mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-27 03:53:01 +00:00
start working on inputs
- InputType enum is now flags, can be combined together
This commit is contained in:
parent
94bd62d5a2
commit
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13 changed files with 491 additions and 466 deletions
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81
Assets/Scripts/Games/KarateMan/KarateManJoeNew.cs
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81
Assets/Scripts/Games/KarateMan/KarateManJoeNew.cs
Normal file
|
@ -0,0 +1,81 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using HeavenStudio;
|
||||
using HeavenStudio.Util;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_KarateMan
|
||||
{
|
||||
public class KarateManJoeNew : MonoBehaviour
|
||||
{
|
||||
public Animator anim;
|
||||
public GameEvent bop = new GameEvent();
|
||||
|
||||
float lastPunchTime = Single.MinValue;
|
||||
int inComboId = -1;
|
||||
public void SetComboId(int id) { inComboId = id; }
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1, false) && cond.songPositionInBeats > bop.startBeat)
|
||||
{
|
||||
anim.Play("Beat", -1, 0);
|
||||
}
|
||||
|
||||
if (PlayerInput.Pressed(true))
|
||||
{
|
||||
if (!KarateManNew.instance.IsExpectingInputNow())
|
||||
{
|
||||
Punch(1);
|
||||
Jukebox.PlayOneShotGame("karateman/swingNoHit", forcePlay: true);
|
||||
}
|
||||
}
|
||||
else if (PlayerInput.AltPressedUp())
|
||||
{
|
||||
if (!KarateManNew.instance.IsExpectingInputNow())
|
||||
{
|
||||
if (inComboId != -1 && !KarateManNew.instance.IsExpectingInputNow())
|
||||
{
|
||||
//let go too early, make joe spin later
|
||||
inComboId = -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Punch(int forceHand = 0)
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
switch (forceHand)
|
||||
{
|
||||
case 0:
|
||||
if (cond.songPositionInBeats - lastPunchTime < 0.25f + (Minigame.LateTime() - 1f))
|
||||
{
|
||||
lastPunchTime = Single.MinValue;
|
||||
anim.Play("Straight", -1, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
lastPunchTime = cond.songPositionInBeats;
|
||||
anim.Play("Jab", -1, 0);
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
anim.Play("Jab", -1, 0);
|
||||
break;
|
||||
case 2:
|
||||
anim.Play("Straight", -1, 0);
|
||||
break;
|
||||
}
|
||||
bop.startBeat = cond.songPositionInBeats + 0.5f;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Games/KarateMan/KarateManJoeNew.cs.meta
Normal file
11
Assets/Scripts/Games/KarateMan/KarateManJoeNew.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e6ef00cb3bdcfd647bd634066ce4107d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -15,7 +15,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
return new Minigame("karateManNew", "Karate Man [INDEV REWORK]", "70A8D8", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("bop", delegate { }, 0.5f, true),
|
||||
new GameAction("hit", delegate{}, 2, false,
|
||||
new GameAction("hit", delegate { var e = eventCaller.currentEntity; KarateManNew.instance.CreateItem(e.beat, e.type); }, 2, false,
|
||||
new List<Param>()
|
||||
{
|
||||
new Param("type", KarateManNew.HitType.Pot, "Object", "The object to fire")
|
||||
|
@ -27,7 +27,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("colorA", new Color(), "Custom Color", "The color to use when the bulb type is set to Custom")
|
||||
}),
|
||||
new GameAction("kick", delegate { }, 4.5f),
|
||||
new GameAction("combo", delegate { }, 4f),
|
||||
new GameAction("combo", delegate { var e = eventCaller.currentEntity; KarateManNew.instance.Combo(e.beat); }, 4f),
|
||||
new GameAction("hit3", delegate { }, 1f, false,
