jeu-de-combat/src/engine/input/gamepadInput.java
2021-05-31 15:36:40 +02:00

77 lines
1.8 KiB
Java

package engine.input;
import engine.math.Vector3f;
import engine.object.ObjectGl;
import org.lwjgl.glfw.GLFW;
import org.lwjgl.glfw.GLFWKeyCallback;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL11.*;
/* Buttons
0 : Croix / A
1: rond /B
2: carré / X
3: triangle / Y
4: L1 / LB
5: R1 / RB
6:select
7:start
8:L3
9:R3
10: haut
11: droite
12: bas
13: gauche
*/
/* Axes
0 : left X axe ( right : 1 left -1)
1: left Y axe ( down : 1 , Up -1)
2: right X axe ( right : 1 left -1)
3: right Y axe ( down : 1 , Up -1)
4:L2 / LT : 1 active, -1 unactive
5: R2 /RT : 1 active, -1 unactive
*/
public class gamepadInput{
//à définir //à définir
public static void gamepadInput(ObjectGl token, int speed,int jump, int attack, int act3, int act4) { //to update for more controlBinding
ByteBuffer gamepadButton = glfwGetJoystickButtons(GLFW_JOYSTICK_1);
FloatBuffer gamepadAxes = glfwGetJoystickAxes(GLFW_JOYSTICK_1);
assert gamepadAxes != null;
assert gamepadButton != null;
if (gamepadButton.get(jump)==1 ) { // appuie sur croix(PlayStation) A (Xbox)
jump( token,speed);
}
if (gamepadButton.get(attack)==1 ) { // appuie sur rond(PlayStation) B (Xbox)
attack( token,speed);
}
if (gamepadAxes.get(3) > 0.1) {
crouch(token,speed);
}
}
public static void jump(ObjectGl token,int speed) {
token.translate(new Vector3f( 0.0f, speed * 20.0f, 0.0f));
}
public static void attack(ObjectGl token,int speed) {
}
public static void crouch(ObjectGl token,int speed) {
token.setTextureWrap(161,260,56,59, ObjectGl.STICK_BOTTOM);
}
}