Difference between revisions of "TntVirtualPad"
From GiderosMobile
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=== Description === | === Description === | ||
Adds a virtual pad to your game/app screen. | Adds a virtual pad to your game/app screen. | ||
+ | <source lang="lua"> | ||
+ | require "tntvirtualpad" | ||
+ | </source> | ||
You can find the graphics for the pads and the text file that comes with it: | You can find the graphics for the pads and the text file that comes with it: | ||
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[[file:TNTVirtualPad.png]] | [[file:TNTVirtualPad.png]] | ||
− | === | + | === Example === |
'''Add a virtual pad to your scene''' | '''Add a virtual pad to your scene''' | ||
<source lang="lua"> | <source lang="lua"> | ||
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| style="width: 50%; vertical-align:top;"| | | style="width: 50%; vertical-align:top;"| | ||
− | |||
=== Events === | === Events === | ||
<!--[[Event.ADDED_TO_STAGE]]<br/>--><!-- GIDEROSEVT:Event.ADDED_TO_STAGE addedToStage--> | <!--[[Event.ADDED_TO_STAGE]]<br/>--><!-- GIDEROSEVT:Event.ADDED_TO_STAGE addedToStage--> |
Revision as of 00:34, 2 March 2023
Supported platforms:
Available since: Gideros 2019.4
Description
Adds a virtual pad to your game/app screen.
require "tntvirtualpad"
You can find the graphics for the pads and the text file that comes with it:
Example
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