Merge branch 'master' of https://gitlab.istic.univ-rennes1.fr/fautin/jeu-de-combat
This commit is contained in:
commit
ab03782425
@ -1,40 +1,55 @@
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{
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"test": "test valide",
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"arena": [
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"random",
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"arena1.png",
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"arena2.png",
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"random"
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"arena2.png"
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],
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"nb_players": [
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"1",
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"2"
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],
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"character1": [
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"random",
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"character1.png",
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"character2.png",
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"random"
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"character2.png"
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],
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"character2": [
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"random",
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"character1.png",
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"character1_swapcolor.png",
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"character2.png",
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"character2_swapcolor.png",
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"random"
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"character2_swapcolor.png"
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],
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"resolution": [
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"1280 x 1024",
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"1680 x 1050",
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"1920 x 1080",
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"800 x 600"
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],
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{
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"width": "800",
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"height": "600"
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},
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{
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"width": "1280",
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"height": "1024"
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},
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{
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"width": "1680",
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"height": "1050"
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},
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{
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"width": "1920",
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"height": "1080"
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},
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{
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"persoWidth": "800",
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"persoHeight": "600"
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}
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],
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"button": [
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"up",
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"down",
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"rigth",
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"left",
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"a",
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"b",
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"c",
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"d"
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"UP",
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"DOWN",
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"RIGTH",
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"LEFT",
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"A",
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"B",
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"X",
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"Y"
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]
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}
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@ -1,8 +1,6 @@
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package engine;
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import engine.input.Input;
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//import engine.input.gamepadInput;
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import engine.input.GamepadInput;
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import engine.input.*;
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import engine.math.*;
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import engine.object.*;
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import engine.sound.*;
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@ -73,7 +71,7 @@ public class Engine {
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// On met la fenêtre au centre de l'écran principale
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glfwSetWindowPos(getWindow(), (vidmode.width() - width) / 2, (vidmode.height() - height) / 2);
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glfwSetKeyCallback(getWindow(), new Input());
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glfwSetKeyCallback(getWindow(), new KeyboardInput());
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glfwSetInputMode(getWindow(), GLFW_STICKY_KEYS, GLFW_TRUE);
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// Contexte = zone cible des rendus
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@ -207,7 +205,25 @@ public class Engine {
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long lastFrame;
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int frame = 0;
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boolean nextFrame = false;
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boolean present = glfwJoystickPresent(GLFW_JOYSTICK_1);
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boolean Joystick1Present = glfwJoystickPresent(GLFW_JOYSTICK_1);
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/*
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* Création des manettes / action
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*/
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GamepadInput gamepad1 = null;
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Button jump = null;
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if (Joystick1Present){
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gamepad1 = new GamepadInput(GLFW_JOYSTICK_1);
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gamepad1.inputRefresh();
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List<Integer> listJump = new ArrayList<>();
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listJump.add(InputConst.buttonA);
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jump = new Button("jump", listJump, gamepad1);
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}
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@ -215,14 +231,16 @@ public class Engine {
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lastFrame = System.currentTimeMillis();
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// Game logic should fit here
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if (present) { //sprite //bindings
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GamepadInput gamepad1 = new GamepadInput(GLFW_JOYSTICK_1, false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false);
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if (Joystick1Present) {
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gamepad1.inputRefresh();
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System.out.println( " \n left :" + gamepad1.leftJoyLeft +
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" \n right :" + gamepad1.leftJoyRight +
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" \n down :" + gamepad1.leftJoyDown +
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" \n up :" + gamepad1.leftJoyUp);
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System.out.println(gamepad1.getAxisDiscreet(GLFW_GAMEPAD_AXIS_LEFT_X));
