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Excerpt of InputUtil
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public static var defaultPadMappings:Array<Array<FlxGamepadInputID>> = [ | |
[FlxGamepadInputID.LEFT_STICK_DIGITAL_LEFT, FlxGamepadInputID.DPAD_LEFT], | |
[FlxGamepadInputID.LEFT_STICK_DIGITAL_RIGHT, FlxGamepadInputID.DPAD_RIGHT], | |
[FlxGamepadInputID.LEFT_STICK_DIGITAL_UP, FlxGamepadInputID.DPAD_UP], | |
[FlxGamepadInputID.LEFT_STICK_DIGITAL_DOWN, FlxGamepadInputID.DPAD_DOWN], | |
[FlxGamepadInputID.RIGHT_STICK_DIGITAL_LEFT], | |
[FlxGamepadInputID.RIGHT_STICK_DIGITAL_RIGHT], | |
[FlxGamepadInputID.RIGHT_STICK_DIGITAL_UP], | |
[FlxGamepadInputID.RIGHT_STICK_DIGITAL_DOWN], | |
[FlxGamepadInputID.A], | |
[FlxGamepadInputID.B], | |
[FlxGamepadInputID.START], | |
[FlxGamepadInputID.LEFT_SHOULDER, FlxGamepadInputID.LEFT_TRIGGER], | |
[FlxGamepadInputID.RIGHT_SHOULDER, FlxGamepadInputID.RIGHT_TRIGGER] | |
]; | |
public static function keyboardGamepadMove(pad:FlxGamepad, prevActions:ActionSet, actions:ActionSet):Void { | |
if (pad == null) keyboardMove(prevActions, actions); | |
else { | |
actions.pressed.L = pad.anyPressed(padMappings[0]) || FlxG.keys.anyPressed(keyMappings[0]); | |
actions.pressed.R = pad.anyPressed(padMappings[1]) || FlxG.keys.anyPressed(keyMappings[1]); | |
actions.pressed.U = pad.anyPressed(padMappings[2]) || FlxG.keys.anyPressed(keyMappings[2]); | |
actions.pressed.D = pad.anyPressed(padMappings[3]) || FlxG.keys.anyPressed(keyMappings[3]); | |
move(prevActions, actions); | |
} | |
} | |
static function move(prevActions:ActionSet, actions:ActionSet):Void { | |
var jr = actions.justReleased; | |
var jp = actions.justPressed; | |
var p = actions.pressed; | |
var pp = prevActions.pressed; | |
jr.L = !p.L && pp.L; | |
jr.R = !p.R && pp.R; | |
jr.U = !p.U && pp.U; | |
jr.D = !p.D && pp.D; | |
jp.L = !pp.L && p.L; | |
jp.R = !pp.R && p.R; | |
jp.U = !pp.U && p.U; | |
jp.D = !pp.D && p.D; | |
} |
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