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PagonGameDev_GameLoop.cpp
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104 lines (81 loc) · 2.06 KB
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//================================================
// Dev by : Pagon Game Dev
// PagonGameDev@gmail.com
// pagongamedev.com
//================================================
#include "Arduino.h"
#include "PagonGameDev_GameLoop.h"
GameInterval::GameInterval(int iInputInterval, void (funcInterval)())
{
iMillisInterval = iInputInterval;
functionInterval = funcInterval;
iMillisIntervalDelayTime = iInputInterval;
}
void GameInterval::update()
{
lMillisCurrent = millis();
if (lMillisCurrent - lMillisPrevious >= iMillisIntervalDelayTime) {
//Skip Delay Time
iMillisDelayTime = ((lMillisCurrent - lMillisPrevious) - (iMillisInterval - iMillisDelayTime )) % iMillisInterval;
iMillisIntervalDelayTime = iMillisInterval - iMillisDelayTime;
DeltaTime = (lMillisCurrent - lMillisPrevious) / 1000.0d;
lMillisPrevious = lMillisCurrent;
functionInterval();
}
}
//================================================================
GameInput::GameInput()
{
}
bool GameInput::getKey(int iPinInput, bool isTrueState)
{
bool isRe = false;
if (digitalRead(iPinInput) == isTrueState)
{
isRe = true;
} else {
isRe = false;
}
return isRe;
}
bool GameInput::getKeyDown(int iPinInput, bool isTrueState, bool& bInputBuffRead)
{
bool isRe = false;
bool isBtnUp = HIGH;
bool isBtnDown = LOW;
if (isTrueState == HIGH)
{
isBtnUp = LOW;
isBtnDown = HIGH;
} else {
isBtnUp = HIGH;
isBtnDown = LOW;
}
byte bInputRead = digitalRead(iPinInput);
if (bInputRead == isBtnDown && bInputBuffRead == isBtnUp)
{
isRe = true;
}
bInputBuffRead = bInputRead;
return isRe;
}
bool GameInput::getKeyUp(int iPinInput, bool isTrueState, bool& bInputBuffRead)
{ bool isRe = false;
bool isBtnUp = HIGH;
bool isBtnDown = LOW;
if (isTrueState == HIGH)
{
isBtnUp = LOW;
isBtnDown = HIGH;
} else {
isBtnUp = HIGH;
isBtnDown = LOW;
}
byte bInputRead = digitalRead(iPinInput);
if (bInputRead == isBtnUp && bInputBuffRead == isBtnDown)
{
isRe = true;
}
bInputBuffRead = bInputRead;
return isRe;
}