
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@ -179,6 +181,7 @@ public class Engine {
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// Game logic should fit here
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zangief.setTextureWrap(52,2,70,83);
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gamepadInput(zangief, speed);
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input(zangief, speed);
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// input(smiley2, speed);
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@ -213,6 +216,49 @@ public class Engine {
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// if (Input.isKeyDown(GLFW.GLFW_KEY_S))token.translate(new Vector3f ( 0.0f,speed * -5.0f, 0.0f));
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// if (Input.isKeyDown(GLFW.GLFW_KEY_D))token.translate(new Vector3f (speed * 5.0f, 0.0f, 0.0f));
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// }
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private static void gamepadInput(ObjectGl token, int speed) {
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ByteBuffer gamepadButton = glfwGetJoystickButtons(GLFW_JOYSTICK_1);
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FloatBuffer gamepadAxes = glfwGetJoystickAxes(GLFW_JOYSTICK_1);
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String name = GLFW.glfwGetJoystickName(GLFW_JOYSTICK_1);
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//System.out.println("GamePad Name :" + name);
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for (int i =0 ; i < gamepadAxes.capacity(); i++) {
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System.out.println(i + " :" + gamepadAxes.get(i));
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}
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System.out.println();
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System.out.println();
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if (gamepadButton.get(0) ==1 ) { // appuie sur croix(PlayStation) A (Xbox)
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token.translate(new Vector3f (speed *-5.0f, 0.0f, 0.0f));
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}
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/* Buttons
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0 : Croix / A
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1: rond /B
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2: carré / X
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3: triangle / Y
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4: L1 / LB
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5: R1 / RB
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6:select
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7:start
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8:L3
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9:R3
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10: haut
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11: droite
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12: bas
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13: gauche
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*/
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/* Axes
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0 : left X axe ( right : 1 left -1)
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1: left Y axe ( down : 1 , Up -1)
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2: right X axe ( right : 1 left -1)
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3: right Y axe ( down : 1 , Up -1)
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4:L2 / LT : 1 active, -1 unactive
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5: R2 /RT : 1 active, -1 unactive
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*/
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}
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public static void input(ObjectGlTex token, int speed) {
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if (Input.isKeyDown(GLFW.GLFW_KEY_W)) {
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