controls/init.lua

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Lua
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controls = {}
controls.players = {}
controls.registered_on_press = {}
function controls.register_on_press(func)
controls.registered_on_press[#controls.registered_on_press+1] = func
end
controls.registered_on_release = {}
function controls.register_on_release(func)
controls.registered_on_release[#controls.registered_on_release+1] = func
end
controls.registered_on_hold = {}
function controls.register_on_hold(func)
controls.registered_on_hold[#controls.registered_on_hold+1]=func
end
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
controls.players[name] = {
jump={false},
right={false},
left={false},
LMB={false},
RMB={false},
sneak={false},
aux1={false},
down={false},
up={false}
}
end)
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
controls.players[name] = nil
end)
minetest.register_globalstep(function(dtime)
for _, player in pairs(minetest.get_connected_players()) do
local player_name = player:get_player_name()
local player_controls = player:get_player_control()
for cname, cbool in pairs(player_controls) do
if not controls.players[player_name] then
-- player timed out but is still provided by get_connected_players(), disregard
break
end
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--Press a key
if cbool==true and controls.players[player_name][cname][1]==false then
for _, func in pairs(controls.registered_on_press) do
func(player, cname)
end
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controls.players[player_name][cname] = {true, os.clock()}
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elseif cbool==true and controls.players[player_name][cname][1]==true then
for _, func in pairs(controls.registered_on_hold) do
func(player, cname, os.clock()-controls.players[player_name][cname][2])
end
--Release a key
elseif cbool==false and controls.players[player_name][cname][1]==true then
for _, func in pairs(controls.registered_on_release) do
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func(player, cname, os.clock()-controls.players[player_name][cname][2])
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end
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controls.players[player_name][cname] = {false}
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end
end
end
end)