Difference between revisions of "Professional controls"
m (Fixed bugs in two examples) |
m (Improved the code (corrected deadzone, mapped analogue to digital, added tap functionality, added analogue constrain to circle)) |
||
Line 18: | Line 18: | ||
update = function() -- Call this in love.update() | update = function() -- Call this in love.update() | ||
-- Reset controls | -- Reset controls | ||
− | + | for k,v in pairs(control.keys) do control[k] = false end | |
− | |||
-- Check both key sets | -- Check both key sets | ||
Line 26: | Line 25: | ||
-- Check joystick if it's enabled | -- Check joystick if it's enabled | ||
− | if useJoystick then -- Replace "useJoystick" with whatever variable you want to use | + | if options.useJoystick then -- Replace "options.useJoystick" with whatever variable you want to use |
control.horiz = love.joystick.getAxis(0, control.joyaxes.horiz) | control.horiz = love.joystick.getAxis(0, control.joyaxes.horiz) | ||
control.vert = love.joystick.getAxis(0, control.joyaxes.vert) | control.vert = love.joystick.getAxis(0, control.joyaxes.vert) | ||
for k,v in pairs(control.joybtns) do control[k] = control[k] or love.joystick.isDown(0, v) end | for k,v in pairs(control.joybtns) do control[k] = control[k] or love.joystick.isDown(0, v) end | ||
local deadzone = .1 -- Deadzone prevents control creep | local deadzone = .1 -- Deadzone prevents control creep | ||
− | if control.horiz<deadzone and control.horiz>deadzone*-1 | + | if control.horiz<deadzone and control.horiz>deadzone*-1 and control.vert<deadzone and control.vert>deadzone*-1 then |
− | + | control.horiz,control.vert = 0,0 | |
+ | end | ||
+ | else control.horiz, control.vert = 0,0 | ||
end | end | ||
+ | control.horiz, control.vert = math.min(math.max(-1, control.horiz), 1), math.min(math.max(-1, control.vert), 1) | ||
− | -- Impose digital movement onto analogue movement | + | -- Impose digital movement onto analogue movement (and vice-verca) |
if control.up then control.vert = control.vert-1 end | if control.up then control.vert = control.vert-1 end | ||
if control.down then control.vert = control.vert+1 end | if control.down then control.vert = control.vert+1 end | ||
if control.left then control.horiz = control.horiz-1 end | if control.left then control.horiz = control.horiz-1 end | ||
if control.right then control.horiz = control.horiz+1 end | if control.right then control.horiz = control.horiz+1 end | ||
− | control.horiz | + | if control.horiz < 0 then control.left = true elseif control.horiz > 0 then control.right = true end |
+ | if control.vert < 0 then control.up = true elseif control.vert > 0 then control.down = true end | ||
+ | |||
+ | -- offer detection for inputs being tapped, instead of held | ||
+ | for k,v in pairs(control.keys) do | ||
+ | if control[k] then | ||
+ | if control.tap[k] == nil then control.tap[k] = true | ||
+ | elseif control.tap[k] == true then control.tap[k] = false | ||
+ | end | ||
+ | else control.tap[k] = nil | ||
+ | end | ||
+ | end | ||
+ | |||
+ | -- Constrain horiz and vert to a unit circle (comment this out if you want square instead of circular analogue direction) | ||
+ | local l=(x*x+y*y)^.5 | ||
+ | if l==0 then local nh, nv = 0, 0 | ||
+ | else local nh, nv = control.horiz/l, control.vert/l | ||
+ | end | ||
+ | control.horiz, control.vert = math.abs(control.horiz) > math.abs(nh) and nh or control.horiz, math.abs(control.vert) > math.abs(nv) and nv or control.vert | ||
end, | end, | ||
} | } |
Revision as of 22:46, 9 August 2011
Contents
Introduction
Nearly all professional computer games since the nineties have offered configurable controls in a similar way: Two sets of keys and a joystick, all interchangeable, and an option to disable the joystick. It's pretty straightforward to add this scheme to your own games in Love2D, and will help your game look better.
This article will assume your game needs controls for a single player moving horizontally and vertically, and buttons for jump, attack, and pause menu. The joystick bindings will be made for a standard Xbox controller (left stick for movement, A to jump, B to attack, and > (Start) to go to the menu). Changing the bindings and available controls is quite simple, as is discussed below.
Adding it to your game
Here's the code you'll need. It would be best to put this under love.load.
