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ТЕМА: Управление джойстиком в Falcao Pearl ABS Liquid V3

Управление джойстиком в Falcao Pearl ABS Liquid V3 9 года 2 мес. назад #78335

  • I_LORD
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  • Проект года 2 местоПроект месяца 1 местоПроект месяца 3 местоВетеранРазработчикПроект месяца 2 местоОраторПаладин
Кто может переделать стандартное управление в Falcao Pearl ABS Liquid V3 на управление Джойстиком?
В Pearl Kernel строка 230 есть код на клавиши.
# numbers
  N0 = 0x30; N1 = 0x31; N2 = 0x32; N3 = 0x33; N4 = 0x34
  N5 = 0x35; N6 = 0x36; N7 = 0x37; N8 = 0x38; N9 = 0x39
 
  # keys
  A = 0x41; B = 0x42; C = 0x43; D = 0x44; E = 0x45
  F = 0x46; G = 0x47; H = 0x48; I = 0x49; J = 0x4A
  K = 0x4B; L = 0x4C; M = 0x4D; N = 0x4E; O = 0x4F
  P = 0x50; Q = 0x51; R = 0x52; S = 0x53; T = 0x54
  U = 0x55; V = 0x56; W = 0x57; X = 0x58; Y = 0x59; Z = 0x5A

В Pearl Battler settings строка 13 есть код управления
# Type            Key         Display name      
  Weapon   =  [PearlKey::F,      'F']            # Weapon usage
  Armor    =  [PearlKey::G,      'G']            # Armor usage
  Item     =  [PearlKey::H,      'H']            # Item  usage
  Item2    =  [PearlKey::J,      'J']            # Item2 usage
  Skill    =  [PearlKey::R,      'R']            # Skill usage
  Skill2   =  [PearlKey::T,      'T']            # Skill2 usage
  Skill3   =  [PearlKey::Y,      'Y']            # Skill3 usage
  Skill4   =  [PearlKey::U,      'U']            # Skill4 usage
  
  # Follower attack toggle
  Follower =  [PearlKey::K,      'K']
Последнее редактирование: 9 года 2 мес. назад от I_LORD.
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Управление джойстиком в Falcao Pearl ABS Liquid V3 9 года 2 мес. назад #78336

  • strelokhalfer
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Нужно уметь работать с api.
Да и нужен контроллер на xInput.
А мейкер работает на DirecInput
PS. Ссылка на форму идет, давай прямую.
"Стрелок, что-то ты неочень похож на свой аватар..."(с)
Последнее редактирование: 9 года 2 мес. назад от strelokhalfer.
Администратор запретил публиковать записи гостям.

Управление джойстиком в Falcao Pearl ABS Liquid V3 9 года 2 мес. назад #78337

  • I_LORD
  • I_LORD аватар
  • Вне сайта
  • Светлый дракон
  • ;)
  • Сообщений: 775
  • Спасибо получено: 728
  • Проект года 2 местоПроект месяца 1 местоПроект месяца 3 местоВетеранРазработчикПроект месяца 2 местоОраторПаладин
Управление джойстика следующее:
1-A
2-B
3-C
4-X
5-Y
6-Z
7-L
8-R
Ссылку поправил. Стрелок, то есть никак не поменять? Даже с помощью других скриптов?
Есть же всякие скрипты на клавиатуру и прочие..
Администратор запретил публиковать записи гостям.

Управление джойстиком в Falcao Pearl ABS Liquid V3 9 года 2 мес. назад #78338

  • strelokhalfer
  • strelokhalfer аватар
  • Вне сайта
  • Архитектор Миров
  • Знатный грамотей
  • Сообщений: 1640
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  • Даритель СтимкеяПереводчикОрганизатор конкурсов2 место Сбитая кодировка2 место Программист Ruby
Для динпут не скажу, но скорее всего только разрешенные клавишы(так как для директа автор сам решает, какая кнопка что делает). А для иксинпут, нужно правильно подрубить апи.
"Стрелок, что-то ты неочень похож на свой аватар..."(с)
Администратор запретил публиковать записи гостям.

