input refactor
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@@ -39,7 +39,7 @@ end
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runProcess(function()
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while true do
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if(input.Press(VK_F8)) then
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if(input.Press(KEYBOARD_BUTTON_F8)) then
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ToggleCameraAnimation()
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end
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if(play) then
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@@ -39,7 +39,7 @@ end
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runProcess(function()
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while true do
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if(input.Press(VK_F8)) then
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if(input.Press(KEYBOARD_BUTTON_F8)) then
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ToggleCameraAnimation()
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end
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if(play) then
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@@ -95,17 +95,17 @@ Character = {
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if(self.state==self.states.STAND) then
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local lookDir = Vector()
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if(input.Down(VK_LEFT) or input.Down(string.byte('A'))) then
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if(input.Down(KEYBOARD_BUTTON_LEFT) or input.Down(string.byte('A'))) then
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lookDir = lookDir:Add( Vector(-1) )
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end
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if(input.Down(VK_RIGHT) or input.Down(string.byte('D'))) then
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if(input.Down(KEYBOARD_BUTTON_RIGHT) or input.Down(string.byte('D'))) then
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lookDir = lookDir:Add( Vector(1) )
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end
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if(input.Down(VK_UP) or input.Down(string.byte('W'))) then
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if(input.Down(KEYBOARD_BUTTON_UP) or input.Down(string.byte('W'))) then
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lookDir = lookDir:Add( Vector(0,0,1) )
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end
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if(input.Down(VK_DOWN) or input.Down(string.byte('S'))) then
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if(input.Down(KEYBOARD_BUTTON_DOWN) or input.Down(string.byte('S'))) then
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lookDir = lookDir:Add( Vector(0,0,-1) )
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end
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@@ -113,7 +113,7 @@ Character = {
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lookDir = vector.Add(lookDir, Vector(analog.GetX(), 0, analog.GetY()))
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if(lookDir:Length()>0) then
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if(input.Down(VK_LSHIFT) or input.Down(GAMEPAD_BUTTON_6, INPUT_TYPE_GAMEPAD)) then
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if(input.Down(KEYBOARD_BUTTON_LSHIFT) or input.Down(GAMEPAD_BUTTON_6)) then
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self:MoveDirection(lookDir,self.moveSpeed*2)
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else
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self:MoveDirection(lookDir,self.moveSpeed)
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@@ -122,7 +122,7 @@ Character = {
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end
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if( input.Press(string.byte('J')) or input.Press(VK_SPACE) or input.Press(GAMEPAD_BUTTON_2, INPUT_TYPE_GAMEPAD) ) then
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if( input.Press(string.byte('J')) or input.Press(KEYBOARD_BUTTON_SPACE) or input.Press(GAMEPAD_BUTTON_2) ) then
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self:Jump(2000)
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end
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@@ -133,7 +133,7 @@ Character = {
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diff = vector.Multiply(diff, getDeltaTime() * 4)
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-- read from mouse:
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if(input.Down(VK_RBUTTON)) then
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if(input.Down(MOUSE_BUTTON_RIGHT)) then
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local mousePosNew = input.GetPointer()
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local mouseDif = vector.Subtract(mousePosNew,self.savedPointerPos)
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mouseDif = mouseDif:Multiply(getDeltaTime() * 0.3)
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@@ -379,7 +379,7 @@ runProcess(function()
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if(input.Press(VK_ESCAPE)) then
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if(input.Press(KEYBOARD_BUTTON_ESCAPE)) then
