fp: Only allow one keyboard player, allocate remainder to gamepads
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943bea72f1
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1c82071686
@ -110,15 +110,21 @@ static bool FP_ListenForNewPlayer(TELY_PlatformInput *input, FP_Game *game)
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return result;
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return result;
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FP_GamePlay *play = &game->play;
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FP_GamePlay *play = &game->play;
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bool keyboard_already_allocated = false;
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uint32_t gamepad_index = 0;
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uint32_t gamepad_index = 0;
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if (play->players.size) {
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if (play->players.size) {
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FP_GameEntityHandle first_player_handle = play->players.data[0];
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FP_GameEntityHandle first_player_handle = play->players.data[0];
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FP_GameEntity *player = FP_Game_GetEntity(game, first_player_handle);
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FP_GameEntity *player = FP_Game_GetEntity(game, first_player_handle);
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if (player->controls.mode == FP_GameControlMode_Gamepad)
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if (player->controls.mode == FP_GameControlMode_Gamepad) {
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gamepad_index = 1;
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gamepad_index = 1;
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} else {
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// NOTE: We only allow one player to use the keyboard, everyone
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// else must use a gamepad.
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keyboard_already_allocated = true;
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}
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}
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}
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bool keyboard_pressed = TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_B);
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bool keyboard_pressed = !keyboard_already_allocated && TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_B);
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bool gamepad_pressed = TELY_Platform_InputGamepadKeyIsPressed(input, gamepad_index, TELY_PlatformInputGamepadKey_Start);
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bool gamepad_pressed = TELY_Platform_InputGamepadKeyIsPressed(input, gamepad_index, TELY_PlatformInputGamepadKey_Start);
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if (keyboard_pressed || gamepad_pressed) {
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if (keyboard_pressed || gamepad_pressed) {
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@ -137,35 +143,19 @@ static bool FP_ListenForNewPlayer(TELY_PlatformInput *input, FP_Game *game)
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FP_GameControls *controls = &terry->controls;
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FP_GameControls *controls = &terry->controls;
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if (keyboard_pressed) {
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if (keyboard_pressed) {
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controls->mode = FP_GameControlMode_Keyboard;
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controls->mode = FP_GameControlMode_Keyboard;
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if (play->players.size == 1) {
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controls->up.scan_code = TELY_PlatformInputScanCode_W;
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controls->up.scan_code = TELY_PlatformInputScanCode_W;
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controls->down.scan_code = TELY_PlatformInputScanCode_S;
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controls->down.scan_code = TELY_PlatformInputScanCode_S;
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controls->left.scan_code = TELY_PlatformInputScanCode_A;
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controls->left.scan_code = TELY_PlatformInputScanCode_A;
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controls->right.scan_code = TELY_PlatformInputScanCode_D;
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controls->right.scan_code = TELY_PlatformInputScanCode_D;
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controls->attack.scan_code = TELY_PlatformInputScanCode_G;
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controls->attack.scan_code = TELY_PlatformInputScanCode_J;
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controls->range_attack.scan_code = TELY_PlatformInputScanCode_H;
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controls->range_attack.scan_code = TELY_PlatformInputScanCode_K;
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controls->build_mode.scan_code = TELY_PlatformInputScanCode_F;
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controls->build_mode.scan_code = TELY_PlatformInputScanCode_H;
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controls->strafe.scan_code = TELY_PlatformInputScanCode_J;
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controls->strafe.scan_code = TELY_PlatformInputScanCode_L;
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controls->dash.scan_code = TELY_PlatformInputScanCode_V;
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controls->dash.scan_code = TELY_PlatformInputScanCode_N;
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controls->buy_building.scan_code = TELY_PlatformInputScanCode_T;
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controls->buy_building.scan_code = TELY_PlatformInputScanCode_U;
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controls->buy_upgrade.scan_code = TELY_PlatformInputScanCode_Y;
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controls->buy_upgrade.scan_code = TELY_PlatformInputScanCode_I;
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controls->move_building_ui_cursor_left.scan_code = TELY_PlatformInputScanCode_Q;
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controls->move_building_ui_cursor_left.scan_code = TELY_PlatformInputScanCode_Q;
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controls->move_building_ui_cursor_right.scan_code = TELY_PlatformInputScanCode_E;
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controls->move_building_ui_cursor_right.scan_code = TELY_PlatformInputScanCode_E;
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} else {
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controls->up.scan_code = TELY_PlatformInputScanCode_O;
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controls->down.scan_code = TELY_PlatformInputScanCode_L;
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controls->left.scan_code = TELY_PlatformInputScanCode_K;
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controls->right.scan_code = TELY_PlatformInputScanCode_Semicolon;
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controls->attack.scan_code = TELY_PlatformInputScanCode_Right;
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controls->range_attack.scan_code = TELY_PlatformInputScanCode_Left;
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controls->build_mode.scan_code = TELY_PlatformInputScanCode_Up;
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controls->strafe.scan_code = TELY_PlatformInputScanCode_N;
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controls->dash.scan_code = TELY_PlatformInputScanCode_Down;
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controls->buy_building.scan_code = TELY_PlatformInputScanCode_Backslash;
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controls->buy_upgrade.scan_code = TELY_PlatformInputScanCode_Apostrophe;
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controls->move_building_ui_cursor_left.scan_code = TELY_PlatformInputScanCode_I;
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controls->move_building_ui_cursor_right.scan_code = TELY_PlatformInputScanCode_P;
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}
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} else {
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} else {
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controls->mode = FP_GameControlMode_Gamepad;
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controls->mode = FP_GameControlMode_Gamepad;
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controls->gamepad_index = gamepad_index;
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controls->gamepad_index = gamepad_index;
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@ -2831,11 +2821,16 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
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TELY_Render_PopTransform(renderer);
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TELY_Render_PopTransform(renderer);
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};
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};
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FP_GameEntity *first_player = FP_Game_GetEntity(game, game->play.players.data[0]);
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Dqn_String8 join_game_key = {};
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if (first_player->controls.mode == FP_GameControlMode_Keyboard)
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join_game_key = DQN_STRING8("<Gamepad: Start>");
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else
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join_game_key = DQN_STRING8("<Gamepad: B>");
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Dqn_f32 font_height = TELY_Render_FontHeight(renderer, assets);
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Dqn_f32 font_height = TELY_Render_FontHeight(renderer, assets);
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Dqn_V2 base_p = player_avatar_base_pos[game->play.players.size];
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Dqn_V2 base_p = player_avatar_base_pos[game->play.players.size];
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TELY_Render_TextF(renderer, base_p, Dqn_V2_Zero, "Press <B>"); base_p.y += font_height;
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TELY_Render_TextF(renderer, base_p, Dqn_V2_Zero, "Press %.*s", DQN_STRING_FMT(join_game_key)); base_p.y += font_height;
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TELY_Render_TextF(renderer, base_p, Dqn_V2_Zero, "or"); base_p.y += font_height;
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TELY_Render_TextF(renderer, base_p, Dqn_V2_Zero, "<Gamepad: Start> to join!"); base_p.y += font_height;
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FP_ListenForNewPlayer(input, game);
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FP_ListenForNewPlayer(input, game);
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}
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}
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