GS_Return GS_Controls::Move(float secsPassed, const sf::Input& input) {
	Gamestate::Move(secsPassed, input);

	if((GS_FOCUS & GetState()) && input.IsJoystickButtonDown(0, 3)) {
		return GS_POP;
	}

	return GS_NOP;
}
Exemple #2
0
bool GS_Game::Move(float secsPassed, const sf::Input& input)
{
#ifdef _WIN32
	XBoxCtrl::GetInstance()->Update(secsPassed);
#endif

	_expManager.Update(secsPassed);

	SoundManager::GetInstance()->Update();

	_timePassed += secsPassed;
	_fallTimer += secsPassed;

	if(Collision()) 
	{
		if(_activeBlock.position.y <= 0)
		{
			_next = MB_ENTER_SCORE;
			return false;
		}

		_activeBlock.position.y--;
		AddToField();
		DropNewBlock();
	}

	if(input.IsKeyDown(sf::Key::Escape) || input.IsJoystickButtonDown(0, 3))
	{
		_next = MB_MENU;
		// _next = MB_ENTER_SCORE;
		return false;
	}

	if(_canDrop && _falling)
	{
		if(input.IsKeyDown(sf::Key::Down) || input.IsJoystickButtonDown(0, 0))
		{
#ifdef _WIN32
			XBoxCtrl::GetInstance()->Rumble(10000, 20000, 0.3f);
#endif
			while(!Collision()) _activeBlock.position.y++;
			_activeBlock.position.y--;
			
			if(_activeBlock.position.y <= 0)
			{
				_next = MB_ENTER_SCORE;
				return false;
			}

			AddToField();
			DropNewBlock();

			_fallTimer = 0.0f;
			_canDrop = false;
		}
	}
	if(!_canDrop)
	{
		if(!input.IsKeyDown(sf::Key::Down) && !input.IsJoystickButtonDown(0, 0))
			_canDrop = true;
	}

	if(_canRotate)
	{
		if(input.IsKeyDown(sf::Key::Up) || input.IsJoystickButtonDown(0, 1))
		{
			int current = _activeBlock.index;
			int next = _activeBlock.index + s_blocks[current].next;
			int px1, py1, px2, py2;
			for(int i = 0; i < 4; ++i)
			{
				for(int j = 0; j < 4; ++j)
				{
					if(BLOCK_PIVOT == s_blocks[current].map[MAPSIZE * i + j])
					{
						px1 = i; py1 = j;
					}
					if(BLOCK_PIVOT == s_blocks[next].map[MAPSIZE * i + j])
					{
						px2 = i; py2 = j;
					}
				}
			}
			_activeBlock.index = next;
			sf::Vector2<int> pos = _activeBlock.position;
			int x = _activeBlock.position.x += (px2 - px1);
			int y = _activeBlock.position.y += (py2 - py1);

			if(OutOfField() || Collision())
			{
				int i;
				for(i = 1; i < 4; ++i)
				{
					_activeBlock.position.x = x - i;
					if(!OutOfField()) break;
					_activeBlock.position.x = x + i;
					if(!OutOfField()) break;
				}

				if(3 <= i || Collision()) 
				{
					_activeBlock.position = pos;
					_activeBlock.index = current;
				}
			}
#ifdef _WIN32
			XBoxCtrl::GetInstance()->Rumble(10000, 1000, 0.5f);
#endif
			_zoom->Play();
			_canRotate = false;
		}
	}

	if(!_canRotate)
	{
		if(!input.IsKeyDown(sf::Key::Up) && !input.IsJoystickButtonDown(0, 1))
			_canRotate = true;
	}

	if(_receivesInput)
	{
		if(_falling)
		{
			if(50.0f < input.GetJoystickAxis(0, sf::Joy::AxisY))
			{
				_activeBlock.position.y++;
				if(Collision()) _activeBlock.position.y--;

				_fallTimer = 0.0f;
				_delayInput = 0.0f;
				_receivesInput = false;
			}
			if(-50.0f > input.GetJoystickAxis(0, sf::Joy::AxisY))
			{
				for(int i = 0; i < 2; ++i)
				{
					_activeBlock.position.y++;
					if(Collision()) _activeBlock.position.y--;
				}

				_fallTimer = 0.0f;
				_delayInput = 0.0f;
				_receivesInput = false;
			}
		}
		if(input.IsKeyDown(sf::Key::Left) || -50.0f > input.GetJoystickAxis(0, sf::Joy::AxisX)) 
		{
			_activeBlock.position.x--;
			if(OutOfField() || Collision()) _activeBlock.position.x++;

			_receivesInput = false;
			_delayInput = 0.0f;
		}
		if(input.IsKeyDown(sf::Key::Right) || 50.0f < input.GetJoystickAxis(0, sf::Joy::AxisX)) 
		{
			_activeBlock.position.x++;
			if(OutOfField() || Collision()) _activeBlock.position.x--;

			_receivesInput = false;
			_delayInput = 0.0f;
		}
	}
	else
	{
		_delayInput += secsPassed;
		if(0.1f < _delayInput)
			_receivesInput = true;
	}

	if(_falling)
	{
		if(_fallTimer > 0.5f)
		{
			_activeBlock.position.y++;
			_fallTimer = 0.0f;
		}
	}
	else
	{
		_blendTimer += secsPassed;
		if(2.0f < _blendTimer)
		{
			for(int i = 19; i >= 1; --i)
			{
				if(_field[i].remFlag)
				{
					for(int j = 0; j < i; ++j)
					{
						for(int k = 0; k < 16; ++k)
						{
							_field[i - j].stack[k] = _field[i - j - 1].stack[k];
							_field[i - j].remFlag = _field[i - j - 1].remFlag;
						}
					}
					++i;
				}
			}
			_falling = true;
		}
	}

	_fieldFrame.Move(secsPassed);
	return true;
}