|
||||
new List<Param>()
|
||||
{
|
||||
|
@ -131,15 +131,16 @@ namespace HeavenStudio.Games
|
|||
public Transform[] CameraPosition;
|
||||
|
||||
Vector3 cameraPosition;
|
||||
|
||||
|
||||
//pot trajectory stuff
|
||||
public Transform[] HitPosition;
|
||||
static Vector2 StartPositionOffset = new Vector2(-3f, -8f);
|
||||
//https://www.desmos.com/calculator/ycn9v62i4f
|
||||
public Transform ItemHolder;
|
||||
public GameObject Item;
|
||||
public KarateManJoeNew Joe;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
KarateManPotNew.ResetLastCombo();
|
||||
cameraPosition = CameraPosition[0].position;
|
||||
}
|
||||
|
||||
|
@ -152,5 +153,71 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
GameCamera.additionalPosition = cameraPosition - GameCamera.defaultPosition;
|
||||
}
|
||||
|
||||
public void CreateItem(float beat, int type)
|
||||
{
|
||||
|
||||
string outSound;
|
||||
|
||||
switch (type)
|
||||
{
|
||||
case (int) HitType.Pot:
|
||||
if (Starpelly.Mathp.GetDecimalFromFloat(beat) == 0f)
|
||||
outSound = "karateman/objectOut";
|
||||
else
|
||||
outSound = "karateman/offbeatObjectOut";
|
||||
CreateItemInstance(beat, "Item00");
|
||||
break;
|
||||
default:
|
||||
if (Starpelly.Mathp.GetDecimalFromFloat(beat) == 0f)
|
||||
outSound = "karateman/objectOut";
|
||||
else
|
||||
outSound = "karateman/offbeatObjectOut";
|
||||
CreateItemInstance(beat, "Item00");
|
||||
break;
|
||||
}
|
||||
Jukebox.PlayOneShotGame(outSound, forcePlay: true);
|
||||
}
|
||||
|
||||
public void Combo(float beat)
|
||||
{
|
||||
Jukebox.PlayOneShotGame("karateman/barrelOutCombos", forcePlay: true);
|
||||
|
||||
int comboId = KarateManPotNew.GetNewCombo();
|
||||
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { CreateItemInstance(beat, "Item00", KarateManPotNew.ItemType.ComboPot1, comboId); }),
|
||||
new BeatAction.Action(beat + 0.25f, delegate { CreateItemInstance(beat + 0.25f, "Item00", KarateManPotNew.ItemType.ComboPot2, comboId); }),
|
||||
new BeatAction.Action(beat + 0.5f, delegate { CreateItemInstance(beat + 0.5f, "Item00", KarateManPotNew.ItemType.ComboPot3, comboId); }),
|
||||
new BeatAction.Action(beat + 0.75f, delegate { CreateItemInstance(beat + 0.75f, "Item00", KarateManPotNew.ItemType.ComboPot4, comboId); }),
|
||||
new BeatAction.Action(beat + 1f, delegate { CreateItemInstance(beat + 1f, "Item00", KarateManPotNew.ItemType.ComboPot5, comboId); }),
|
||||
new BeatAction.Action(beat + 1.5f, delegate { CreateItemInstance(beat + 1.5f, "Item05", KarateManPotNew.ItemType.ComboBarrel, comboId); }),
|
||||
});
|
||||
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
new MultiSound.Sound("karateman/punchy1", beat + 1f),
|
||||
new MultiSound.Sound("karateman/punchy2", beat + 1.25f),
|
||||
new MultiSound.Sound("karateman/punchy3", beat + 1.5f),
|
||||
new MultiSound.Sound("karateman/punchy4", beat + 1.75f),
|
||||
new MultiSound.Sound("karateman/ko", beat + 2f),
|
||||
new MultiSound.Sound("karateman/pow", beat + 2.5f)
|
||||
}, forcePlay: true);
|
||||
}
|
||||
|
||||
GameObject CreateItemInstance(float beat, string awakeAnim, KarateManPotNew.ItemType type = KarateManPotNew.ItemType.Pot, int comboId = -1)
|
||||
{
|
||||
GameObject mobj = GameObject.Instantiate(Item, ItemHolder);
|
||||
KarateManPotNew mobjDat = mobj.GetComponent<KarateManPotNew>();
|
||||
mobjDat.type = type;
|
||||
mobjDat.startBeat = beat;
|
||||
mobjDat.awakeAnim = awakeAnim;
|
||||
mobjDat.comboId = comboId;
|
||||
|
||||
mobj.SetActive(true);
|
||||
|
||||
return mobj;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -11,7 +11,18 @@ namespace HeavenStudio.Games.Scripts_KarateMan
