Example #1
1
// key events are a way to get input from GLFW.
func keyCallback(w *glfw.Window, key glfw.Key, scancode int, action glfw.Action, mods glfw.ModifierKey) {
	//if u only want the on press, do = && && action == glfw.Press
	if key == glfw.KeyW && action == glfw.Press {
		fmt.Printf("W Pressed!\n")
		player.moveUp()
	}
	if key == glfw.KeyA { //&& action == glfw.Press
		fmt.Printf("A Pressed!\n")
		if action == glfw.Release {
			player.moving_left = false
		}
		if action == glfw.Press {
			player.moving_left = true
		}
		// player.moveLeft()
	}
	if key == glfw.KeyS {
		fmt.Printf("S Pressed!\n")
		player.moveDown()
	}
	if key == glfw.KeyD {
		fmt.Printf("D Pressed!\n")
		if action == glfw.Release {
			player.moving_right = false
		}
		if action == glfw.Press {
			player.moving_right = true
		}
		// player.moveRight()
	}

	if key == glfw.KeyEscape && action == glfw.Press {
		w.SetShouldClose(true)
	}
}
Example #2
0
func onKey(w *glfw.Window, key glfw.Key, scancode int, action glfw.Action, mods glfw.ModifierKey) {
	switch {
	case key == glfw.KeyEscape && action == glfw.Press,
		key == glfw.KeyQ && action == glfw.Press:
		w.SetShouldClose(true)
	}
}
Example #3
0
// key events are a way to get input from GLFW.
func keyCallback(w *glfw.Window, key glfw.Key, scancode int, action glfw.Action, mods glfw.ModifierKey) {
	//if u only want the on press, do = && && action == glfw.Press
	player := game.Player

	if key == glfw.KeyW && action == glfw.Press {
		fmt.Printf("W Pressed!\n")
		player.Jump()

	}
	if key == glfw.KeyA { //&& action == glfw.Press
		fmt.Printf("A Pressed!\n")
		player.MoveLeft()
	}
	if key == glfw.KeyS {
		fmt.Printf("S Pressed!\n")
	}
	if key == glfw.KeyD {
		fmt.Printf("D Pressed!\n")
		player.MoveRight()

	}

	if key == glfw.KeyEscape && action == glfw.Press {
		w.SetShouldClose(true)
	}
}
Example #4
0
// mainKeyCallback is the main keyboard input callback for the game
func gameKeyCallback(w *glfw.Window, key glfw.Key, scancode int, action glfw.Action, mods glfw.ModifierKey) {
	switch {
	// NOTE: For testing purposes, we'll exit on esc button
	case key == glfw.KeyEscape && action == glfw.Press:
		w.SetShouldClose(true)
	}
}
func keyCallback(window *glfw.Window, key glfw.Key, scancode int, action glfw.Action, mods glfw.ModifierKey) {
	// When a user presses the escape key, we set the WindowShouldClose property to true,
	// which closes the application
	if key == glfw.KeyEscape && action == glfw.Press {
		window.SetShouldClose(true)
	}
}
/* *****************  KEYBOARD INPUT ******************** */
func onKey(w *glfw.Window, key glfw.Key, scancode int,
	action glfw.Action, mods glfw.ModifierKey) {

	if key == glfw.KeyEscape && action == glfw.Press {
		fmt.Println("Close Window")
		w.SetShouldClose(true)
	}
}
Example #7
0
func keyCallback(w *glfw.Window, key glfw.Key, scancode int, action glfw.Action, mods glfw.ModifierKey) {
	// Key W == close app
	if key == glfw.KeyEscape && action == glfw.Press {
		w.SetShouldClose(true)
	}
	if key == glfw.KeySpace && action == glfw.Press {
		fire()
	}
}
Example #8
0
func onKey(window *glfw.Window, k glfw.Key, s int, action glfw.Action, mods glfw.ModifierKey) {
	if action != glfw.Press {
		return
	}