Управление джойстиком в Falcao Pearl ABS Liquid V3 9 года 2 мес. назад #78339

  • I_LORD
  • I_LORD аватар
  • Вне сайта
  • Светлый дракон
  • ;)
  • Сообщений: 775
  • Спасибо получено: 728
  • Проект года 2 местоПроект месяца 1 местоПроект месяца 3 местоВетеранРазработчикПроект месяца 2 местоОраторПаладин
Есть еще такой скрипт, он не поможет?
#==============================================================================
# Gamepad Extender v1.1 (2/20/15)
# by Lone Wolf
#------------------------------------------------------------------------------
# This allows scripters to utilize the extra buttons on modern
# XInput-compatible gamepads. It requires DirectX 9.0 or later and
# an XInput compatible gamepad. Incompatible pads will default to
# using the standard Input module functionality.
#
# This is not a plug-and-play script.
# Some knowledge of RGSS is required for proper use.
#
# Instructions:
#     1) Paste in the Materials section
#  2) Replace button calls in (other) scripts to use gamepad buttons as needed
#        (see Command Reference below)
# Optional:
#     2) Use the PadConfig section to specify button differences between
#          Gamepad and Keyboard (for players without gamepads)
#     3) Replace direct button calls in your scripts (and the defaults) with
#          PadConfig calls or these will do nothing
#        (see Command Reference below)
#------------------------------------------------------------------------------
# Command Reference:
#------------------------------------------------------------------------------
# All calls to extended buttons on Pad 1 can be made through the Input module.
# When using multiple pads, send calls to WolfPad with pad number (0...3)
#    as the final parameter. (i.e.  WolfPad.press?(:A, 3)  )
#
# The current list of mappable buttons is as follows:
#
#     :A, :B, :X, :Y     - XBOX 360 standard face buttons.
#     :L1, :L2, :R1, :R2 - Four triggers (LB, LT, RB, RT)
#     :SELECT, :START    - Back and Start buttons
#     :L3, :R3                    - Clickable Analog buttons
#
#     :UP, :DOWN,
#     :LEFT, :RIGHT        - D-Pad buttons
#
#  :L_UP, :L_DOWN
#  :L_LEFT, :L_RIGHT  - Left stick directions
#
#  :R_UP, :R_DOWN
#  :R_LEFT, :R_RIGHT  - Right stick directions
#
# NON-STANDARD MAPPINGS WILL DO NOTHING without a compatible gamepad.
# To that end, use calls to PadConfig to remap non-standard keys into
# the standard domain where possible.
#
#         for example:    Input.trigger?(PadConfig.page_down)
#         will return :R1 if a gamepad is plugged in, but :R otherwise
#
# Analog values can be referenced with the following commands:
#     left_stick
#     right_stick
#     left_trigger
#     right_trigger
#
# Directional values of analog sticks can be referenced with these:
#     lstick4
#     lstick8
#     rstick4
#     rstick8
#
# Controller vibration can be accessed with these:
#     vibrate(left_motor, right_motor, frame_duration)
#     set_motors(left_motor, right_motor)
#
# All functions take an optional gamepad id (0-3) as their final parameter.
#
#------------------------------------------------------------------------------
# Terms of Use:
#------------------------------------------------------------------------------
#     If you use it, give credit. With a few caveats:
#
#     Can't call it alpha nay more, but I consider this script in-development.
#     I make no guarantees of compatibility with other scripts.
#
#  Contact me via PM is you plan on using this in a commercial game.
#  I probably won't charge anything, but I will want to know it's out there.
#
#     This script was posted at the official RPG Maker forums.
#     Do modify or redistribute this script by itself, though you may
#     include a configured version with your own script demos provided
#     you inclide this header in its entirety.
#------------------------------------------------------------------------------
# Contact Info:
#------------------------------------------------------------------------------
# I can be reached via PM only at the RPG Maker Web forums.
#                                                                                     (http://forums.rpgmakerweb.com)
#
# PM'ing the user Lone Wolf at other RPG Maker sites may have...
# unpredicatable results. I made someone really happy the day I registered...
#------------------------------------------------------------------------------
# Credits:
# Lone Wolf (99% of the code)
# raulf17 (directional movement bug fix; now obsolete)
#------------------------------------------------------------------------------
# 翻訳したいんですか?いいんだが、まだ未完成です。
#==============================================================================
module PadConfig
  # Basic configuration settings:
  # static:
  CONTROLLERS = 1 # can be any number from 1-4, higher values may cause errors
 
  # can be redefined by other scripts and changed in-game:
  def self.deadzone # Deadzone for axis input (%), may require adjusting
    0.05
  end
  def self.move_with_stick  # Use left-analog stick with dir4 and dir8
    true
  end
  def self.enable_vibration # Enable force-feedback
    true
  end
 