|
|||
public float startBeat;
|
||||
public ItemType type;
|
||||
public int path = 1;
|
||||
int status = 0;
|
||||
|
||||
public GameObject Shadow;
|
||||
public GameObject ShadowInstance;
|
||||
|
||||
public string awakeAnim;
|
||||
FlyStatus status = FlyStatus.Fly;
|
||||
|
||||
public int comboId = -1;
|
||||
static int _lastCombo = -1;
|
||||
public static int LastCombo { get { return _lastCombo; } }
|
||||
public static int GetNewCombo() { _lastCombo++; return _lastCombo; }
|
||||
public static void ResetLastCombo() { _lastCombo = -1; }
|
||||
|
||||
public enum ItemType {
|
||||
Pot, // path 1
|
||||
|
@ -43,26 +54,28 @@ namespace HeavenStudio.Games.Scripts_KarateMan
|
|||
//pot trajectory stuff
|
||||
public Transform[] HitPosition;
|
||||
public float[] HitPositionOffset;
|
||||
static Vector3 StartPositionOffset = new Vector3(3f, 0f, -8f);
|
||||
public Vector3[] StartPositionOffset;
|
||||
public float[] ItemSlipRt;
|
||||
|
||||
float ProgressToHitPosition(float progress) {
|
||||
return progress + (HitPositionOffset[path] -0.5f);
|
||||
return progress + (HitPositionOffset[path] - 0.5f);
|
||||
}
|
||||
|
||||
Vector3 ProgressToFlyPosition()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
float progress = Mathf.Min(cond.GetPositionFromBeat(startBeat, 2f), 1f);
|
||||
float progress = Mathf.Min(cond.GetPositionFromBeat(startBeat, 2f), 1f - ItemSlipRt[path]);
|
||||
float progressToHitPosition = ProgressToHitPosition(progress);
|
||||
|
||||
Vector3 hitPosition = HitPosition[path].position;
|
||||
|
||||
//https://www.desmos.com/calculator/ycn9v62i4f
|
||||
float offset = HitPositionOffset[path];
|
||||
float flyHeight = (progressToHitPosition*(progressToHitPosition-1f))/(offset*(offset-1f));
|
||||
float floorHeight = HitPosition[0].position.y;
|
||||
|
||||
Vector3 startPosition = transform.position + StartPositionOffset;
|
||||
Vector3 endPosition = transform.position - StartPositionOffset;
|
||||
Vector3 startPosition = hitPosition + StartPositionOffset[path];
|
||||
Vector3 endPosition = hitPosition - StartPositionOffset[path];
|
||||
Vector3 flyPosition = new Vector3(
|
||||
Mathf.Lerp(startPosition.x, endPosition.x, progress),
|
||||
floorHeight + (HitPosition[path].position.y - floorHeight) * flyHeight,
|
||||
|
@ -74,5 +87,140 @@ namespace HeavenStudio.Games.Scripts_KarateMan
|
|||
}
|
||||
return flyPosition;
|
||||
}
|
||||
|
||||
void Awake()
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case ItemType.ComboPot1:
|
||||
KarateManNew.instance.ScheduleInput(startBeat, 1f, InputType.STANDARD_ALT_DOWN, ComboStartJustOrNg, ComboStartThrough, ComboStartOut);
|
||||
path = 1;
|
||||
break;
|
||||
case ItemType.ComboPot2:
|
||||
path = 1;
|
||||
break;
|
||||
case ItemType.ComboPot3:
|
||||
path = 2;
|
||||
break;
|
||||
case ItemType.ComboPot4:
|
||||
path = 3;
|
||||
//if the button isn't held anymore make Joe spin
|
||||
break;
|
||||
case ItemType.ComboPot5:
|
||||
path = 4;
|
||||
break;
|
||||
case ItemType.ComboBarrel:
|
||||
path = 5;
|
||||
//check for button release
|
||||
break;
|
||||
default:
|
||||
KarateManNew.instance.ScheduleInput(startBeat, 1f, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, ItemJustOrNg, ItemThrough, ItemOut);
|
||||
path = 1;
|
||||
comboId = -1;
|
||||
break;
|
||||
}
|
||||
|
||||
float floorHeight = HitPosition[0].position.y;
|
||||
transform.position = ProgressToFlyPosition();
|
||||
|
||||
Animator mobjAnim = GetComponent<Animator>();
|
||||
mobjAnim.Play(awakeAnim, -1, 0);
|
||||
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (-360f * Time.deltaTime) + UnityEngine.Random.Range(0f, 360f));