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-- restore previous component
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-- so if you loaded this script from the editor, you can go back to the editor with ESC
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backlog_post("EXIT")
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+11
-11
@@ -1428,15 +1428,15 @@ local function Character(face, skin_color, shirt_color, hair_color, shoe_color)
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Input = function(self, playerindex)
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-- read input:
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local left = input.Down(string.byte('A'), INPUT_TYPE_KEYBOARD, playerindex) or input.Down(GAMEPAD_BUTTON_LEFT, INPUT_TYPE_GAMEPAD, playerindex)
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local right = input.Down(string.byte('D'), INPUT_TYPE_KEYBOARD, playerindex) or input.Down(GAMEPAD_BUTTON_RIGHT, INPUT_TYPE_GAMEPAD, playerindex)
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local up = input.Down(string.byte('W'), INPUT_TYPE_KEYBOARD, playerindex) or input.Down(GAMEPAD_BUTTON_UP, INPUT_TYPE_GAMEPAD, playerindex)
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local down = input.Down(string.byte('S'), INPUT_TYPE_KEYBOARD, playerindex) or input.Down(GAMEPAD_BUTTON_DOWN, INPUT_TYPE_GAMEPAD, playerindex)
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local A = input.Down(VK_RIGHT, INPUT_TYPE_KEYBOARD, playerindex) or input.Down(GAMEPAD_BUTTON_3, INPUT_TYPE_GAMEPAD, playerindex)
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local B = input.Down(VK_UP, INPUT_TYPE_KEYBOARD, playerindex) or input.Down(GAMEPAD_BUTTON_4, INPUT_TYPE_GAMEPAD, playerindex)
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local C = input.Down(VK_LEFT, INPUT_TYPE_KEYBOARD, playerindex) or input.Down(GAMEPAD_BUTTON_1, INPUT_TYPE_GAMEPAD, playerindex)
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local D = input.Down(VK_DOWN, INPUT_TYPE_KEYBOARD, playerindex) or input.Down(GAMEPAD_BUTTON_2, INPUT_TYPE_GAMEPAD, playerindex)
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local T = input.Down(string.byte('T'), INPUT_TYPE_KEYBOARD, playerindex) or input.Down(GAMEPAD_BUTTON_5, INPUT_TYPE_GAMEPAD, playerindex)
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local left = input.Down(string.byte('A'), playerindex) or input.Down(GAMEPAD_BUTTON_LEFT, playerindex)
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local right = input.Down(string.byte('D'), playerindex) or input.Down(GAMEPAD_BUTTON_RIGHT, playerindex)
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local up = input.Down(string.byte('W'), playerindex) or input.Down(GAMEPAD_BUTTON_UP, playerindex)
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local down = input.Down(string.byte('S'), playerindex) or input.Down(GAMEPAD_BUTTON_DOWN, playerindex)
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local A = input.Down(KEYBOARD_BUTTON_RIGHT, playerindex) or input.Down(GAMEPAD_BUTTON_3, playerindex)
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local B = input.Down(KEYBOARD_BUTTON_UP, playerindex) or input.Down(GAMEPAD_BUTTON_4, playerindex)
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local C = input.Down(KEYBOARD_BUTTON_LEFT, playerindex) or input.Down(GAMEPAD_BUTTON_1, playerindex)
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local D = input.Down(KEYBOARD_BUTTON_DOWN, playerindex) or input.Down(GAMEPAD_BUTTON_2, playerindex)
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local T = input.Down(string.byte('T'), playerindex) or input.Down(GAMEPAD_BUTTON_5, playerindex)
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-- swap left and right if facing the opposite side:
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if(self.face < 0) then
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@@ -1946,7 +1946,7 @@ runProcess(function()
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player2.ai_state = "Attack"
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elseif(input.Press(string.byte('H'))) then
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debug_draw = not debug_draw
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elseif(input.Press(GAMEPAD_BUTTON_10, INPUT_TYPE_GAMEPAD, 1)) then
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elseif(input.Press(GAMEPAD_BUTTON_10, 1)) then
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if(player2_control == "CPU") then
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player2_control = "Controller2"
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else
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@@ -1984,7 +1984,7 @@ runProcess(function()
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update()
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if(input.Press(VK_ESCAPE)) then
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if(input.Press(KEYBOARD_BUTTON_ESCAPE)) then
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-- restore previous component
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-- so if you loaded this script from the editor, you can go back to the editor with ESC
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backlog_post("EXIT")
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