  # Use this section to write flexible button-mappings for your scripts.
  # Add additional methods as needed.
  # Format:   
  #      WolfPad.plugged_in? ? (gamepad binding) : (fallback binding)
  def self.confirm
    WolfPad.plugged_in? ? :A : :C
  end
  def self.cancel
    WolfPad.plugged_in? ? :B : :B
  end
  def self.dash
    WolfPad.plugged_in? ? :X : :A
  end
  def self.menu
    WolfPad.plugged_in? ? :Y : :B
  end
  def self.page_up
    WolfPad.plugged_in? ? :L1 : :L
  end
  def self.page_down
    WolfPad.plugged_in? ? :R1 : :R
  end
  def self.debug
    WolfPad.plugged_in? ? :L2 : :CTRL
  end
  def self.debug2
    WolfPad.plugged_in? ? :R3 : :F9
  end
end
# Main module:
module WolfPad
  def self.update
    for pad_index in 0...PadConfig::CONTROLLERS
      input = get_state(pad_index)
      if @packet[pad_index] == input[0]
      set_holds(pad_index)
      next
      end
      @packet[pad_index] = input[0]
      @buttons[pad_index] = (input[1] | 0x10000).to_s(2)
      @triggers[pad_index] = [input[2], input[3]]
      @lstick[pad_index] = [constrain_axis(input[4]), -constrain_axis(input[5])]
      @rstick[pad_index] = [constrain_axis(input[6]), -constrain_axis(input[7])]
      set_holds(pad_index)
    end
    update_vibration
  end
  def self.test # Prints no. of detected controllers (debugging use only)
    detected = 0
    for i in 0...PadConfig::CONTROLLERS
      self.update
      detected += plugged_in?(i) ? 1 : 0
    end
    puts sprintf("%d XInput controller(s) in use.", detected)
  end
  def self.readout # prints a range from the holds table (debugging use only)
    for i in 18...26
      print sprintf(" %d", @holds[0, i])
    end
    puts ";"
  end
  # Basic vibration call.
  # For simplicity, motor values should be floats from 0.0 to 1.0
  def self.vibrate(left, right, duration, pad_index = 0)
    return unless PadConfig.enable_vibration
    set_motors(left, right, pad_index)
    @vibrations[pad_index] = duration
  end
  # Counts down vibration event timers
  def self.update_vibration
    for pad in 0...PadConfig::CONTROLLERS
       next if @vibrations[pad] == -1
       @vibrations[pad] -= 1
       if @vibrations[pad] == 0
          @vibrations[pad] = -1
          set_motors(0, 0, pad)
       end
    end
  end
  # Set left and right motor speeds. Vibration continues until stopped.
  # Repeated calls with different values can create vibration effects.
  # For simplicity, input values should be floats from 0.0 to 1.0
  def self.set_motors(left, right, pad_index = 0)
    return unless (PadConfig.enable_vibration) || (left == 0 && right == 0)
    left_v = [left * 65535, 65535].min
    right_v = [right * 65535, 65535].min
    vibration = [left_v, right_v].pack("SS")
    @set_state.call(pad_index, vibration)
  end
  def self.press?(button, pad_index = 0)
    key_holds(button, pad_index) > 0
  end
  def self.trigger?(button, pad_index = 0)
    key_holds(button, pad_index) == 1
  end
  def self.repeat?(button, p_i = 0)
    return true if key_holds(button, p_i) == 1
    return true if key_holds(button, p_i) > 30 && key_holds(button, p_i) % 5 == 0
  end
  # Returns left stick as a pair of floats [x, y] between -1.0 and 1.0
  def self.left_stick(pad_index = 0)
    @lstick[pad_index]
  end
  # Returns right stick as a pair of floats [x, y] between -1.0 and 1.0
  def self.right_stick(pad_index = 0)
    @rstick[pad_index]
  end
  # Returns left trigger as float between 0.0 to 1.0
  def self.left_trigger(pad_index = 0)
    @triggers[pad_index][0] / 255.0
  end
  # Returns right trigger as float between 0.0 to 1.0
  def self.right_trigger(pad_index = 0)
    @triggers[pad_index][1] / 255.0
  end
  def self.dir4(p_i = 0)
    return lstick4(p_i) if PadConfig.move_with_stick
    if press?(:UP, p_i)
     8
    elsif press?(:RIGHT, p_i)
     6
    elsif press?(:LEFT, p_i)
     4
    elsif press?(:DOWN, p_i)
     2
    else
     0
    end
  end
  def self.dir8(p_i = 0)
    return lstick8(p_i) if PadConfig.move_with_stick
    if press?(:UP, p_i) and press?(:LEFT, p_i)
     7
    elsif press?(:UP, p_i) and press?(:RIGHT, p_i)
     9
    elsif press?(:DOWN, p_i) and press?(:LEFT, p_i)
     1
    elsif press?(:DOWN, p_i) and press?(:RIGHT, p_i)
     3
    else
     dir4(p_i)
    end
  end
  # Left-stick direction
  def self.lstick8(p_i = 0)
      flags_to_dir8(key_holds(:L_RIGHT, p_i),key_holds(:L_LEFT, p_i),
                    key_holds(:L_DOWN, p_i),key_holds(:L_UP, p_i))
  end
  def self.lstick4(p_i = 0)
      flags_to_dir4(key_holds(:L_RIGHT, p_i),key_holds(:L_LEFT, p_i),
                    key_holds(:L_DOWN, p_i),key_holds(:L_UP, p_i))
  end
  # Right-stick direction
  def self.rstick8(p_i = 0)
      flags_to_dir8(key_holds(:R_RIGHT, p_i),key_holds(:R_LEFT, p_i),
                    key_holds(:R_DOWN, p_i),key_holds(:R_UP, p_i))
  end
  def self.rstick4(p_i = 0)
      flags_to_dir4(key_holds(:R_RIGHT, p_i),key_holds(:R_LEFT, p_i),
                    key_holds(:R_DOWN, p_i),key_holds(:R_UP, p_i))
  end
  def self.plugged_in?(pad_index = 0)
    @packet[pad_index] && @packet[pad_index] > 0
  end
  def self.keyboard_key?(button)
    !@keys.has_key?(button)
  end
 
