master
a327ex 2021-02-18 01:11:25 -03:00
commit 28e24736f3
88 changed files with 13980 additions and 0 deletions

0
.ctrlp 100644
View File

42
arena.lua 100644
View File

@ -0,0 +1,42 @@
Arena = Object:extend()
Arena:implement(State)
Arena:implement(GameObject)
function Arena:init(name)
self:init_state(name)
self:init_game_object()
self.main = Group():set_as_physics_world(32, 0, 0, {'player', 'enemy', 'projectile', 'enemy_projectile'})
self.effects = Group()
self.ui = Group():no_camera()
self.main:disable_collision_between('player', 'player')
self.x1, self.y1 = gw/2 - 0.8*gw/2, gh/2 - 0.8*gh/2
self.x2, self.y2 = gw/2 + 0.8*gw/2, gh/2 + 0.8*gh/2
Wall{group = self.main, vertices = math.to_rectangle_vertices(-40, -40, self.x1, gh + 40), color = bg[-1]}
Wall{group = self.main, vertices = math.to_rectangle_vertices(self.x2, -40, gw + 40, gh + 40), color = bg[-1]}
Wall{group = self.main, vertices = math.to_rectangle_vertices(self.x1, -40, self.x2, self.y1), color = bg[-1]}
Wall{group = self.main, vertices = math.to_rectangle_vertices(self.x1, self.y2, self.x2, gh + 40), color = bg[-1]}
self.player = Unit{group = self.main, x = gw/2, y = gh/2, player = true, leader = true, character = 'vagrant'}
-- self.player:add_follower(Unit{group = self.main, player = true, color = red[0]})
end
function Arena:on_enter(from)
end
function Arena:update(dt)
self:update_game_object(dt*slow_amount)
self.main:update(dt*slow_amount)
self.effects:update(dt*slow_amount)
self.ui:update(dt*slow_amount)
end
function Arena:draw()
self.main:draw()
self.effects:draw()
self.ui:draw()
end

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

View File

View File

View File

@ -0,0 +1,4 @@
vec4 effect(vec4 vcolor, Image texture, vec2 tc, vec2 pc) {
vec4 tex_color = Texel(texture, tc);
return vec4(vcolor.rgb*tex_color.rgb, tex_color.a);
}

View File

@ -0,0 +1,3 @@
vec4 position(mat4 transform_projection, vec4 vertex_position) {
return transform_projection * vertex_position;
}

View File

@ -0,0 +1,8 @@
extern Image displacement_map;
vec4 effect(vec4 color, Image texture, vec2 tc, vec2 pc) {
vec4 dp = Texel(displacement_map, tc);
vec2 p = tc;
p.x += (dp.r*2.0 - 1.0)*0.025*dp.a;
p.y += (dp.g*2.0 - 1.0)*0.025*dp.a;
return color*Texel(texture, p);
}

View File

@ -0,0 +1,4 @@
vec4 effect(vec4 vcolor, Image texture, vec2 tc, vec2 pc) {
vec4 tex_color = Texel(texture, tc);
return vec4(vcolor.rgb + tex_color.rgb, tex_color.a);
}

View File

@ -0,0 +1,4 @@
vec4 effect(vec4 vcolor, Image texture, vec2 tc, vec2 pc) {
vec4 tex_color = Texel(texture, tc);
return vec4(vcolor.rgb, tex_color.a);
}

View File

@ -0,0 +1,3 @@
vec4 effect(vec4 vcolor, Image texture, vec2 tc, vec2 pc) {
return vec4(0.1, 0.1, 0.1, Texel(texture, tc).a*0.5);
}

View File

7
conf.lua 100644
View File

@ -0,0 +1,7 @@
function love.conf(t)
t.version = "11.3"
t.window.width = 960
t.window.height = 540
t.window.vsync = 1
t.window.msaa = 0
end

30
devlog.md 100644
View File

@ -0,0 +1,30 @@
# Day 1 - 17/02/21
Ideaguyed the basics of the game's classes and mechanics, and implemented basic movement and setting of all the stats it will have. Here are the initial characters, synergies and stats I want to have:
### Characters
* Vagrant: shoots a projectile at any nearby enemy, medium range
* Scout: throws a knife at any nearby enemy that chains, small range
* Cleric: heals every unit when any one drops below 50% HP
* Swordsman: deals damage in an area around the unit, small range
* Archer: shoots an arrow at any nearby enemy in front of the unit, long range
* Wizard: shoots a projectile at any nearby enemy and deals AoE damage on contact, small range
### Synergies
* Ranger: yellow, buff attack speed
* Warrior: orange, buff attack damage
* Healer: green, buff healing effectiveness
* Mage: blue, debuff enemy defense
* Cycler: purple, buff cycle speed
### Stats
* HP
* Damage
* Attack speed: stacks additively, starts at 1 and capped at minimum 0.125s or +300%
* Defense: if defense >= 0 then dmg_m = 100/(100+defense) else dmg_m = 2-100/(100-defense)
* Cycle speed: stacks additively, starts at 2 and capped at minimum 0.5s or +300%
Perhaps I'm overengineering it already with the stats but I wanna see where this goes. From SHOOTRX it seems like figuring out stats earlier is better than later, and these seem like they have enough flexibility.