|
||||
|
||||
ShadowInstance = GameObject.Instantiate(Shadow, KarateManNew.instance.ItemHolder);
|
||||
ShadowInstance.SetActive(true);
|
||||
ShadowInstance.transform.position = new Vector3(transform.position.x, floorHeight - 0.5f, transform.position.z);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
float floorHeight = HitPosition[0].position.y;
|
||||
ShadowInstance.transform.position = new Vector3(transform.position.x, floorHeight - 0.5f, transform.position.z);
|
||||
switch (status)
|
||||
{
|
||||
case FlyStatus.Fly:
|
||||
float prog = cond.GetPositionFromBeat(startBeat, 2f);
|
||||
transform.position = ProgressToFlyPosition();
|
||||
if (prog >= 2f) {
|
||||
GameObject.Destroy(ShadowInstance.gameObject);
|
||||
GameObject.Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
else if (prog < 1f - ItemSlipRt[path]) {
|
||||
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (90f * Time.deltaTime * (1/cond.pitchedSecPerBeat)));
|
||||
}
|
||||
break;
|
||||
case FlyStatus.Hit:
|
||||
//TEMPORARY
|
||||
GameObject.Destroy(ShadowInstance.gameObject);
|
||||
GameObject.Destroy(gameObject);
|
||||
return;
|
||||
case FlyStatus.NG:
|
||||
//TEMPORARY
|
||||
GameObject.Destroy(ShadowInstance.gameObject);
|
||||
GameObject.Destroy(gameObject);
|
||||
return;
|
||||
case FlyStatus.HitWeak:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void ItemJustOrNg(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (status == FlyStatus.Fly) {
|
||||
KarateManNew.instance.Joe.Punch();
|
||||
if (state <= -1f || state >= 1f) {
|
||||
Jukebox.PlayOneShot("miss");
|
||||
status = FlyStatus.NG;
|
||||
}
|
||||
else {
|
||||
Jukebox.PlayOneShotGame("karateman/potHit", forcePlay: true);
|
||||
status = FlyStatus.Hit;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ItemWrongAction(PlayerActionEvent caller, float state)
|
||||
{
|
||||
//hitting a normal object with the alt input
|
||||
}
|
||||
|
||||
public void ItemOut(PlayerActionEvent caller) {}
|
||||
|
||||
public void ItemThrough(PlayerActionEvent caller)
|
||||
{
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(startBeat + 2f, delegate {
|
||||
//TODO: play miss sound
|
||||
//deduct flow if applicable
|
||||
})
|
||||
});
|
||||
}
|
||||
|
||||
public void ComboStartJustOrNg(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (status == FlyStatus.Fly) {
|
||||
KarateManNew.instance.Joe.Punch(1);
|
||||
KarateManNew.instance.Joe.SetComboId(comboId);
|
||||
if (state <= -1f || state >= 1f) {
|
||||
Jukebox.PlayOneShot("miss");
|
||||
status = FlyStatus.NG;
|
||||
}
|
||||
else {
|
||||
Jukebox.PlayOneShotGame("karateman/potHit", forcePlay: true);
|
||||
status = FlyStatus.Hit;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ComboStartOut(PlayerActionEvent caller) {}
|
||||
public void ComboStartThrough(PlayerActionEvent caller) {}
|
||||
|
||||
public void ComboStartWrongAction(PlayerActionEvent caller, float state)
|
||||
{
|
||||
//hitting a combo start object with the normal input
|
||||
}
|
||||
}
|
||||
}
|
|
@ -101,22 +101,22 @@ namespace HeavenStudio.Games
|
|||
// Forgive me for those input type names
|
||||
return (
|
||||
//General inputs, both down and up
|
||||
(PlayerInput.Pressed() && inputType == InputType.STANDARD_DOWN) ||
|
||||
(PlayerInput.AltPressed() && inputType == InputType.STANDARD_ALT_DOWN) ||
|
||||
(PlayerInput.GetAnyDirectionDown() && inputType == InputType.DIRECTION_DOWN) ||
|
||||
(PlayerInput.PressedUp() && inputType == InputType.STANDARD_UP) ||
|
||||
(PlayerInput.AltPressedUp() && inputType == InputType.STANDARD_ALT_UP) ||
|
||||
(PlayerInput.GetAnyDirectionUp() && inputType == InputType.DIRECTION_UP) ||