  #Helper functions:
  # convert signed half-word axis state to float
  def self.constrain_axis(axis)
    val = axis.to_f / 2**15
    val.abs > PadConfig.deadzone ? val : 0
  end
 
  # derives a dir8 value from directional hold values
  def self.flags_to_dir8(right, left, down, up)
    x = right == left ? 0 : (right > left ? 1 : 2)
    y = down == up ? 0 : (down > up ? 1 : 2)
    table = [[5, 2, 8],
            [ 6, 3, 9],
            [ 4, 1, 7]]
    return table[x][y]
  end
  # derives a dir4 value from directional hold values
  def self.flags_to_dir4(right, left, down, up)
    selection = [right, left, down, up].max
    table = [0,0,down,0,left,0,right,0,up]
    return table.index(selection)
  end
 
  # calculates the precise geometric angle from stick axis values [x,y]
  def self.axis_to_angle(axis)
    cy = -axis[1]
    cx = -axis[0]
    return -1 if cy == 0 && cx == 0
    angle = Math.atan2(cx, cy) * 180 / Math::PI
    angle = angle < 0 ? angle + 360 : angle
    return angle
  end
 
  # Original angle-conversion handlers for analog sticks
  # OBSOLETE: preserved for reference only
  def self.axis_to_dir8(axis)
    angle_to_dir8(axis_to_angle(axis))
  end
  def self.axis_to_dir4(axis)
    angle_to_dir4(axis_to_angle(axis))
  end
 
  def self.angle_to_dir8(angle)
    return 0 if angle == -1
    d = 0
    if angle < 22.5 || angle >= 337.5
     d = 8
    elsif angle < 67.5
     d = 7
    elsif angle < 112.5
     d = 4
    elsif angle < 157.5
     d = 1
    elsif angle < 202.5
     d = 2
    elsif angle < 247.5
     d = 3
    elsif angle < 292.5
     d = 6
    elsif angle < 337.5
     d = 9
    end
    return d
  end
  def self.angle_to_dir4(angle)
    return 0 if angle == -1
    d = 0
    if angle < 45 || angle >= 315
     d = 8
    elsif angle < 135
     d = 4
    elsif angle < 225
     d = 2
    elsif angle < 315
     d = 6
    end
    return d
  end
 