View File

@ -0,0 +1,283 @@
Graph = Object:extend()
function Graph:init()
self.adjacency_list = {}
self.nodes = {}
self.edges = {}
self.floyd_dists = {}
end
-- Nodes can be of any type but must be unique
-- graph = Graph()
-- graph:add_node(1)
-- graph:add_node('node_2')
function Graph:add_node(node)
self.adjacency_list[node] = {}
self:_set_nodes()
end
-- Returns a node after searching for it by property, the property value must be unique among all nodes
-- graph = Graph()
-- graph:add_node({id = 1})
-- graph:add_node({id = 2})
-- graph:get_node_by_property('id', 1) -> original {id = 1} table
function Graph:get_node_by_property(key, value)
for node, _ in pairs(self.adjacency_list) do
if node[key] == value then
return node
end
end
end
-- Runs function f for all nodes in the graph
-- graph = Graph()
-- graph:add_node(1)
-- graph:add_node('node_2')
-- graph:for_all_nodes(function(node) print(node) end) -> prints 1, 'node_2'
function Graph:for_all_nodes(f)
for _, node in ipairs(self.nodes) do
f(node)
end
end
-- Runs function f for all edges in the graph
-- graph = Graph()
-- graph:add_node(1)
-- graph:add_node('node_2')
-- graph:add_node(3)
-- graph:add_edge(1, 'node_2')
-- graph:add_edge('node_2', 3)
-- graph:for_all_edges(function(node1, node2) print(node1, node2) end) -> prints 1, 'node_2'; prints 'node_2', 3
function Graph:for_all_edges(f)
for _, edge in ipairs(self.edges) do
f(edge[1], edge[2])
end
end
-- Returns a table containing all neighbors of the given node.
-- graph = Graph()
-- graph:add_node(1)
-- graph:add_node('node_2')
-- graph:add_node(3)
-- graph:add_edge(1, 'node_2')
-- graph:add_edge('node_2', 3)
-- graph:get_node_neighbors('node_2') -> {1, 3}
function Graph:get_node_neighbors(node)
return self.adjacency_list[node]
end
-- graph = Graph()
-- graph:add_node(1)
-- graph:remove_node(1)
function Graph:remove_node(node)
for _node, list in pairs(self.adjacency_list) do
self:remove_edge(node, _node)
end
self.adjacency_list[node] = nil
self:_set_nodes()
end
local function contains_edge(table, edge)
for _, v in ipairs(table) do
if (v[1] == edge[1] and v[2] == edge[2]) or (v[1] == edge[2] and v[2] == edge[1]) then
return true
end
end
return false
end
-- graph = Graph()
-- graph:add_node(1)
-- graph:add_node('node_2')
-- graph:add_edge(1, 'node_2')
function Graph:add_edge(node1, node2)
if table.any(self.adjacency_list[node1], function(v) return v == node2 end) then return end
table.insert(self.adjacency_list[node1], node2)
table.insert(self.adjacency_list[node2], node1)
self:_set_edges()
end
-- graph = Graph()
-- graph:add_node(1)
-- graph:add_node('node_2')
-- graph:add_edge(1, 'node_2')
-- graph:remove_edge(1, 'node_2')
function Graph:remove_edge(node1, node2)
for i, node in ipairs(self.adjacency_list[node1]) do
if node == node2 then
table.remove(self.adjacency_list[node1], i)
break
end
end
for i, node in ipairs(self.adjacency_list[node2]) do
if node == node1 then
table.remove(self.adjacency_list[node2], i)
break
end
end
self:_set_edges()
end
-- graph = Graph()
-- graph:add_node(1)
-- graph:add_node('node_2')
-- graph:add_node('node_3')
-- graph:add_edge(1, 'node_2')
-- graph:add_edge('node_2', 'node_3')
-- path = graph:shortest_path_bfs(1, 'node_3')
-- print(path) -> {1, 'node_2', 'node_3'}
function Graph:shortest_path_bfs(node1, node2)
local path = {}
local visited = {}
local queue = {}
table.insert(queue, node1)
visited[node1] = true
while #queue > 0 do
local node = table.remove(queue, 1)
if node == node2 then
local linear_path = {}
local current_node = node2
table.insert(linear_path, 1, current_node)
while current_node ~= node1 do
current_node = path[current_node]
table.insert(linear_path, 1, current_node)
end
return linear_path
end
for _, neighbor in ipairs(self.adjacency_list[node]) do
if not visited[neighbor] then
path[neighbor] = node
visited[neighbor] = true
table.insert(queue, neighbor)
end
end
end
end
function Graph:get_distance_between_nodes(node1, node2)
return self.floyd_dists[node1][node2]
end
-- Comments follow pseudocode from http://en.wikipedia.org/wiki/Floyd%E2%80%93Warshall_algorithm.
-- graph = Graph()
-- graph:add_node(1)
-- graph:add_node('node_2')
-- graph:add_edge(1, 'node_2')
-- graph:floyd_warshall()
-- print(graph.floyd_dists[1]['node_2']) -> 1
function Graph:floyd_warshall()
self:_set_nodes()
self:_set_edges()
-- initialize multidimensional to be array
for _, node in ipairs(self.nodes) do
self.floyd_dists[node] = {}
end
-- let floyd_dist be a |V|x|V| array of minimun distance initialized to infinity
for _, node in ipairs(self.nodes) do
for _, _node in ipairs(self.nodes) do
self.floyd_dists[node][_node] = 10000 -- 10000 is big enough for an unweighted graph
self.floyd_dists[_node][node] = 10000
end
end
-- set dist[v][v] to 0
for _, node in ipairs(self.nodes) do
self.floyd_dists[node][node] = 0
end
-- set dist[u][v] to w(u, v) which is always 1 in the case of an unweighted graph
for _, edge in ipairs(self.edges) do
self.floyd_dists[edge[1]][edge[2]] = 1
self.floyd_dists[edge[2]][edge[1]] = 1
end
-- main triple loop
for _, nodek in ipairs(self.nodes) do
for _, nodei in ipairs(self.nodes) do
for _, nodej in ipairs(self.nodes) do
if self.floyd_dists[nodei][nodek] + self.floyd_dists[nodek][nodej] < self.floyd_dists[nodei][nodej] then
self.floyd_dists[nodei][nodej] = self.floyd_dists[nodei][nodek] + self.floyd_dists[nodek][nodej]
end
end
end
end
end
function Graph:_get_edge(node1, node2)
for _, node in ipairs(self.adjacency_list[node1]) do
if node == node2 then
return true
end
end
return false
end
function Graph:_set_nodes()
self.nodes = {}
for node, _ in pairs(self.adjacency_list) do
table.insert(self.nodes, node)
end
end
function Graph:_set_edges()
self.edges = {}
for node, list in pairs(self.adjacency_list) do
for _, _node in ipairs(list) do
if not contains_edge(self.edges, {node, _node}) then
table.insert(self.edges, {node, _node})
end
end
end
end
function Graph:__tostring()
local str = "----\nAdjacency List: \n"
for node, list in pairs(self.adjacency_list) do
str = str .. node .. " -> "
for _, adj in ipairs(list) do
str = str .. adj .. ", "
end
str = string.sub(str, 0, -3)
str = str .. "\n"
end
str = str .. "\n"
str = str .. "Nodes: \n"
for _, node in ipairs(self.nodes) do
str = str .. node .. "\n"
end
str = str .. "\n"
str = str .. "Edges: \n"
for _, edge in ipairs(self.edges) do
str = str .. edge[1] .. ", " .. edge[2]
str = str .. "\n"
end
str = str .. "\n"
str = str .. "Floyd Warshall Distances: \n"
for node, _ in pairs(self.floyd_dists) do
for _node, _ in pairs(self.floyd_dists[node]) do
str = str .. "(" .. node .. ", " .. _node .. ") = " .. self.floyd_dists[node][_node]
str = str .. "\n"
end
end
str = str .. "----\n"
return str
end