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// Check si le personnage a sauté
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if (jump.isButtonPressed()){
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// Le personnage saute
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System.out.println(" JE SAUTE ");
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}
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}
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// Input.keyboardInput(zangief, speed);
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@ -1,9 +1,11 @@
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package engine.input;
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import engine.math.Vector3f;
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import java.nio.ByteBuffer;
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import java.nio.FloatBuffer;
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import static engine.input.inputVariables.*;
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import static engine.input.InputConst.*;
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import static org.lwjgl.glfw.GLFW.*;
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/* Buttons
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0 : Croix / A
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@ -34,6 +36,8 @@ import static org.lwjgl.glfw.GLFW.*;
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public class GamepadInput {
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private final int gamepadNum;
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private ByteBuffer gamepadButton;
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private FloatBuffer gamepadAxes;
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public boolean buttonA_pressed ;
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public boolean buttonB_pressed ;
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@ -67,40 +71,40 @@ public class GamepadInput {
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public boolean LT_pressed ;
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public boolean RT_pressed;
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public GamepadInput (int gamepadNum, boolean buttonA_pressed,boolean buttonB_pressed,boolean buttonY_pressed, boolean buttonX_pressed, boolean LB_pressed,
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boolean RB_pressed, boolean select_pressed, boolean start_pressed,boolean R_JoyClick_pressed, boolean L_JoyClick_pressed , boolean up_pressed,
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boolean down_pressed,boolean left_pressed,boolean right_pressed,boolean leftJoyRight,boolean leftJoyLeft,boolean leftJoyDown, boolean leftJoyUp,
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boolean rightJoyLeft, boolean rightJoyRight, boolean rightJoyDown,boolean rightJoyUp,boolean LT_pressed, boolean RT_pressed){
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public GamepadInput (int gamepadNum){
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this.gamepadNum = gamepadNum;
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this.buttonA_pressed = buttonA_pressed;
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this.buttonB_pressed = buttonB_pressed;
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this.buttonY_pressed = buttonY_pressed;
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this.buttonX_pressed =buttonX_pressed;
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this.LB_pressed =LB_pressed;
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this.RB_pressed =RB_pressed;
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this.select_pressed =select_pressed;
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this.start_pressed =start_pressed;
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this.R_JoyClick_pressed =R_JoyClick_pressed;
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this.L_JoyClick_pressed =L_JoyClick_pressed;
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this.up_pressed =up_pressed;
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this.down_pressed =down_pressed;
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this.left_pressed =left_pressed;
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this.right_pressed =right_pressed;
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this.leftJoyRight =leftJoyRight;
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this.leftJoyLeft =leftJoyLeft;
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this.leftJoyDown =leftJoyDown;
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this.leftJoyUp =leftJoyUp;
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this.rightJoyLeft =rightJoyLeft;
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this.rightJoyRight =rightJoyRight;
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this.rightJoyDown =rightJoyDown;
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this.rightJoyUp =rightJoyUp;
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this.LT_pressed =LT_pressed;
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this.RT_pressed =RT_pressed;
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this.gamepadAxes = null;
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this.gamepadButton = null;
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this.buttonA_pressed = false;
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this.buttonB_pressed = false;
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this.buttonY_pressed = false;
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this.buttonX_pressed = false;
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this.LB_pressed = false;
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this.RB_pressed = false;
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this.select_pressed = false;
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this.start_pressed = false;
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this.R_JoyClick_pressed = false;
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this.L_JoyClick_pressed = false;
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this.up_pressed = false;
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this.down_pressed = false;
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this.left_pressed = false;
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this.right_pressed = false;
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this.leftJoyRight = false;
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this.leftJoyLeft = false;
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this.leftJoyDown = false;
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this.leftJoyUp = false;
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this.rightJoyLeft = false;
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this.rightJoyRight = false;
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this.rightJoyDown = false;
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this.rightJoyUp = false;
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this.LT_pressed = false;
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this.RT_pressed = false;
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}
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public void inputRefresh() {
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ByteBuffer gamepadButton = glfwGetJoystickButtons(this.gamepadNum);
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FloatBuffer gamepadAxes = glfwGetJoystickAxes(this.gamepadNum);
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this.gamepadButton = glfwGetJoystickButtons(this.gamepadNum);
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this.gamepadAxes = glfwGetJoystickAxes(this.gamepadNum);
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assert gamepadAxes != null;
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assert gamepadButton != null;
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@ -154,13 +158,55 @@ public class GamepadInput {
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}
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public boolean checkPressed(int keyCode){
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ByteBuffer gamepadButton = glfwGetJoystickButtons(GLFW_JOYSTICK_1);
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FloatBuffer gamepadAxes = glfwGetJoystickAxes(GLFW_JOYSTICK_1);
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this.gamepadButton = glfwGetJoystickButtons(GLFW_JOYSTICK_1);
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assert gamepadAxes != null;
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assert gamepadButton != null;
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return gamepadButton.get(keyCode) == 1;
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}