  private # methods past here can't be called from outside
  # This hash correlates RM's Input to XInput keys. Experienced Users only!
  # The Input module will handle any keys not listed here (i.e. :CTRL) itself.
  # Integers refer to specific gamepad button IDs.
  @keys = {
    :UP    => 15, #d-pad up
    :DOWN => 14, #d-pad left
    :LEFT => 13, #d-pad down
    :RIGHT => 12, #d-pad right
    :A     => 3, #lower face button
    :B     => 2, #right face button
    :X     => 1, #left face button
    :Y     => 0, #upper face button
    :L1    => 7, #upper left trigger
    :R1    => 6, #upper right trigger
    :START => 11,
    :SELECT => 10,
    :L3    => 9, #left thubstick button
    :R3    => 8, #right thubstick button
    :L2    => 16, #lower left trigger (press only)
    :R2    => 17, #lower right trigger (press only)
    :L_UP    => 21,
    :L_DOWN    => 20,
    :L_LEFT    => 19,
    :L_RIGHT    =>18,
    :R_UP    => 25,
    :R_DOWN    => 24,
    :R_LEFT    => 23,
    :R_RIGHT    => 22
    }
  #Win32API calls. Leave these alone.
  @set_state = Win32API.new("XINPUT9_1_0", "XInputSetState", "IP", "V")
  @get_state = Win32API.new("XINPUT9_1_0", "XInputGetState", "IP", "L")
  #Initializers
  # Will store data for number of gamepads in use.
  @packet = Array.new(PadConfig::CONTROLLERS)
  @buttons = Array.new(PadConfig::CONTROLLERS)
  @triggers = Array.new(PadConfig::CONTROLLERS)
  @lstick = Array.new(PadConfig::CONTROLLERS)
  @rstick = Array.new(PadConfig::CONTROLLERS)
  # tracks how long buttons have been pressed
  @holds = Table.new(PadConfig::CONTROLLERS, 26)
  # stores vibration event timers
  @vibrations = Array.new(PadConfig::CONTROLLERS, -1)
  def self.key_holds(symbol, pad_index)
    return 0 if keyboard_key?(symbol)
    @holds[pad_index, @keys[symbol]]
  end
  def self.get_state(pad_index)
    state = "\0" * 16
    @get_state.call(pad_index, state)
    return state.unpack("LSCCssss")
  end
  def self.set_holds(p_i)
    for i in 1...17
     @holds[p_i, i-1] = @buttons[p_i][i].to_i > 0 ? @holds[p_i, i-1] + 1 : 0
    end
    @holds[p_i, 16] = left_trigger(p_i) >= 0.5 ? @holds[p_i, 16]+1 : 0
    @holds[p_i, 17] = right_trigger(p_i) >= 0.5 ? @holds[p_i, 17]+1 : 0
    @holds[p_i, 18] = left_stick(p_i)[0] >= 0.5 ? @holds[p_i, 18]+1 : 0
    @holds[p_i, 19] = left_stick(p_i)[0] <= -0.5 ? @holds[p_i, 19]+1 : 0
    @holds[p_i, 20] = left_stick(p_i)[1] >= 0.5 ? @holds[p_i, 20]+1 : 0
    @holds[p_i, 21] = left_stick(p_i)[1] <= -0.5 ? @holds[p_i, 21]+1 : 0
    @holds[p_i, 22] = right_stick(p_i)[0] >= 0.5 ? @holds[p_i, 22]+1 : 0
    @holds[p_i, 23] = right_stick(p_i)[0] <= -0.5 ? @holds[p_i, 23]+1 : 0
    @holds[p_i, 24] = right_stick(p_i)[1] >= 0.5 ? @holds[p_i, 24]+1 : 0
    @holds[p_i, 25] = right_stick(p_i)[1] <= -0.5 ? @holds[p_i, 25]+1 : 0
  end
end
# Aliases to tie the above into VXAce's Input module
module Input
  class <<self
    alias :vxa_update :update
    alias :vxa_press? :press?
    alias :vxa_trigger? :trigger?
    alias :vxa_repeat? :repeat?
    alias :vxa_dir4 :dir4
    alias :vxa_dir8 :dir8
  end
  def self.update
    WolfPad.update
    vxa_update
  end
  def self.press?(button)
    return vxa_press?(button) if WolfPad.keyboard_key?(button)
    return WolfPad.press?(button) if WolfPad.plugged_in?
    return vxa_press?(button)
  end
  def self.trigger?(button)
    return vxa_trigger?(button) if WolfPad.keyboard_key?(button)
    return WolfPad.trigger?(button) if WolfPad.plugged_in?
    return vxa_trigger?(button)
  end
  def self.repeat?(button)
    return vxa_repeat?(button) if WolfPad.keyboard_key?(button)
    return WolfPad.repeat?(button) if WolfPad.plugged_in?
    return vxa_repeat?(button)
  end
  def self.dir4
    WolfPad.plugged_in? ? WolfPad.dir4 : vxa_dir4
  end
  def self.dir8
    WolfPad.plugged_in? ? WolfPad.dir8 : vxa_dir8
  end
end
Администратор запретил публиковать записи гостям.

Управление джойстиком в Falcao Pearl ABS Liquid V3 9 года 2 мес. назад #78340

  • strelokhalfer
  • strelokhalfer аватар
  • Вне сайта
  • Архитектор Миров
  • Знатный грамотей
  • Сообщений: 1640
  • Спасибо получено: 1078
  • Даритель СтимкеяПереводчикОрганизатор конкурсов2 место Сбитая кодировка2 место Программист Ruby
Он как раз заставляет мейкер по хорошему работать с иксинпут.
"Стрелок, что-то ты неочень похож на свой аватар..."(с)
Администратор запретил публиковать записи гостям.
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