View File

@ -0,0 +1,260 @@
-- Starts a new grid with 10 width, 5 height and all values 0ed
-- grid = Grid(10, 5, 0)
-- Starts a new grid with 3 width, 2 height and values 1, 2, 3 in the first row and 3, 4, 5 in the second row.
-- grid = Grid(3, 2, {1, 2, 3, 4, 5, 6})
Grid = Object:extend()
function Grid:init(w, h, v)
self.grid = {}
self.w, self.h = w, h
if type(v) ~= 'table' then
for j = 1, h do
for i = 1, w do
self.grid[w*(j-1) + i] = v or 0
end
end
else
for j = 1, h do
for i = 1, w do
self.grid[w*(j-1) + i] = v[w*(j-1) + i]
end
end
end
end
-- Creates a copy of a grid instance
-- grid = Grid(10, 5, 0)
-- grid_clone = grid:clone()
function Grid:clone()
local new_grid = Grid(self.w, self.h, 0)
new_grid.grid = table.deep_copy(self.grid)
return new_grid
end
-- grid = Grid(10, 5, 0)
-- grid:get(2, 2) -> 0
-- grid:set(2, 2, 1)
-- grid:get(2, 2) -> 1
-- grid:set(11, 1, 1) -> doesn't actually set because out of bounds, fails silently
function Grid:set(x, y, v)
if not self:_is_outside_bounds(x, y) then
self.grid[self.w*(y-1) + x] = v
end
end
-- Applies function f to all grid elements
-- If i1,j1 and i2,j2 are passed then it applies only to the subgrid defined by those values.
-- grid:apply(function(grid, i, j) grid:set(i, j, 0) end) -> sets all elements in the grid to 0
-- grid:apply(function(grid, i, j) grid:set(i, j, 0) end, 2, 2, 4, 4) -> sets all elements in the subgrid 2,2x4,4 to 0
function Grid:apply(f, i1, j1, i2, j2)
if i1 and j1 and i2 and j2 then
for i = i1, i2 do
for j = j1, j2 do
f(self, i, j)
end
end
else
for i = 1, self.w do
for j = 1, self.h do
f(self, i, j)
end
end
end
end
-- grid = Grid(10, 5, 0)
-- print(grid:get(2, 2)) -> 0
-- grid:set(2, 2, 1)
-- grid:get(2, 2) -> 1
-- grid:get(11, 1) -> nil, out of bounds, fails silently
function Grid:get(x, y)
if not self:_is_outside_bounds(x, y) then
return self.grid[self.w*(y-1) + x]
end
end
-- Converts the 2D grid to a 1D array
-- If i1,j1 and i2,j2 are passed then it applies only to the subgrid defined by those values.
-- grid = Grid(3, 2, 1)
-- grid:to_table() -> {1, 1, 1, 1, 1, 1}
-- grid:to_table(1, 1, 2, 2) -> {1, 1, 1, 1}
function Grid:to_table(i1, j1, i2, j2)
local t = {}
if i1 and j1 and i2 and j2 then
for j = j1, j2 do
for i = i1, i2 do
if self:get(i, j) then
table.insert(t, self:get(i, j))
end
end
end
else
for j = 1, self.h do
for i = 1, self.w do
table.insert(t, self:get(i, j))
end
end
end
return t, self.w
end
-- Rotates the grid in an anti-clockwise direction
-- grid = Grid(3, 2, {1, 2, 3, 4, 5, 6}) -> the grid looks like this:
-- [1, 2, 3]
-- [4, 5, 6]
-- grid:rotate_anticlockwise() -> now the grid looks like this:
-- [3, 6]
-- [2, 5]
-- [1, 4]
-- grid:rotate_anticlockwise() -> now the grid looks like this:
-- [6, 5, 4]
-- [3, 2, 1]
function Grid:rotate_anticlockwise()
local new_grid = Grid(self.h, self.w, 0)
for i = 1, self.w do
for j = 1, self.h do
new_grid:set(j, i, self:get(i, j))
end
end
for i = 1, new_grid.w do
for k = 0, math.floor(new_grid.h/2) do
local v1, v2 = new_grid:get(i, 1+k), new_grid:get(i, new_grid.h-k)
new_grid:set(i, 1+k, v2)
new_grid:set(i, new_grid.h-k, v1)
end
end
return new_grid
end
-- Rotates the grid in a clockwise direction
-- grid = Grid(3, 2, {1, 2, 3, 4, 5, 6}) -> the grid looks like this:
-- [1, 2, 3]
-- [4, 5, 6]
-- grid:rotate_clockwise() -> now the grid looks like this:
-- [4, 1]
-- [5, 2]
-- [6, 3]
-- grid:rotate_clockwise() -> now the grid looks like this:
-- [6, 5, 4]
-- [3, 2, 1]
function Grid:rotate_clockwise()
local new_grid = Grid(self.h, self.w, 0)
for i = 1, self.w do
for j = 1, self.h do
new_grid:set(j, i, self:get(i, j))
end
end
for j = 1, new_grid.h do
for k = 0, math.floor(new_grid.w/2) do
local v1, v2 = new_grid:get(1+k, j), new_grid:get(new_grid.w-k, j)
new_grid:set(1+k, j, v2)
new_grid:set(new_grid.w-k, j, v1)
end
end
return new_grid
end
-- Assume the following grid:
-- grid = Grid(10, 10, {
-- 1, 1, 1, 0, 0, 0, 0, 1, 1, 0,
-- 1, 1, 0, 0, 0, 0, 1, 1, 1, 1,
-- 1, 0, 0, 0, 1, 0, 1, 0, 1, 0,
-- 0, 0, 0, 1, 1, 1, 0, 0, 1, 0,
-- 0, 0, 0, 0, 1, 0, 0, 0, 0, 0,
-- 1, 0, 0, 0, 0, 0, 0, 1, 0, 0,
-- 1, 1, 0, 0, 0, 0, 1, 1, 0, 0,
-- 1, 1, 0, 1, 1, 0, 0, 1, 1, 1,
-- 1, 1, 0, 1, 1, 0, 0, 0, 0, 1,
-- 0, 0, 1, 0, 0, 0, 0, 0, 0, 0,
-- })
-- In this grid you can see that there are multiple islands of solid positions formed.
-- This function will go over the entire grid and find all the islands of solid values, mark them with different numbers, and return them.
-- Essentially, it would do this: {
-- 1, 1, 1, 0, 0, 0, 0, 2, 2, 0,
-- 1, 1, 0, 0, 0, 0, 2, 2, 2, 2,
-- 1, 0, 0, 0, 3, 0, 2, 0, 2, 0,
-- 0, 0, 0, 3, 3, 3, 0, 0, 2, 0,
-- 0, 0, 0, 0, 3, 0, 0, 0, 0, 0,
-- 4, 0, 0, 0, 0, 0, 0, 5, 0, 0,
-- 4, 4, 0, 0, 0, 0, 5, 5, 0, 0,
-- 4, 4, 0, 6, 6, 0, 0, 5, 5, 5,
-- 4, 4, 0, 6, 6, 0, 0, 0, 0, 5,
-- 0, 0, 7, 0, 0, 0, 0, 0, 0, 0,
-- }
-- All values form islands that are connected, and each of those islands is identified by a different number.
-- The function returns this information in two formats: an array of positions per island number, and the marked grid as shown above.
-- islands, marked_grid = grid:flood_fill(1) -> (the value passed in is what the solid value should be, in the case of the array we're using as an example 1 is the proper value)
-- islands is an array that looks like this: {
-- [1] = {{1, 1}, {2, 1}, {3, 1}, {1, 2}, {2, 2}, {1, 3}},
-- [2] = {{8, 1}, {9, 1}, {7, 2}, {8, 2}, {9, 2}, {10, 2}, {7, 3}, {9, 3}, {9, 4}},
-- ...
-- [7] = {{3, 10}}
-- }
-- It contains all the positions in each island, indexed by island number.
-- And marked_grid is simply a Grid instance that looks exactly like the one shown above right after I said "Essentially, it would do this:"
function Grid:flood_fill(v)
local islands = {}
local marked_grid = Grid(self.w, self.h, 0)
local flood_fill = function(i, j, color)
local queue = {}
table.insert(queue, {i, j})
while #queue > 0 do
local x, y = unpack(table.remove(queue, 1))
marked_grid:set(x, y, color)
table.insert(islands[color], {x, y})
if self:get(x, y-1) == v and marked_grid:get(x, y-1) == 0 then table.insert(queue, {x, y-1}) end
if self:get(x, y+1) == v and marked_grid:get(x, y+1) == 0 then table.insert(queue, {x, y+1}) end
if self:get(x-1, y) == v and marked_grid:get(x-1, y) == 0 then table.insert(queue, {x-1, y}) end
if self:get(x+1, y) == v and marked_grid:get(x+1, y) == 0 then table.insert(queue, {x+1, y}) end
end
end
local color = 1
islands[color] = {}
for i = 1, self.w do
for j = 1, self.h do
if self:get(i, j) == v and marked_grid:get(i, j) == 0 then
flood_fill(i, j, color)
color = color + 1
islands[color] = {}
end
end
end
islands[color] = nil
return islands, marked_grid
end
function Grid:_is_outside_bounds(x, y)
if x > self.w then return true end
if x < 1 then return true end
if y > self.h then return true end
if y < 1 then return true end
end
function Grid:__tostring()
local str = ''
for j = 1, self.h do
str = str .. '['
for i = 1, self.w do
str = str .. self:get(i, j) .. ', '
end
str = str:sub(1, -3) .. ']\n'
end
return str
end