|
||||
(PlayerInput.Pressed() && inputType.HasFlag(InputType.STANDARD_DOWN)) ||
|
||||
(PlayerInput.AltPressed() && inputType.HasFlag(InputType.STANDARD_ALT_DOWN)) ||
|
||||
(PlayerInput.GetAnyDirectionDown() && inputType.HasFlag(InputType.DIRECTION_DOWN)) ||
|
||||
(PlayerInput.PressedUp() && inputType.HasFlag(InputType.STANDARD_UP)) ||
|
||||
(PlayerInput.AltPressedUp() && inputType.HasFlag(InputType.STANDARD_ALT_UP)) ||
|
||||
(PlayerInput.GetAnyDirectionUp() && inputType.HasFlag(InputType.DIRECTION_UP)) ||
|
||||
//Specific directional inputs
|
||||
(PlayerInput.GetSpecificDirectionDown(PlayerInput.DOWN) && inputType == InputType.DIRECTION_DOWN_DOWN) ||
|
||||
(PlayerInput.GetSpecificDirectionDown(PlayerInput.UP) && inputType == InputType.DIRECTION_UP_DOWN) ||
|
||||
(PlayerInput.GetSpecificDirectionDown(PlayerInput.LEFT) && inputType == InputType.DIRECTION_LEFT_DOWN) ||
|
||||
(PlayerInput.GetSpecificDirectionDown(PlayerInput.RIGHT) && inputType == InputType.DIRECTION_RIGHT_DOWN) ||
|
||||
(PlayerInput.GetSpecificDirectionDown(PlayerInput.DOWN) && inputType.HasFlag(InputType.DIRECTION_DOWN_DOWN)) ||
|
||||
(PlayerInput.GetSpecificDirectionDown(PlayerInput.UP) && inputType.HasFlag(InputType.DIRECTION_UP_DOWN)) ||
|
||||
(PlayerInput.GetSpecificDirectionDown(PlayerInput.LEFT) && inputType.HasFlag(InputType.DIRECTION_LEFT_DOWN)) ||
|
||||
(PlayerInput.GetSpecificDirectionDown(PlayerInput.RIGHT) && inputType.HasFlag(InputType.DIRECTION_RIGHT_DOWN)) ||
|
||||
|
||||
(PlayerInput.GetSpecificDirectionUp(PlayerInput.DOWN) && inputType == InputType.DIRECTION_DOWN_UP) ||
|
||||
(PlayerInput.GetSpecificDirectionUp(PlayerInput.UP) && inputType == InputType.DIRECTION_UP_UP) ||
|
||||
(PlayerInput.GetSpecificDirectionUp(PlayerInput.LEFT) && inputType == InputType.DIRECTION_LEFT_UP) ||
|
||||
(PlayerInput.GetSpecificDirectionUp(PlayerInput.RIGHT) && inputType == InputType.DIRECTION_RIGHT_UP)
|
||||
(PlayerInput.GetSpecificDirectionUp(PlayerInput.DOWN) && inputType.HasFlag(InputType.DIRECTION_DOWN_UP)) ||
|
||||
(PlayerInput.GetSpecificDirectionUp(PlayerInput.UP) && inputType.HasFlag(InputType.DIRECTION_UP_UP)) ||
|
||||
(PlayerInput.GetSpecificDirectionUp(PlayerInput.LEFT) && inputType.HasFlag(InputType.DIRECTION_LEFT_UP)) ||
|
||||
(PlayerInput.GetSpecificDirectionUp(PlayerInput.RIGHT) && inputType.HasFlag(InputType.DIRECTION_RIGHT_UP))
|
||||
);
|
||||
}
|
||||
|
||||
|
|
|
@ -5,30 +5,31 @@ using UnityEngine;
|
|||
|
||||
namespace HeavenStudio
|
||||
{
|
||||
[System.Flags]
|
||||
public enum InputType : int {
|
||||
|
||||
//General
|
||||
//-------
|
||||
//Down
|
||||
STANDARD_DOWN = 0,
|
||||
STANDARD_ALT_DOWN = 1,
|
||||
DIRECTION_DOWN = 2,
|
||||
STANDARD_DOWN = 1<<0,
|
||||
STANDARD_ALT_DOWN = 1<<1,
|
||||
DIRECTION_DOWN = 1<<2,
|
||||
//Up
|
||||
STANDARD_UP = 3,
|
||||
STANDARD_ALT_UP = 4,
|
||||
DIRECTION_UP = 5,
|
||||
STANDARD_UP = 1<<3,
|
||||
STANDARD_ALT_UP = 1<<4,
|
||||
DIRECTION_UP = 1<<5,
|
||||
|
||||
//Specific
|
||||
//--------
|
||||
//Down
|
||||
DIRECTION_DOWN_DOWN = 6,
|
||||
DIRECTION_UP_DOWN = 7,
|
||||
DIRECTION_LEFT_DOWN = 8,
|
||||
DIRECTION_RIGHT_DOWN = 9,
|
||||
DIRECTION_DOWN_DOWN = 1<<6,
|
||||
DIRECTION_UP_DOWN = 1<<7,
|
||||
DIRECTION_LEFT_DOWN = 1<<8,
|
||||
DIRECTION_RIGHT_DOWN = 1<<9,
|
||||
//Up
|
||||
DIRECTION_DOWN_UP = 10,
|
||||
DIRECTION_UP_UP = 11,
|
||||
DIRECTION_LEFT_UP = 12,
|
||||
DIRECTION_RIGHT_UP = 13
|
||||
DIRECTION_DOWN_UP = 1<<10,
|
||||
DIRECTION_UP_UP = 1<<11,
|
||||
DIRECTION_LEFT_UP = 1<<12,
|
||||
DIRECTION_RIGHT_UP = 1<<13
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue