Exemple utilisation Input
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@ -1,7 +1,6 @@
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package engine;
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import engine.input.KeyboardInput;
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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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@ -206,7 +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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@ -214,16 +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) {
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GamepadInput gamepad1 = new GamepadInput(GLFW_JOYSTICK_1);
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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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@ -73,6 +73,8 @@ public class GamepadInput {
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public GamepadInput (int gamepadNum){
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this.gamepadNum = gamepadNum;
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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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