Touch Screen Controls for Play Mode!

The game can now be played using only a touch screen! The left
mouse click (Button1) can now move and control the player
character.

* A box in the very middle of the screen is the "Use" button and
  a deadzone for directional inputs.
* Anywhere outside the middle and to the left registers a Left
  button, to the right a Right button, above the top of the middle
  is a Jump button, and below the bottom of the middle is a down
  input (for antigravity mode).
* Tight platforming is possible: above and below the middle box,
  the left/right split is tight in the middle of the window. You
  can get tight jumps if jumping or go below if you don't want to
  jump. The left/right deadzone is only over the space of the Use
  button.

If the player is idle for a while with no controller inputs, some
hints will fade in about the touch controls.

Note: the ScrollboxOffset to track the player character is changed
to 60,60 from 60,100 so the camera will track tighter to the player
and so the player will mostly be over the Use button on touch
controls as long as he's away from a level boundary.
pull/84/head
Noah 2021-10-04 19:51:31 -07:00
parent 1f83300cec
commit 489a43ea8c
4 changed files with 239 additions and 2 deletions

View File

@ -1,6 +1,10 @@
package balance
import "git.kirsle.net/go/render"
import (
"time"
"git.kirsle.net/go/render"
)
// Numbers.
var (
@ -15,7 +19,7 @@ var (
// Window scrolling behavior in Play Mode.
ScrollboxOffset = render.Point{ // from center of screen
X: 60,
Y: 100,
Y: 60,
}
// Player speeds
@ -67,6 +71,11 @@ var (
// File formats: save new levels and doodads gzip compressed
CompressDrawings = true
// Play Mode Touchscreen controls.
PlayModeIdleTimeout = 2200 * time.Millisecond
PlayModeAlphaStep = 8 // 0-255 alpha, steps per tick for fade in
PlayModeAlphaMax = 220
)
// Edit Mode Values

View File

@ -45,6 +45,16 @@ var (
// Shadow: render.RGBA(200, 80, 0, 255),
}
// Play Mode Touch UI Hints Font
TouchHintsFont = render.Text{
FontFilename: "DejaVuSans.ttf",
Size: 14,
Color: render.SkyBlue,
Shadow: render.SkyBlue.Darken(128),
Padding: 8,
PadY: 12,
}
// Window and panel styles.
TitleConfig = ui.Config{
Background: render.MustHexColor("#FF9900"),

View File

@ -2,6 +2,7 @@ package doodle
import (
"fmt"
"time"
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/collision"
@ -57,6 +58,12 @@ type PlayScene struct {
invenFrame *ui.Frame
invenItems []string // item list
invenDoodads map[string]*uix.Canvas
// Touchscreen controls state.
isTouching bool
playerIsIdle bool // LoopTouchable watches for inactivity on input controls.
idleLastStart time.Time
idleHelpAlpha int // fade in UI hints
}
// Name of the scene.
@ -407,6 +414,9 @@ func (s *PlayScene) Loop(d *Doodle, ev *event.State) error {
log.Error("PlayScene.Loop: scripting.Loop: %s", err)
}
// Touch regions.
s.LoopTouchable(ev)
s.movePlayer(ev)
if err := s.drawing.Loop(ev); err != nil {
log.Error("Drawing loop error: %s", err.Error())
@ -460,6 +470,9 @@ func (s *PlayScene) Draw(d *Doodle) error {
})
s.editButton.Present(d.Engine, s.editButton.Point())
// Visualize the touch regions?
s.DrawTouchable()
return nil
}

