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Getting accelerometer values with Luxe engine
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package; | |
import luxe.Input; | |
typedef AccelEvent = { | |
timestamp:Float, | |
value:Float, | |
axis:Int | |
} | |
class Accelerometer { | |
static public var x: Float = 0; | |
static public var y: Float = 0; | |
static public var z: Float = 0; | |
static public function init() { | |
#if mobile | |
Luxe.on(luxe.Ev.gamepadaxis, onaccel); | |
#else | |
Luxe.on(luxe.Ev.mousemove, onaccel); | |
#end | |
} //init | |
static function onaccel( event:#if mobile luxe.Input.GamepadEvent #else luxe.Input.MouseEvent #end) { | |
#if mobile | |
if(event.type == GamepadEventType.axis) { | |
var val = luxe.utils.Maths.fixed(event.value, 2); | |
switch(event.axis) { | |
// facing left -> x = -1 | |
// facing front -> x = 0 | |
// facing right -> x = 1 | |
case 0: x = val; | |
// face up -> y = 1 | |
// flat -> y = 0 | |
// upside down -> y = -1 | |
case 1: y = val; | |
case 2: z = val; | |
} | |
} //if input | |
#else | |
if (Luxe.screen != null) { | |
// x | |
// left: -1, center: 0, right: 1 | |
// y | |
// top: -1, center: 0, bottom: 1 | |
x = (Luxe.screen.cursor.pos.x - Luxe.screen.mid.x) / Luxe.screen.mid.x; | |
y = -(Luxe.screen.cursor.pos.y - Luxe.screen.mid.y) / Luxe.screen.mid.y; | |
} | |
#end | |
//trace('accel: $x, $y, $z'); | |
} //onaccel | |
static public function dispose() { | |
#if mobile | |
Luxe.off(luxe.Ev.gamepadaxis, onaccel); | |
#else | |
Luxe.off(luxe.Ev.mousemove, onaccel); | |
#end | |
} //dispose | |
} //Accelerometer |
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