View File

@ -0,0 +1,45 @@
-- Returns the substring to the left of the first instance of the pattern passed in
-- a = 'assets/images/player_32.png'
-- a:left('/') -> 'assets'
function string:left(p)
local i = self:find(p)
if i then
local out = self:sub(1, i-1)
return out ~= "" and out
end
end
-- Returns the substring to the right of the first instance of the pattern passed in
-- a = 'assets/images/player_32.png'
-- a:right('/') -> 'images/player_32.png'
function string:right(p)
local _, j = self:find(p)
if j then
local out = self:sub(j+1)
return out ~= "" and out
end
end
-- Splits the string into words in a table according to the separator pattern passed in
-- paid_comment = 'This engine is really great!'
-- paid_comment:split('%s') -> {'This', 'engine', 'is', 'really', 'great!'}
function string:split(s)
if not s then s = "%s" end
local out = {}
for str in self:gmatch("([^" .. s .. "]+)") do
table.insert(out, str)
end
return out
end
-- Returns the character at a particular index
-- a = 'engine'
-- a:index(2) -> 'n'
-- a:index(3) -> 'g'
-- a:index(-1) -> 'e'
function string:index(i)
return self:sub(i, i)
end

View File

@ -0,0 +1,480 @@
-- Copies the table deeply, including metatables
function table.copy(t)
local t_type = type(t)
local copy
if t_type == "table" then
copy = {}
for k, v in next, t, nil do
copy[table.copy(k)] = table.copy(v)
end
setmetatable(copy, table.copy(getmetatable(t)))
else
copy = t
end
return copy
end
-- Copies the table shallowly, meaning that tables inside the table will not be created anew, and only be referenced in the copy
function table.shallow_copy(t)
local copy = {}
for k, v in pairs(t) do
copy[k] = v
end
return copy
end
-- t = {}
-- table.array(t, 5) -> {1, 2, 3, 4, 5}
function table.array(t, n)
for i = 1, n do
table.push(t, i)
end
return t
end
-- t = {"a", "b", "c", "d"}
-- table.get(t, 1) -> "a"
-- table.get(t, 1, 3) -> {"a", "b", "c"}
-- table.get(t, 2, -1) -> {"b", "c", "d"}
function table.get(t, i, j)
if i < 0 then i = #t + i + 1 end
if not j then return t[i] end
if j < 0 then j = #t + j + 1 end
if i == j then return t[i] end
local out = {}
for k = i, j, math.sign(j-i) do
table.push(out, t[k])
end
return out
end
-- t = {"a", "b", "c", "d"}
-- table.set(t, 1, 1) -> {1, "b", "c", "d"}
-- table.set(t, 1, 3, 2) -> {2, 2, 2, "d"}
-- table.set(t, 2, -1, 3) -> {"a", 3, 3, 3}
function table.set(t, i, j, v)
if i < 0 then i = #t + i + 1 end
if not v then t[i] = j; return t end
if j < 0 then j = #t + j + 1 end
if i == j then t[i] = v; return t end
for k = i, j, math.sign(j-i) do
t[k] = v
end
return t
end
-- Returns the index of the first instance of value v
-- t = {4, 3, 2, 4, "a", 1, "a"}
-- table.index(t, 4) -> 1
-- table.index(t, "a") -> 5
function table.index(t, v)
for i, u in ipairs(t) do
if u == v then
return i
end
end
end
-- Returns the last value of the table
-- t = {1, 2, 3, 4}
-- table.back(t) -> 4
function table.back(t)
return t[#t]
end
-- Returns the first n values
-- t = {4, 3, 2, 1}
-- table.head(t) -> 4
-- table.head(t, 2) -> {4, 3}
function table.head(t, n)
local out = {}
for i = 1, (n or 1) do
table.push(out, t[i])
end
if #out == 1 then return out[1]
else return out end
end
-- Returns the last n values
-- t = {5, 4, 3, 2, 1}
-- table.tail(t) -> 1
-- table.tail(t, 2) -> {2, 1}
function table.tail(t, n)
local out = {}
for i = #t-(n or #t-1)+1, #t do
table.push(out, t[i])
end
if #out == 1 then return out[1]
else return out end
end
-- Inserts value at the end of the table
-- t = {1, 2}
-- table.push(t, "a") -> {1, 2, "a"}
function table.push(t, v)
table.insert(t, v)
return t
end
-- Removes the first n values and returns them as well as the modified table
-- t = {4, 3, 2, 1}
-- table.shift(t) -> 4, {3, 2, 1}
-- table.shift(t, 3) -> {4, 3, 2}, {1}
function table.shift(t, n)
local out = {}
for i = 1, (n or 1) do
table.insert(out, table.remove(t, 1))
end
if #out == 1 then return out[1], t
else return out, t end
end
-- Inserts values at the start of the table
-- t = {3, 4}
-- table.unshift(t, 1, 2) -> {1, 2, 3, 4}
function table.unshift(t, ...)
for j, v in ipairs({...}) do
table.insert(t, 1+j-1, v)
end
return t
end
-- Removes the last value and returns it as well as the modified table
-- t = {1, 2, 3, 4}
-- table.pop(t) -> 4, {1, 2, 3}
function table.pop(t)
return table.remove(t, #t), t
end
-- Deletes all instances of value v
-- t = {1, 1, 2, 3, 2, 3, 4, 4}
-- table.delete(t, 1) -> {2, 3, 2, 3, 4, 4}
-- t = {{id = 1}, {id = 1}, {id = 2}}
-- table.delete(t, function(v) return v.id == 1 end) -> {{id = 2}}
function table.delete(t, v)
if type(v) == 'function' then
for i = #t, 1, -1 do
if v(t[i]) then
table.remove(t, i)
end
end
else
for i = #t, 1, -1 do
if v == t[i] then
table.remove(t, i)
end
end
end
return t
end
-- Deletes the elements in the given range and returns them as well as the modified table
-- t = {1, 2, 3}
-- table.slice(t, 1) -> 1, {2, 3}
-- table.slice(t, 2, -1) -> {2, 3}, 1
function table.slice(t, i, j)
if i < 0 then i = #t + i + 1 end
if not j then return t[i] end
if j < 0 then j = #t + j + 1 end
if i == j then return t[i] end
local out = {}
for k = j, i, -math.sign(j-i) do
table.insert(out, table.remove(t, k))
end
if #out == 1 then return out[1], t
else return table.reverse(out), t end
end
-- Removes duplicates
-- t = {1, 1, 2, 2, 3, 3}
-- table.unify(t) -> {1, 2, 3}
-- t = {{id = 1}, {id = 1}, {id = 2}}
-- table.unify(t, function(v) return v.id end) -> {{id = 1}, {id = 2}}
function table.unify(t, f)
if not f then f = function(v) return v end end
local seen = {}
for i = #t, 1, -1 do
if not seen[f(t[i])] then
seen[f(t[i])] = true
else
table.remove(t, i)
end
end
return t
end
-- Counts the number of elements in the table
-- t = {1, 1, 5, 5, 4, 1, 3, 2, 0, 9, 8, 5, 1, 5, 5, 4, 6}
-- table.count(t, 1) -> 4
-- table.count(t, 5) -> 5
-- table.count(t, 6) -> 1
-- table.count(t, 4) -> 2
function table.count(t, v)
local n = 0
for i = 1, #t do
if t[i] == v then
n = n + 1
end
end
return n
end
-- Applies function f to all table elements and replaces each element for the value returned by f