-- Use the first joystick
love.joystick.open(0)
control = {
keys = { up="w", left="a", down="s", right="d", jump=" ", attack="lctrl", menu="escape" },
keys2 = { up="up", left="left", down="down", right="right", jump="z", attack="rctrl", menu="escape" },
joyaxes = { horiz=0, vert=1 }, -- Defaults for Xbox controller
joybtns = { jump=0, attack=1, menu=7 },
update = function() -- Call this in love.update()
-- Reset controls
for k,v in pairs(control.keys) do control[k] = false end
-- Check both key sets
for k,v in pairs(control.keys) do control[k] = control[k] or love.keyboard.isDown(v) end
for k,v in pairs(control.keys2) do control[k] = control[k] or love.keyboard.isDown(v) end
-- Check joystick if it's enabled
if options.useJoystick then -- Replace "options.useJoystick" with whatever variable you want to use
control.horiz = love.joystick.getAxis(0, control.joyaxes.horiz)
control.vert = love.joystick.getAxis(0, control.joyaxes.vert)
for k,v in pairs(control.joybtns) do control[k] = control[k] or love.joystick.isDown(0, v) end
local deadzone = .1 -- Deadzone prevents control creep
if control.horiz<deadzone and control.horiz>deadzone*-1 and control.vert<deadzone and control.vert>deadzone*-1 then
control.horiz,control.vert = 0,0
end
else control.horiz, control.vert = 0,0
end
control.horiz, control.vert = math.min(math.max(-1, control.horiz), 1), math.min(math.max(-1, control.vert), 1)
-- Impose digital movement onto analogue movement (and vice-verca)
if control.up then control.vert = control.vert-1 end
if control.down then control.vert = control.vert+1 end
if control.left then control.horiz = control.horiz-1 end
if control.right then control.horiz = control.horiz+1 end
if control.horiz < 0 then control.left = true elseif control.horiz > 0 then control.right = true end
if control.vert < 0 then control.up = true elseif control.vert > 0 then control.down = true end
-- offer detection for inputs being tapped, instead of held
for k,v in pairs(control.keys) do
if control[k] then
if control.tap[k] == nil then control.tap[k] = true
elseif control.tap[k] == true then control.tap[k] = false
end
else control.tap[k] = nil
end
end
-- Constrain horiz and vert to a unit circle (comment this out if you want square instead of circular analogue direction)
local l=(x*x+y*y)^.5
if l==0 then local nh, nv = 0, 0
else local nh, nv = control.horiz/l, control.vert/l
end
control.horiz, control.vert = math.abs(control.horiz) > math.abs(nh) and nh or control.horiz, math.abs(control.vert) > math.abs(nv) and nv or control.vert
end,
}
Now, in love.update, simply add the line control.update()
.
Usage and customization
Checking if a control is pressed
In this scheme, each control will be updated as control.[control name]. For example, in the code above, control.jump would be true if space, Z, and/or the joystick's A button is pressed, or false otherwise. Here's a demonstration:
function love.update(dt)
control.update()
if control.menu then openPauseMenu() end
if control.jump and not control.attack then player.doNormalJump() end
end
Movement
Digital directions are handled just like regular controls (for instance, if control.right then player.x = player.x+2
). Analogue directions are handled as control.horiz (left and right) and control.vert (up and down), which are decimals between -1 and 1. If no movement keys are pressed and the joystick is centered, control.horiz and control.vert will be 0. Left and up are negative numbers, while right and down are positive. So in its simplest form, one could use:
function love.update(dt)
control.update()
local speed = 20 -- Player moves at 20 pixels per second
player.x = player.x + control.horiz * speed * dt
player.y = player.y + control.vert * speed * dt
end
Please note that digital movement controls are imposed onto the analogue controls, so for example, holding the left button will subtract 1 from control.horiz.
Changing bindings
For key bindings, simply change the keyconstant for the control. For joystick buttons and axes, change the number of the control. Examples:
control.keys.attack = "q"
control.joybtns.jump = 3
Adding controls
Of course, your game may not have only jump and attack controls, so you'll need to add your own. To do this, change your bindings, like this:
keys = { up="w", left="a", down="s", right="d", menu="escape", inventory="i", useItem="return" },
keys2 = { up="up", left="left", down="down", right="right", menu="escape", inventory="tab", useItem="e" },
joyaxes = { horiz=0, vert=1 }, -- Defaults for Xbox controller
joybtns = { menu=7, inventory=3, useItem=2 },
And change the first lines of the control.update() function appropriately:
control.horiz, control.vert, control.left, control.up, control.down, control.right = 0,0,false,false,false,false
control.inventory, control.useItem = false,false
Now, control.[control name] will be updated appropriately. Following this example, one could check for control.inventory and control.useItem being pressed.
Xbox controllers
Microsoft has decided that Xbox controllers are the official gamepad for Windows, and as such, are the most common controller a player may have. Therefore, it's advisable to tailor your game's controls to work with them.
One important caveat about Xbox controllers: Both of their triggers (L2 and R2 for those of you more familiar with Playstations) are treated as ONE axis, rather than two buttons!