205
pkg/play_scene_touch.go Normal file
View File

@ -0,0 +1,205 @@
package doodle
import (
"time"
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/log"
"git.kirsle.net/go/render"
"git.kirsle.net/go/render/event"
"git.kirsle.net/go/ui"
)
/*
Touchscreen Control functionality used in the Play Scene.
*/
// LoopTouchable is called as part of PlayScene.Loop while the simulation is running.
//
// It looks for touch events on proportional regions of the window and emulates key
// input bindings to move the character, jump, etc.
//
// TODO: this function manipulates the event.State to set Up, Down, Left, Right and
// Space keys and may need love for reconfigurable keybinds later.
func (s *PlayScene) LoopTouchable(ev *event.State) {
var (
middle = s.touchGetMiddleBox()
cursor = render.NewPoint(ev.CursorX, ev.CursorY)
)
// Detect if the player is idle.
// Idle means that they are not holding any directional or otherwise input key.
// Keyboard inputs and touch events from this function will set these keys.
// See if it stays unset long enough to consider idle.
if !ev.Up && !ev.Down && !ev.Right && !ev.Left && !ev.Space {
if s.idleLastStart.IsZero() {
s.idleLastStart = time.Now()
} else if time.Since(s.idleLastStart) > balance.PlayModeIdleTimeout {
if !s.playerIsIdle {
log.Debug("LoopTouchable: No keys pressed in a while, idle UI start")
}
s.playerIsIdle = true
// Fade in the hint UI by stepping up the alpha value.
if s.idleHelpAlpha < balance.PlayModeAlphaMax {
s.idleHelpAlpha += balance.PlayModeAlphaStep
}
// cap it from overflow
if s.idleHelpAlpha > balance.PlayModeAlphaMax {
s.idleHelpAlpha = balance.PlayModeAlphaMax
}
}
} else {
s.idleLastStart = time.Time{}
s.playerIsIdle = false
s.idleHelpAlpha = 0
}
// Click (touch) event?
if ev.Button1 {
// Clicked left or right of middle = move left or right.
// By default the middle box is a dead zone, but if player
// is already moving laterally allow for quick precision.
if ev.Left || ev.Right {
if cursor.X < s.d.width/2 {
ev.Left = true
ev.Right = false
} else if cursor.X > s.d.width/2 {
ev.Right = true
ev.Left = false
}
} else {
if cursor.X < middle.X {
ev.Left = true
ev.Right = false
} else if cursor.X > middle.X+middle.W {
ev.Left = false
ev.Right = true
}
}
// Clicked above middle = jump.
ev.Up = cursor.Y < middle.Y
// Clicked below middle = down (antigravity)
ev.Down = cursor.Y > middle.Y+middle.H
// Clicked on the middle box = Use.
if cursor.X >= middle.X && cursor.X <= middle.X+middle.W &&
cursor.Y >= middle.Y && cursor.Y <= middle.Y+middle.H {
ev.Space = true
// Also cancel any lateral movement.
ev.Left = false
ev.Right = false
}
s.isTouching = true
} else {
if s.isTouching {
ev.Left = false
ev.Right = false
ev.Up = false
ev.Down = false
ev.Space = false
s.isTouching = false
}
}
}
// DrawTouchable draws any UI elements if needed for the touch UI.
func (s *PlayScene) DrawTouchable() {
var (
middle = s.touchGetMiddleBox()
background = render.RGBA(200, 200, 200, uint8(s.idleHelpAlpha))
font = balance.TouchHintsFont
)
font.Color.Alpha = uint8(s.idleHelpAlpha)
font.Shadow.Alpha = uint8(s.idleHelpAlpha)
// If the player is idle for a while, start showing them a hint UI about
// the touch screen controls.
if s.playerIsIdle {
// Draw the "Use" button over the middle box.
useBtn := ui.NewLabel(ui.Label{
Text: "Touch here\nto 'use'\nobjects",
Font: font,
})
useBtn.SetBackground(background)
useBtn.Resize(middle)
useBtn.Compute(s.d.Engine)
useBtn.Present(s.d.Engine, middle.Point())
// Move Left and Move Right hints.
moveLeft := ui.NewLabel(ui.Label{
Text: "Touch here to\nmove left",
Font: font,
})
moveLeft.SetBackground(background)
moveLeft.Compute(s.d.Engine)
moveLeft.Present(s.d.Engine, render.Point{
X: (middle.X / 2) - (moveLeft.Size().W / 2),
Y: (s.d.height / 2) - (moveLeft.Size().H / 2),
})
// Move Left and Move Right hints.
moveRight := ui.NewLabel(ui.Label{
Text: "Touch here to\nmove right",
Font: font,
})
moveRight.SetBackground(background)
moveRight.Compute(s.d.Engine)
moveRight.Present(s.d.Engine, render.Point{
X: (middle.X+middle.W+s.d.width)/2 - (moveRight.Size().W / 2),
Y: (s.d.height / 2) - (moveRight.Size().H / 2),
})
// Jump hints.
moveUp := ui.NewLabel(ui.Label{
Text: "Touch anywhere above the middle of\nthe screen to jump up in the air",
Font: font,
})
moveUp.SetBackground(background)
moveUp.Compute(s.d.Engine)
moveUp.Present(s.d.Engine, render.Point{
X: (s.d.width / 2) - (moveUp.Size().W / 2),
Y: (middle.Y / 2) - (moveUp.Size().H / 2),
})
// Keybind hints.
keyHints := ui.NewLabel(ui.Label{
Text: "Keyboard controls:\n" +
"WASD or arrow keys for movement\n" +
"Space key to 'use' objects.",
Font: font,
})
keyHints.SetBackground(background)
keyHints.Compute(s.d.Engine)
keyHints.Present(s.d.Engine, render.Point{
X: (s.d.width / 2) - (keyHints.Size().W / 2),
Y: (middle.Y+middle.H+s.d.height)/2 - (keyHints.Size().H / 2),
})
}
}
// Get the middle box of the screen and return it.
// X,Y are screen positions and W,H is the box size.
func (s *PlayScene) touchGetMiddleBox() render.Rect {
// Carve up the screen segments.
var (
// The application window dimensions.
width = s.d.width
height = s.d.height
// The middle box.
middleMinSize = 96 // minimum dimensions
middle = render.Rect{
X: (width / 2) - (middleMinSize / 2),
Y: (height / 2) - (middleMinSize / 2),
W: middleMinSize,
H: middleMinSize,
}
)
return middle
}