function table.map(t, f, ...)
for k, v in ipairs(t) do
t[k] = f(v, k, ...)
end
return t
end
-- Applies function f to all table elements resulting in a single output value
-- t = {1, 2, 3}
-- table.reduce(t, function(memo, v) return memo + v end) -> 6
-- t = {'a', 'b', 'c'}
-- table.reduce(t, function(memo, v) return memo .. v end) -> 'abc'
-- t = {{id = 1}, {id = 2}, {id = 3}}
-- table.reduce(t, function(memo, v) return memo + v.id end, 0) -> 6
-- The memo variable starts as the first argument in the array, but sometimes, as in the last example, that's not the desired functionality.
-- For those cases the third argument comes in handy and can be used to set the initial value of memo directly.
function table.reduce(t, f, dv, ...)
local memo = t[1] or dv
for i = 2, #t do
memo = f(memo, t[i], i, ...)
end
return memo
end
-- Applies function f to all array elements without changing the array
function table.foreach(t, f, ...)
for k, v in ipairs(t) do
f(v, k, ...)
end
return t
end
-- Applies function f to all array elements and adds the results to a new array
function table.foreachn(t, f, ...)
local out = {}
for k, v in ipairs(t) do
table.insert(out, f(v, k, ...))
end
return out
end
-- Applies filter function f which removes all elements that pass the filter and returns them as well as the modified table
-- t = {1, 2, 3, 4}
-- table.reject(t, function(v) return v >= 3 end) -> {3, 4}, {1, 2}
-- table.reject(t, function(v) return v == 1 end) -> 1, {2, 3, 4}
function table.reject(t, f, ...)
local out = {}
for i = #t, 1, -1 do
if f(t[i], i, ...) then
table.insert(out, table.remove(t, i))
end
end
if #out == 1 then return out[1], t
else return table.reverse(out), t end
end
-- Applies filter function f which collects all elements that pass the filter and returns them; the original table is not modified
-- t = {1, 2, 3, 4}
-- table.select(t, function(v) return v >= 3 end) -> {3, 4}
-- table.select(t, function(v) return v == 1 end) -> 1
function table.select(t, f, ...)
local out = {}
for i = 1, #t do
if f(t[i], i, ...) then
table.insert(out, t[i])
end
end
return out
end
-- Returns true if any values in the table pass the test
function table.any(t, f, ...)
for i, v in ipairs(t) do
if f(v, i, ...) then
return true
end
end
end
-- Returns true if all values in the table pass the test
function table.all(t, f, ...)
for i, v in ipairs(t) do
if not f(v, i, ...) then
return false
end
end
return true
end
-- Check if table contains value v and return its index
-- If value v is a function instead then it checks according to the check performed by that function
-- t = {4, 3, 2, 1}
-- table.contains(t, 4) -> 1
-- t = {{id = 4}, {id = 3}, {id = 2}, {id = 1}}
-- table.contains(t, function(v) return v.id == 3 end) -> 2
function table.contains(t, v)
if type(v) == "function" then
for i, u in ipairs(t) do
if v(u) then return i end
end
else
for i, u in ipairs(t) do
if u == v then return i end
end
end
end
-- t = {{1, 2}, {3, {4, 5}}, {6, 7}, 8}
-- table.flatten(t) -> {1, 2, 3, 4, 5, 6, 7, 8}
-- table.flatten(t, true) -> {1, 2, 3, {4, 5}, 6, 7, 8}
function table.flatten(t, shallow)
local out = {}
local u
for k, v in ipairs(t) do
if type(v) == "table" and getmetatable(t) == nil then
u = shallow and v or table.flatten(v)
for _, x in ipairs(u) do
table.insert(out, x)
end
else
table.insert(out, v)
end
end
return out
end
-- t = {1, 2, 3, 4}
-- table.tostring(t) -> '{[1] = 1, [2] = 2, [3] = 3, [4] = 4}'
function table.tostring(t)
if type(t) == "table" then
local str = "{"
for k, v in ipairs(t) do
if type(k) ~= "number" then k = '"' .. k .. '"' end
str = str .. "[" .. k .. "] = " .. table.tostring(v) .. ", "
end
return str:sub(1, -3) .. "}"
else return tostring(t) end
end
-- Returns the first n values, same as head
-- t = {4, 3, 2, 1}
-- table.first(t) -> 4
-- table.first(t, 2) -> {4, 3}
function table.first(t, n)
if n == 1 then return t[1] end
local out = {}
for i = 1, (n or 1) do
table.push(out, t[i])
end
if #out == 1 then return out[1]
else return out end
end
-- Returns the last n values, same as tail
-- t = {4, 3, 2, 1}
-- table.last(t) -> 1
-- table.last(t, 2) -> {2, 1}
function table.last(t, n)
if n == 1 then return t[#t] end
local out = {}
for i = #t-n+1, #t do
table.push(out, t[i])
end
if #out == 1 then return out[1]
else return out end
end
-- t = {"a", "b", "c", "d"}
-- table.reverse(t) -> {"d", "c", "b", "a"}
-- table.reverse(t, 2, 3) -> {"a", "c", "b", "d"}
-- table.reverse(t, 2, -1) -> {"a", "d", "c", "b"}
function table.reverse(t, i, j)
if not i then i = 1 end
if i < 0 then i = #t + i + 1 end
if not j then j = #t end
if j < 0 then j = #t + j + 1 end
if i == j then return t end
for k = 0, (j-i+1)/2-1, math.sign(j-i) do
t[i+k], t[j-k] = t[j-k], t[i+k]
end
return t
end
-- Shifts the table to the right n times, the last value is warped over to become the first value
-- t = {1, 2, 3, 4}
-- table.rotate(t) -> {4, 1, 2, 3}
-- table.rotate(t, 2) -> {3, 4, 1, 2}
function table.rotate(t, n)
if not n then n = 1 end
if n < 0 then n = #t + n end
t = table.reverse(t, 1, #t)
t = table.reverse(t, 1, #t-n)
t = table.reverse(t, #t-n+1, #t)
return t
end
-- Returns a random value from the table
-- t = {1, 2, 3}
-- table.random(t) -> 1 or 2 or 3 randomly
function table.random(t)
return t[love.math.random(1, #t)]
end
-- t = {1, 2, 3, 4, 5}
-- table.shuffle(t) -> {3, 4, 1, 2, 5}
-- table.shuttle(t) -> {2, 5, 1, 4, 3}
-- table.shuffle(t) -> {5, 4, 1, 3, 2}
function table.shuffle(t)
for i = #t, 2, -1 do
local j = love.math.random(i)
t[i], t[j] = t[j], t[i]
end
return t
end
-- Merges both tables based on their indexes, if the second table has values in the same indexes as the first table then those will overwrite the first values.
-- t1 = {1, 2, ['a'] = 3, ['b'] = function() end}
-- t2 = {nil, 8, 4, 5, ['a'] = 8}
-- table.merge(t1, t2) -> {1, 2, 8, 4, 5, ['a'] = 8, ['b'] = function() end}
function table.merge(t1, t2)
local out = {}
for k, v in pairs(t1) do out[k] = v end
for k, v in pairs(t2) do out[k] = v end
return out
end