	switch glfw.Key(k) {
	case glfw.KeyEscape:
		window.SetShouldClose(true)
	default:
		return
	}
}
Example #9
0
func keypress(window *glfw.Window, key glfw.Key, scancode int, action glfw.Action, mods glfw.ModifierKey) {
	// Pressing escape will close the window
	if key == glfw.KeyEscape {
		window.SetShouldClose(true)
	}
	if action == glfw.Release {
		s := strconv.Itoa(scancode)
		if key == glfw.KeyA && mods == glfw.ModShift {
			fmt.Println("Key 'A' pressed!")
		} else if key == glfw.KeyA {
			fmt.Println("Key 'a' pressed!")
		} else {
			fmt.Println("Key '" + s + "' pressed!" + s)
		}
	}
}
func onKey(window *glfw.Window, k glfw.Key, s int, action glfw.Action, mods glfw.ModifierKey) {
	if action != glfw.Press {
		return
	}

	// disable if event handlers are flagged off
	if birdCollided && (k != glfw.KeyEscape) {
		return
	}

	switch glfw.Key(k) {
	case glfw.KeyEscape:
		window.SetShouldClose(true)
	case glfw.KeySpace:
		jump()
	default:
		return
	}
}
Example #11
0
func OnKey(window *glfw.Window, k glfw.Key, s int, action glfw.Action, mods glfw.ModifierKey) {
	if action != glfw.Press {
		return
	}
	nx, ny := game.PlayerX, game.PlayerY
	switch k {
	case glfw.KeyLeft:
		nx--
	case glfw.KeyRight:
		nx++
	case glfw.KeyUp:
		ny++
	case glfw.KeyDown:
		ny--
	case glfw.KeyEscape:
		window.SetShouldClose(true)
	}
	if nx >= 0 && nx < game.Width && ny >= 0 && ny < game.Height && game.Tiles[(ny*game.Width)+nx] == 226 {
		game.PlayerX, game.PlayerY = nx, ny
	}
}
Example #12
0
File: hello.go Project: rdterner/gl
func charCallBack(w *glfw.Window, char rune) {
	if char == 'q' {
		w.SetShouldClose(true)
	}
}
Example #13
0
//
// key Callback
// This function gets called when a key is pressed
//
// @param window (*glfw.Window) a pointer to the window
// @param key (glfw.Key) the pressed key
// @param scancode (int) the scancode
// @param action (glfw.Action) the state of the key
// @param mods (glfw.ModifierKey) the pressed modified keys.
//
func keyCallback(window *glfw.Window, key glfw.Key, scancode int, action glfw.Action, mods glfw.ModifierKey) {
	// React only if the key was just pressed
	if action != glfw.Press {
		return
	}

	switch key {
	// If the Key Excape is pressed, it closes the App
	case glfw.KeyEscape:
		if action == glfw.Press {
			window.SetShouldClose(true)
		}
		break

	case glfw.KeyQ:
		angle_inc_x += 0.05
		break

	case glfw.KeyW:
		angle_inc_x -= 0.05
		break

	case glfw.KeyE:
		angle_inc_y += 0.05
		break

	case glfw.KeyR:
		angle_inc_y -= 0.05
		break

	case glfw.KeyT:
		angle_inc_z -= 0.05
		break

	case glfw.KeyY:
		angle_inc_z += 0.05
		break

	case glfw.KeyA:
		scale += 0.02
		break

	case glfw.KeyS:
		scale -= 0.02
		break

	case glfw.KeyZ:
		x -= 0.05
		break

	case glfw.KeyX:
		x += 0.05
		break

	case glfw.KeyC:
		y -= 0.05
		break

	case glfw.KeyV:
		y += 0.05
		break

	case glfw.KeyB:
		z -= 0.05
		break

	case glfw.KeyN:
		z += 0.05
		break

	case glfw.KeyM:
		if colourmode == 1 {
			colourmode = 0
		} else {
			colourmode = 1
		}
		fmt.Printf("Colour Mode: %s \n", colourmode)
		break

	// Cycle between drawing vertices, mesh and filled polygons
	case glfw.KeyK:
		sphere.DrawMode++
		if sphere.DrawMode > 2 {
			sphere.DrawMode = 0
		}
		break

	case glfw.KeyL:
		cube.DrawMode++
		if cube.DrawMode > 2 {
			cube.DrawMode = 0
		}
	}
}
func onClose(window *glfw.Window) {
	window.SetShouldClose(true)
}