better touch function
This commit is contained in:
62
main.py
62
main.py
@@ -104,6 +104,58 @@ def is_SPACE_event(event):
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return False
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return False
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def is_LEFT_event(event):
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global touch_start, touch_start_time
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if ((event.type == pygame.KEYDOWN and event.key == pygame.K_LEFT) or
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(event.type == pygame.JOYHATMOTION and event.value[0] == -1) or
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(event.type == pygame.JOYBUTTONDOWN and event.button == 2)):
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return True
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if event.type == pygame.FINGERDOWN:
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touch_start = (event.x * SCREEN_WIDTH, event.y * SCREEN_HEIGHT)
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touch_start_time = time.time()
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elif event.type == pygame.FINGERUP and touch_start:
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end = (event.x * SCREEN_WIDTH, event.y * SCREEN_HEIGHT)
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duration = time.time() - touch_start_time
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dx = end[0] - touch_start[0]
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dy = end[1] - touch_start[1]
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touch_start = None
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touch_start_time = None
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if abs(dx) > 50 and abs(dy) < 80 and dx < -30 and duration > 0.3:
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return True # Swipe nach links erkannt
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return False
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def is_UP_event(event):
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global touch_start, touch_start_time
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if ((event.type == pygame.KEYDOWN and event.key == pygame.K_UP) or
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(event.type == pygame.JOYHATMOTION and event.value[1] == 1) or
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(event.type == pygame.JOYBUTTONDOWN and event.button == 3)):
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return True
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if event.type == pygame.FINGERDOWN:
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touch_start = (event.x * SCREEN_WIDTH, event.y * SCREEN_HEIGHT)
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touch_start_time = time.time()
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elif event.type == pygame.FINGERUP and touch_start:
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end = (event.x * SCREEN_WIDTH, event.y * SCREEN_HEIGHT)
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duration = time.time() - touch_start_time
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dx = end[0] - touch_start[0]
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dy = end[1] - touch_start[1]
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touch_start = None
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touch_start_time = None
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if abs(dy) > 50 and abs(dx) < 80 and dy < -30 and duration > 0.3:
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return True # Swipe nach oben erkannt
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return False
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async def init_game():
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async def init_game():
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global screen, clock, font, controls
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global screen, clock, font, controls
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@@ -674,18 +726,14 @@ async def main():
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for event in pygame.event.get():
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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if event.type == pygame.QUIT:
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running = False
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running = False
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elif event.type == pygame.KEYDOWN or event.type == pygame.JOYBUTTONDOWN or event.type == pygame.JOYHATMOTION or event.type == pygame.FINGERDOWN or touch_start:
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elif event.type == pygame.KEYDOWN or event.type == pygame.JOYBUTTONDOWN or event.type == pygame.JOYHATMOTION or event.type == pygame.FINGERDOWN or touch_start or(event.type == pygame.MOUSEBUTTONDOWN and event.button == 1):
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if state == 1: # PLAYING
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if state == 1: # PLAYING
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if ((event.type == pygame.KEYDOWN and event.key == pygame.K_LEFT) or
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if is_LEFT_event(event):
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(event.type == pygame.JOYHATMOTION and event.value[0] == -1) or
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(event.type == pygame.JOYBUTTONDOWN and event.button == 2)):
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can_tip = current_case.length_units * UNIT_HEIGHT <= TRAILER_HEIGHT
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can_tip = current_case.length_units * UNIT_HEIGHT <= TRAILER_HEIGHT
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if current_case and current_case.allow_snap and can_use_tilt and can_tip:
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if current_case and current_case.allow_snap and can_use_tilt and can_tip:
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await current_case.animate_tip()
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await current_case.animate_tip()
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can_use_tilt = False
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can_use_tilt = False
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elif ((event.type == pygame.KEYDOWN and event.key == pygame.K_UP) or
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elif is_UP_event(event):
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(event.type == pygame.JOYHATMOTION and event.value[1] == 1) or
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(event.type == pygame.JOYBUTTONDOWN and event.button == 3)):
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if current_case and current_case.allow_snap and can_use_on_top and current_case.can_place_on_top():
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if current_case and current_case.allow_snap and can_use_on_top and current_case.can_place_on_top():
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if await current_case.animate_place_on_top():
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if await current_case.animate_place_on_top():
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transition_counter = transition_fps
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transition_counter = transition_fps
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