747
engine/external/binser.lua vendored 100644
View File

@ -0,0 +1,747 @@
-- binser.lua
--[[
Copyright (c) 2016-2019 Calvin Rose
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local assert = assert
local error = error
local select = select
local pairs = pairs
local getmetatable = getmetatable
local setmetatable = setmetatable
local type = type
local loadstring = loadstring or load
local concat = table.concat
local char = string.char
local byte = string.byte
local format = string.format
local sub = string.sub
local dump = string.dump
local floor = math.floor
local frexp = math.frexp
local unpack = unpack or table.unpack
-- Lua 5.3 frexp polyfill
-- From https://github.com/excessive/cpml/blob/master/modules/utils.lua
if not frexp then
local log, abs, floor = math.log, math.abs, math.floor
local log2 = log(2)
frexp = function(x)
if x == 0 then return 0, 0 end
local e = floor(log(abs(x)) / log2 + 1)
return x / 2 ^ e, e
end
end
local function pack(...)
return {...}, select("#", ...)
end
local function not_array_index(x, len)
return type(x) ~= "number" or x < 1 or x > len or x ~= floor(x)
end
local function type_check(x, tp, name)
assert(type(x) == tp,
format("Expected parameter %q to be of type %q.", name, tp))
end
local bigIntSupport = false
local isInteger
if math.type then -- Detect Lua 5.3
local mtype = math.type
bigIntSupport = loadstring[[
local char = string.char
return function(n)
local nn = n < 0 and -(n + 1) or n
local b1 = nn // 0x100000000000000
local b2 = nn // 0x1000000000000 % 0x100
local b3 = nn // 0x10000000000 % 0x100
local b4 = nn // 0x100000000 % 0x100
local b5 = nn // 0x1000000 % 0x100
local b6 = nn // 0x10000 % 0x100
local b7 = nn // 0x100 % 0x100
local b8 = nn % 0x100
if n < 0 then
b1, b2, b3, b4 = 0xFF - b1, 0xFF - b2, 0xFF - b3, 0xFF - b4
b5, b6, b7, b8 = 0xFF - b5, 0xFF - b6, 0xFF - b7, 0xFF - b8
end
return char(212, b1, b2, b3, b4, b5, b6, b7, b8)
end]]()
isInteger = function(x)
return mtype(x) == 'integer'
end
else
isInteger = function(x)
return floor(x) == x
end
end
-- Copyright (C) 2012-2015 Francois Perrad.
-- number serialization code modified from https://github.com/fperrad/lua-MessagePack
-- Encode a number as a big-endian ieee-754 double, big-endian signed 64 bit integer, or a small integer
local function number_to_str(n)
if isInteger(n) then -- int
if n <= 100 and n >= -27 then -- 1 byte, 7 bits of data
return char(n + 27)
elseif n <= 8191 and n >= -8192 then -- 2 bytes, 14 bits of data
n = n + 8192
return char(128 + (floor(n / 0x100) % 0x100), n % 0x100)
elseif bigIntSupport then
return bigIntSupport(n)
end
end
local sign = 0
if n < 0.0 then
sign = 0x80
n = -n
end
local m, e = frexp(n) -- mantissa, exponent
if m ~= m then
return char(203, 0xFF, 0xF8, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00)
elseif m == 1/0 then
if sign == 0 then
return char(203, 0x7F, 0xF0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00)
else
return char(203, 0xFF, 0xF0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00)
end
end
e = e + 0x3FE
if e < 1 then -- denormalized numbers
m = m * 2 ^ (52 + e)
e = 0
else
m = (m * 2 - 1) * 2 ^ 52
end
return char(203,
sign + floor(e / 0x10),
(e % 0x10) * 0x10 + floor(m / 0x1000000000000),
floor(m / 0x10000000000) % 0x100,
floor(m / 0x100000000) % 0x100,
floor(m / 0x1000000) % 0x100,
floor(m / 0x10000) % 0x100,
floor(m / 0x100) % 0x100,
m % 0x100)
end
-- Copyright (C) 2012-2015 Francois Perrad.
-- number deserialization code also modified from https://github.com/fperrad/lua-MessagePack
local function number_from_str(str, index)
local b = byte(str, index)
if not b then error("Expected more bytes of input.") end
if b < 128 then
return b - 27, index + 1
elseif b < 192 then
local b2 = byte(str, index + 1)
if not b2 then error("Expected more bytes of input.") end
return b2 + 0x100 * (b - 128) - 8192, index + 2
end
local b1, b2, b3, b4, b5, b6, b7, b8 = byte(str, index + 1, index + 8)
if (not b1) or (not b2) or (not b3) or (not b4) or
(not b5) or (not b6) or (not b7) or (not b8) then
error("Expected more bytes of input.")
end
if b == 212 then
local flip = b1 >= 128
if flip then -- negative
b1, b2, b3, b4 = 0xFF - b1, 0xFF - b2, 0xFF - b3, 0xFF - b4
b5, b6, b7, b8 = 0xFF - b5, 0xFF - b6, 0xFF - b7, 0xFF - b8
end
local n = ((((((b1 * 0x100 + b2) * 0x100 + b3) * 0x100 + b4) *
0x100 + b5) * 0x100 + b6) * 0x100 + b7) * 0x100 + b8
if flip then
return (-n) - 1, index + 9
else
return n, index + 9
end
end
if b ~= 203 then
error("Expected number")
end
local sign = b1 > 0x7F and -1 or 1
local e = (b1 % 0x80) * 0x10 + floor(b2 / 0x10)
local m = ((((((b2 % 0x10) * 0x100 + b3) * 0x100 + b4) * 0x100 + b5) * 0x100 + b6) * 0x100 + b7) * 0x100 + b8
local n
if e == 0 then
if m == 0 then
n = sign * 0.0
else
n = sign * (m / 2 ^ 52) * 2 ^ -1022
end
elseif e == 0x7FF then
if m == 0 then
n = sign * (1/0)
else
n = 0.0/0.0
end
else
n = sign * (1.0 + m / 2 ^ 52) * 2 ^ (e - 0x3FF)
end
return n, index + 9
end
local function newbinser()
-- unique table key for getting next value
local NEXT = {}
local CTORSTACK = {}
-- NIL = 202
-- FLOAT = 203
-- TRUE = 204
-- FALSE = 205
-- STRING = 206
-- TABLE = 207
-- REFERENCE = 208
-- CONSTRUCTOR = 209
-- FUNCTION = 210
-- RESOURCE = 211
-- INT64 = 212
-- TABLE WITH META = 213
local mts = {}
local ids = {}
local serializers = {}
local deserializers = {}
local resources = {}
local resources_by_name = {}
local types = {}
types["nil"] = function(x, visited, accum)
accum[#accum + 1] = "\202"
end
function types.number(x, visited, accum)
accum[#accum + 1] = number_to_str(x)
end
function types.boolean(x, visited, accum)
accum[#accum + 1] = x and "\204" or "\205"
end
function types.string(x, visited, accum)
local alen = #accum
if visited[x] then
accum[alen + 1] = "\208"
accum[alen + 2] = number_to_str(visited[x])
else
visited[x] = visited[NEXT]
visited[NEXT] = visited[NEXT] + 1
accum[alen + 1] = "\206"
accum[alen + 2] = number_to_str(#x)
accum[alen + 3] = x
end
end
local function check_custom_type(x, visited, accum)
local res = resources[x]
if res then
accum[#accum + 1] = "\211"
types[type(res)](res, visited, accum)
return true
end
local mt = getmetatable(x)
local id = mt and ids[mt]
if id then
local constructing = visited[CTORSTACK]
if constructing[x] then
error("Infinite loop in constructor.")
end
constructing[x] = true
accum[#accum + 1] = "\209"
types[type(id)](id, visited, accum)
local args, len = pack(serializers[id](x))