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/**
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* Envoie la position du stick pointé par axisId sous forme de direction général (9 directions)
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* @param axisId l'identifiant du joystick (AXE X)
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* @return la direction du stick valeur possible : RIGHT, UPPER_RIGHT, UP, UPPER_LEFT, LEFT, LOWER_LEFT, DOWN, LOWER_RIGHT, CENTER;
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*/
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public int getAxisDiscreet(int axisId){
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float x = gamepadAxes.get(axisId);
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float y = gamepadAxes.get(axisId + 1);
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float magnitude = (float) Math.sqrt(Math.pow(x, 2) + Math.pow(y, 2));
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float angle = (float) Math.toDegrees(2 * Math.atan(y /(x + magnitude)));
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if (magnitude < 0.1) return CENTER;
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if (angle < 22.5 && angle > -22.5) return RIGHT;
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else if (angle > -67.5 && angle < -22.5) return UPPER_RIGHT;
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else if (angle > -112.5 && angle < -67.5) return UP;
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else if (angle > -157.5 && angle < -112.5) return UPPER_LEFT;
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else if (angle < -157.5 || angle > 157.5) return LEFT;
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else if (angle < 157.5 && angle > 112.5) return LOWER_LEFT;
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else if (angle < 112.5 && angle > 67.5) return DOWN;
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else if (angle < 67.5 && angle > 22.5) return LOWER_RIGHT;
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return -1; // TEST
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}
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/**
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* Envoie la position du stick pointé par axisID (AXE X) sous forme de Vecteur
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* @param axisId l'identifiant du joystick (AXE X)
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* @return un Vecteur représentant la position actuel du joystick
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*/
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public Vector3f getAxisContinuous(int axisId){
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float x = gamepadAxes.get(axisId);
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float y = gamepadAxes.get(axisId + 1);
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if (x < 0.1 && x > -0.1) x = 0;
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if (y < 0.1 && y > -0.1) y = 0;
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System.out.println("x: " + x + " y: " + y);
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return new Vector3f(x,y);
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}
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}
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17
src/engine/input/InputConst.java
Normal file
17
src/engine/input/InputConst.java
Normal file
@ -0,0 +1,17 @@
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package engine.input;
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public class InputConst {
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/*
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Button ID
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*/
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public final static int buttonA=0, buttonB=1, buttonX=2, buttonY=3, LB = 4, RB = 5, select = 6, start = 7,
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L_JoystickClick = 8, R_JoystickClick =9, up = 10, right = 11, down = 12, left = 13;
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/*
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Axis ID
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*/
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public final static int leftJoyX_Axe = 0, leftJoyY_Axe = 1, rightJoyX_Axe = 2, rightJoyY_Axe = 3, LT = 4, RT = 5;
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public final static int RIGHT = 0, UPPER_RIGHT = 1, UP = 2, UPPER_LEFT = 3, LEFT = 4, LOWER_LEFT = 5,
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DOWN = 6, LOWER_RIGHT = 7, CENTER = 8;
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}
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@ -12,7 +12,7 @@ import java.nio.FloatBuffer;
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import static org.lwjgl.glfw.GLFW.*;
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import static org.lwjgl.opengl.GL11.*;
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public class Input extends GLFWKeyCallback {
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public class KeyboardInput extends GLFWKeyCallback {
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public static boolean[] keys = new boolean[65536];
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@ -89,18 +89,18 @@ public class Input extends GLFWKeyCallback {
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public static void keyboardInput(ObjectGl token, int speed) {
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boolean keyPressed = false;
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if (Input.isKeyDown(GLFW.GLFW_KEY_S)) {
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if (KeyboardInput.isKeyDown(GLFW.GLFW_KEY_S)) {
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token.setTextureWrap(161,260,56,59, ObjectGl.STICK_BOTTOM);
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keyPressed = true;
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} else if (Input.isKeyDown(GLFW.GLFW_KEY_W)) {
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} else if (KeyboardInput.isKeyDown(GLFW.GLFW_KEY_W)) {
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keyPressed = true;
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}
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if (Input.isKeyDown(GLFW.GLFW_KEY_A)) {
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if (KeyboardInput.isKeyDown(GLFW.GLFW_KEY_A)) {
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token.translate(new Vector3f (speed * -5.0f, 0.0f, 0.0f));
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token.setTextureWrap(121,0,57,82, ObjectGl.STICK_TOP);
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keyPressed = true;
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}
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else if (Input.isKeyDown(GLFW.GLFW_KEY_D)) {
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else if (KeyboardInput.isKeyDown(GLFW.GLFW_KEY_D)) {
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token.translate(new Vector3f (speed * 5.0f, 0.0f, 0.0f));
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token.setTextureWrap(178,0,62,82, ObjectGl.STICK_TOP);
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keyPressed = true;
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@ -1,7 +0,0 @@
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package engine.input;
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public class inputVariables {
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public final static int buttonA=0, buttonB=1, buttonX=2, buttonY=3, LB = 4, RB = 5, select = 6, start = 7,
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L_JoystickClick = 8, R_JoystickClick =9, up = 10, right = 11, down = 12, left = 13,
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leftJoyX_Axe = 0, leftJoyY_Axe = 1, rightJoyX_Axe = 2, rightJoyY_Axe = 3, LT = 4, RT = 5;
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}
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@ -10,6 +10,11 @@ public class Vector3f {
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z = 0.0f;
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}
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public Vector3f(float x, float y){
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this.x = x;
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this.y = y;
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}
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public Vector3f(float x, float y, float z){
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this.x = x;
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this.y = y;
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|
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