Difference between revisions of "TntVirtualPad"

From GiderosMobile
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[[CTNTVirtualPad:free]] ''frees the VPAD''<br/><!-- GIDEROSMTD:CTNTVirtualPad:free() frees the VPAD-->
 
[[CTNTVirtualPad:free]] ''frees the VPAD''<br/><!-- GIDEROSMTD:CTNTVirtualPad:free() frees the VPAD-->
 
[[CTNTVirtualPad:setAlpha]] ''sets the VPAD alphas''<br/><!-- GIDEROSMTD:CTNTVirtualPad:setAlpha(alphaOn, alphaOff) max alpha value when pad is visible on screen, min alpha value when pad is in “ghost” mode-->
 
[[CTNTVirtualPad:setAlpha]] ''sets the VPAD alphas''<br/><!-- GIDEROSMTD:CTNTVirtualPad:setAlpha(alphaOn, alphaOff) max alpha value when pad is visible on screen, min alpha value when pad is in “ghost” mode-->
 +
[[CTNTVirtualPad:setColor]] ''sets the VPAD color''<br/><!-- GIDEROSMTD:CTNTVirtualPad:setColor(padComponent, r, g, b) sets the VPAD color-->
 
[[CTNTVirtualPad:start]] ''starts the VPAD''<br/><!-- GIDEROSMTD:CTNTVirtualPad:start() starts the VPAD-->
 
[[CTNTVirtualPad:start]] ''starts the VPAD''<br/><!-- GIDEROSMTD:CTNTVirtualPad:start() starts the VPAD-->
  

Revision as of 09:16, 3 December 2020

Supported platforms: Platform android.pngPlatform ios.pngPlatform mac.pngPlatform pc.pngPlatform html5.pngPlatform winrt.pngPlatform win32.png
Available since: Gideros 2019.4

Description

Adds a virtual pad to your game/app screen.

You can find the graphics for the pads and the text file that comes with it:

TNTVirtualPad.png

Examples

Add a virtual pad to your scene

require "tntvirtualpad"

LevelX = Core.class(Sprite)

function LevelX:init()
	-- bg
	application:setBackgroundColor(0x0099a0)
	-- tnt virtual pad
	local texturevpad = TexturePack.new("gfx/UI/TNTVirtualPad.txt", "gfx/UI/TNTVirtualPadX.png", true)
	self.vPad = CTNTVirtualPad.new(self, texturevpad, PAD.STICK_SINGLE, PAD.BUTTONS_ONE, 100, 0)
	self.vPad:setJoyStyle(PAD.COMPO_LEFTPAD, PAD.STYLE_FOLLOW)
	self.vPad:setScale(PAD.COMPO_LEFTPAD, 1)
	self.vPad:setScale(PAD.COMPO_BUTTON1, 1)
	self.vPad:setHideDelay(5000)
	self.vPad:start()
	-- tnt virtual pad listeners
	self.vPad:addEventListener(PAD.LEFTPAD_EVENT, self.onVKeyDown, self)
	self.vPad:addEventListener(PAD.BUTTON1_EVENT, self.vShoot, self)
end

-- VIRTUAL PAD HANDLER
function LevelX:onVKeyDown(event)
	print(event.data.power)
	print(event.data.angle)
	print(math.cos(event.data.angle))
	print(math.sin(event.data.angle))
	-- example usage
	--self.player.posx += self.player.vx * math.cos(event.data.angle)
	--self.player.posy += self.player.vy * math.sin(event.data.angle)
	--if math.cos(event.data.angle) < 0 then self.player:setSkew(5, -5)
	--elseif math.cos(event.data.angle) > 0 then self.player:setSkew(-5, 5)
	--else self.player:setSkew(0, 0)
	--end
end

function LevelX:vShoot(event)
	if event.data.state == PAD.STATE_BEGIN then
		-- example usage
		--local missile = Missiles.new(self.player.posx, self.player.posy - 12)
		--table.insert(self.missiles_list, missile)
	end
end

Methods

CTNTVirtualPad.new creates a new VPAD object class

CTNTVirtualPad:free frees the VPAD
CTNTVirtualPad:setAlpha sets the VPAD alphas
CTNTVirtualPad:setColor sets the VPAD color
CTNTVirtualPad:start starts the VPAD

Events

Constants

PAD.BUTTONS_NONE
PAD.BUTTONS_ONE
PAD.BUTTONS_TWO
PAD.BUTTONS_THREE
PAD.BUTTONS_FOUR
PAD.BUTTONS_FIVE
PAD.BUTTONS_SIX

PAD.STICK_NONE
PAD.STICK_SINGLE
PAD.STICK_DOUBLE