accum[#accum + 1] = number_to_str(len)
for i = 1, len do
local arg = args[i]
types[type(arg)](arg, visited, accum)
end
visited[x] = visited[NEXT]
visited[NEXT] = visited[NEXT] + 1
-- We finished constructing
constructing[x] = nil
return true
end
end
function types.userdata(x, visited, accum)
if visited[x] then
accum[#accum + 1] = "\208"
accum[#accum + 1] = number_to_str(visited[x])
else
if check_custom_type(x, visited, accum) then return end
error("Cannot serialize this userdata.")
end
end
function types.table(x, visited, accum)
if visited[x] then
accum[#accum + 1] = "\208"
accum[#accum + 1] = number_to_str(visited[x])
else
if check_custom_type(x, visited, accum) then return end
visited[x] = visited[NEXT]
visited[NEXT] = visited[NEXT] + 1
local xlen = #x
local mt = getmetatable(x)
if mt then
accum[#accum + 1] = "\213"
types.table(mt, visited, accum)
else
accum[#accum + 1] = "\207"
end
accum[#accum + 1] = number_to_str(xlen)
for i = 1, xlen do
local v = x[i]
types[type(v)](v, visited, accum)
end
local key_count = 0
for k in pairs(x) do
if not_array_index(k, xlen) then
key_count = key_count + 1
end
end
accum[#accum + 1] = number_to_str(key_count)
for k, v in pairs(x) do
if not_array_index(k, xlen) then
types[type(k)](k, visited, accum)
types[type(v)](v, visited, accum)
end
end
end
end
types["function"] = function(x, visited, accum)
if visited[x] then
accum[#accum + 1] = "\208"
accum[#accum + 1] = number_to_str(visited[x])
else
if check_custom_type(x, visited, accum) then return end
visited[x] = visited[NEXT]
visited[NEXT] = visited[NEXT] + 1
local str = dump(x)
accum[#accum + 1] = "\210"
accum[#accum + 1] = number_to_str(#str)
accum[#accum + 1] = str
end
end
types.cdata = function(x, visited, accum)
if visited[x] then
accum[#accum + 1] = "\208"
accum[#accum + 1] = number_to_str(visited[x])
else
if check_custom_type(x, visited, #accum) then return end
error("Cannot serialize this cdata.")
end
end
types.thread = function() error("Cannot serialize threads.") end
local function deserialize_value(str, index, visited)
local t = byte(str, index)
if not t then return nil, index end
if t < 128 then
return t - 27, index + 1
elseif t < 192 then
local b2 = byte(str, index + 1)
if not b2 then error("Expected more bytes of input.") end
return b2 + 0x100 * (t - 128) - 8192, index + 2
elseif t == 202 then
return nil, index + 1
elseif t == 203 or t == 212 then
return number_from_str(str, index)
elseif t == 204 then
return true, index + 1
elseif t == 205 then
return false, index + 1
elseif t == 206 then
local length, dataindex = number_from_str(str, index + 1)
local nextindex = dataindex + length
if not (length >= 0) then error("Bad string length") end
if #str < nextindex - 1 then error("Expected more bytes of string") end
local substr = sub(str, dataindex, nextindex - 1)
visited[#visited + 1] = substr
return substr, nextindex
elseif t == 207 or t == 213 then
local mt, count, nextindex
local ret = {}
visited[#visited + 1] = ret
nextindex = index + 1
if t == 213 then
mt, nextindex = deserialize_value(str, nextindex, visited)
if type(mt) ~= "table" then error("Expected table metatable") end
end
count, nextindex = number_from_str(str, nextindex)
for i = 1, count do
local oldindex = nextindex
ret[i], nextindex = deserialize_value(str, nextindex, visited)
if nextindex == oldindex then error("Expected more bytes of input.") end
end
count, nextindex = number_from_str(str, nextindex)
for i = 1, count do
local k, v
local oldindex = nextindex
k, nextindex = deserialize_value(str, nextindex, visited)
if nextindex == oldindex then error("Expected more bytes of input.") end
oldindex = nextindex
v, nextindex = deserialize_value(str, nextindex, visited)
if nextindex == oldindex then error("Expected more bytes of input.") end
if k == nil then error("Can't have nil table keys") end
ret[k] = v
end
if mt then setmetatable(ret, mt) end
return ret, nextindex
elseif t == 208 then
local ref, nextindex = number_from_str(str, index + 1)
return visited[ref], nextindex
elseif t == 209 then
local count
local name, nextindex = deserialize_value(str, index + 1, visited)
count, nextindex = number_from_str(str, nextindex)
local args = {}
for i = 1, count do
local oldindex = nextindex
args[i], nextindex = deserialize_value(str, nextindex, visited)
if nextindex == oldindex then error("Expected more bytes of input.") end
end
if not name or not deserializers[name] then
error(("Cannot deserialize class '%s'"):format(tostring(name)))
end
local ret = deserializers[name](unpack(args))
visited[#visited + 1] = ret
return ret, nextindex
elseif t == 210 then
local length, dataindex = number_from_str(str, index + 1)
local nextindex = dataindex + length
if not (length >= 0) then error("Bad string length") end
if #str < nextindex - 1 then error("Expected more bytes of string") end
local ret = loadstring(sub(str, dataindex, nextindex - 1))
visited[#visited + 1] = ret
return ret, nextindex
elseif t == 211 then
local resname, nextindex = deserialize_value(str, index + 1, visited)
if resname == nil then error("Got nil resource name") end
local res = resources_by_name[resname]
if res == nil then
error(("No resources found for name '%s'"):format(tostring(resname)))
end
return res, nextindex
else
error("Could not deserialize type byte " .. t .. ".")
end
end
local function serialize(...)
local visited = {[NEXT] = 1, [CTORSTACK] = {}}
local accum = {}
for i = 1, select("#", ...) do
local x = select(i, ...)
types[type(x)](x, visited, accum)
end
return concat(accum)
end
local function make_file_writer(file)
return setmetatable({}, {
__newindex = function(_, _, v)
file:write(v)
end
})
end
local function serialize_to_file(path, mode, ...)
local file, err = io.open(path, mode)
assert(file, err)
local visited = {[NEXT] = 1, [CTORSTACK] = {}}
local accum = make_file_writer(file)
for i = 1, select("#", ...) do
local x = select(i, ...)
types[type(x)](x, visited, accum)
end
-- flush the writer
file:flush()
file:close()
end
local function writeFile(path, ...)
return serialize_to_file(path, "wb", ...)
end
local function appendFile(path, ...)
return serialize_to_file(path, "ab", ...)
end
local function deserialize(str, index)
assert(type(str) == "string", "Expected string to deserialize.")
local vals = {}
index = index or 1
local visited = {}
local len = 0
local val
while true do
local nextindex
val, nextindex = deserialize_value(str, index, visited)
