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− | == Introduction ==
| + | #REDIRECT [[TLbind]] |
− | 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.
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− | 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.
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− | == Adding it to your game ==
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− | Here's the code you'll need. It would be best to put this under [[love.load]].
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− | <source lang="lua">
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− | -- Use the first joystick
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− | love.joystick.open(0)
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− | control = {
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− | keys = { up="w", left="a", down="s", right="d", jump=" ", attack="lctrl", menu="escape" },
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− | keys2 = { up="up", left="left", down="down", right="right", jump="z", attack="rctrl", menu="escape" },
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− | joyaxes = { horiz=0, vert=1 }, -- Defaults for Xbox controller
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− | joybtns = { jump=0, attack=1, menu=7 },
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− |
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− | update = function() -- Call this in love.update()
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− | -- Reset controls
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− | control.horiz, control.vert, control.left, control.up, control.down, control.right = 0,0,false,false,false,false
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− | control.jump, control.attack, control.menu = false,false,false
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− |
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− | -- Check both key sets
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− | for k,v in pairs(control.keys) do control[k] = control[k] or love.keyboard.isDown(v) end
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− | for k,v in pairs(control.keys2) do control[k] = control[k] or love.keyboard.isDown(v) end
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− |
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− | -- Check joystick if it's enabled
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− | if useJoystick then -- Replace "useJoystick" with whatever variable you want to use
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− | control.horiz = control.horiz + love.joystick.getAxis(0, control.joyaxes.horiz)
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− | control.vert = control.vert + love.joystick.getAxis(0, control.joyaxes.vert)
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− | for k,v in pairs(control.joybtns) do control[k] = control[k] or love.joystick.isDown(0, v) end
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− | local deadzone = .1 -- Deadzone prevents control creep
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− | if control.horiz<deadzone and control.horiz>deadzone*-1 then control.horiz = 0 end
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− | if control.vert<deadzone and control.vert>deadzone*-1 then control.vert = 0 end
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− | end
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− | -- Impose digital movement onto analogue movement
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− | if control.up then control.vert = control.vert-1 end
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− | if control.down then control.vert = control.vert+1 end
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− | if control.left then control.horiz = control.horiz-1 end
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− | if control.right then control.horiz = control.horiz+1 end
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− | control.horiz, control.vert = math.min(math.max(-1, control.horiz), 1), math.min(math.max(-1, control.vert), 1)
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− | end,
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− | }
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− | </source>
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− | Now, in [[love.update]], simply add the line <code>control.update()</code>.
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− | == Usage and customization ==
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− | ====Checking if a control is pressed====
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− | 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:
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− | <source lang="lua">
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− | love.update(dt)
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− | if control.menu then openPauseMenu() end
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− | if control.jump and not control.attack then player.doNormalJump() end
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− | end
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− | </source>
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− | ====Movement====
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− | Digital directions are handled just like regular controls (for instance, <code>if control.right then player.x = player.x+2</code>). 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:
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− | <source lang="lua">
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− | love.update(dt)
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− | local speed = 20 -- Player moves at 20 pixels per second
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− | player.x = player.x + control.horiz * speed * dt
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− | player.y = player.y + control.vert * speed * dt
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− | end
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− | </source>
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− | 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.
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− | ====Changing bindings====
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− | This is very simple. For key bindings, simply change the keyconstant for the control. For joystick buttons and axes, change the number of the control. Examples:
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− | <source lang="lua">
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− | control.keys.attack = "q"
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− | control.joybtns.jump = 3
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− | </source>
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− | ====Adding controls====
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− | 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:
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− | <source lang="lua">
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− | keys = { up="w", left="a", down="s", right="d", menu="escape", inventory="i", useItem="return" },
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− | keys2 = { up="up", left="left", down="down", right="right", menu="escape", inventory="tab", useItem="e" },
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− | joyaxes = { horiz=0, vert=1 }, -- Defaults for Xbox controller
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− | joybtns = { menu=7, inventory=3, useItem=2 },
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− | </source>
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− | And change the first line of the control.update() function appropriately:
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− | <source lang="lua">
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− | control.horiz, control.vert, control.inventory, control.useItem = 0, 0, false, false
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− | </source>
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− | Now, control.[control name] will be updated appropriately. Following this example, one could check for control.inventory and control.useItem being pressed.
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− | == Xbox controllers ==
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− | 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.
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− | 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!
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− | [[Category:Snippets]]
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