if nextindex > index then
len = len + 1
vals[len] = val
index = nextindex
else
break
end
end
return vals, len
end
local function deserializeN(str, n, index)
assert(type(str) == "string", "Expected string to deserialize.")
n = n or 1
assert(type(n) == "number", "Expected a number for parameter n.")
assert(n > 0 and floor(n) == n, "N must be a poitive integer.")
local vals = {}
index = index or 1
local visited = {}
local len = 0
local val
while len < n do
local nextindex
val, nextindex = deserialize_value(str, index, visited)
if nextindex > index then
len = len + 1
vals[len] = val
index = nextindex
else
break
end
end
vals[len + 1] = index
return unpack(vals, 1, n + 1)
end
local function readFile(path)
local file, err = io.open(path, "rb")
assert(file, err)
local str = file:read("*all")
file:close()
return deserialize(str)
end
-- Resources
local function registerResource(resource, name)
type_check(name, "string", "name")
assert(not resources[resource],
"Resource already registered.")
assert(not resources_by_name[name],
format("Resource %q already exists.", name))
resources_by_name[name] = resource
resources[resource] = name
return resource
end
local function unregisterResource(name)
type_check(name, "string", "name")
assert(resources_by_name[name], format("Resource %q does not exist.", name))
local resource = resources_by_name[name]
resources_by_name[name] = nil
resources[resource] = nil
return resource
end
-- Templating
local function normalize_template(template)
local ret = {}
for i = 1, #template do
ret[i] = template[i]
end
local non_array_part = {}
-- The non-array part of the template (nested templates) have to be deterministic, so they are sorted.
-- This means that inherently non deterministicly sortable keys (tables, functions) should NOT be used
-- in templates. Looking for way around this.
for k in pairs(template) do
if not_array_index(k, #template) then
non_array_part[#non_array_part + 1] = k
end
end
table.sort(non_array_part)
for i = 1, #non_array_part do
local name = non_array_part[i]
ret[#ret + 1] = {name, normalize_template(template[name])}
end
return ret
end
local function templatepart_serialize(part, argaccum, x, len)
local extras = {}
local extracount = 0
for k, v in pairs(x) do
extras[k] = v
extracount = extracount + 1
end
for i = 1, #part do
local name
if type(part[i]) == "table" then
name = part[i][1]
len = templatepart_serialize(part[i][2], argaccum, x[name], len)
else
name = part[i]
len = len + 1
argaccum[len] = x[part[i]]
end
if extras[name] ~= nil then
extracount = extracount - 1
extras[name] = nil
end
end
if extracount > 0 then
argaccum[len + 1] = extras
else
argaccum[len + 1] = nil
end
return len + 1
end
local function templatepart_deserialize(ret, part, values, vindex)
for i = 1, #part do
local name = part[i]
if type(name) == "table" then
local newret = {}
ret[name[1]] = newret
vindex = templatepart_deserialize(newret, name[2], values, vindex)
else
ret[name] = values[vindex]
vindex = vindex + 1
end
end
local extras = values[vindex]
if extras then
for k, v in pairs(extras) do
ret[k] = v
end
end
return vindex + 1
end
local function template_serializer_and_deserializer(metatable, template)
return function(x)
local argaccum = {}
local len = templatepart_serialize(template, argaccum, x, 0)
return unpack(argaccum, 1, len)
end, function(...)
local ret = {}
local args = {...}
templatepart_deserialize(ret, template, args, 1)
return setmetatable(ret, metatable)
end
end
-- Used to serialize classes withh custom serializers and deserializers.
-- If no _serialize or _deserialize (or no _template) value is found in the
-- metatable, then the metatable is registered as a resources.
local function register(metatable, name, serialize, deserialize)
if type(metatable) == "table" then
name = name or metatable.name
serialize = serialize or metatable._serialize
deserialize = deserialize or metatable._deserialize
if (not serialize) or (not deserialize) then
if metatable._template then
-- Register as template
local t = normalize_template(metatable._template)
serialize, deserialize = template_serializer_and_deserializer(metatable, t)
else
-- Register the metatable as a resource. This is semantically
-- similar and more flexible (handles cycles).
registerResource(metatable, name)
return
end
end
elseif type(metatable) == "string" then
name = name or metatable
end
type_check(name, "string", "name")
type_check(serialize, "function", "serialize")
type_check(deserialize, "function", "deserialize")
assert((not ids[metatable]) and (not resources[metatable]),
"Metatable already registered.")
assert((not mts[name]) and (not resources_by_name[name]),
("Name %q already registered."):format(name))
mts[name] = metatable
ids[metatable] = name
serializers[name] = serialize
deserializers[name] = deserialize
return metatable
end
local function unregister(item)
local name, metatable
if type(item) == "string" then -- assume name
name, metatable = item, mts[item]
else -- assume metatable
name, metatable = ids[item], item
end
type_check(name, "string", "name")
mts[name] = nil
if (metatable) then
resources[metatable] = nil
ids[metatable] = nil
end
serializers[name] = nil
deserializers[name] = nil
resources_by_name[name] = nil;
return metatable
end
local function registerClass(class, name)
name = name or class.name
if class.__instanceDict then -- middleclass
register(class.__instanceDict, name)
else -- assume 30log or similar library
register(class, name)
end
return class
end
return {
VERSION = "0.0-8",
-- aliases
s = serialize,
d = deserialize,
dn = deserializeN,
r = readFile,
w = writeFile,
a = appendFile,
serialize = serialize,
deserialize = deserialize,
deserializeN = deserializeN,
readFile = readFile,
writeFile = writeFile,
appendFile = appendFile,
register = register,
unregister = unregister,
registerResource = registerResource,
unregisterResource = unregisterResource,
registerClass = registerClass,
newbinser = newbinser
}
end
return newbinser()

274
engine/external/clipper.lua vendored 100644
View File

@ -0,0 +1,274 @@
-- Copyright (c) 2017 Laurent Zubiaur
--
-- Permission is hereby granted, free of charge, to any person obtaining a copy
-- of this software and associated documentation files (the "Software"), to deal
-- in the Software without restriction, including without limitation the rights
-- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-- copies of the Software, and to permit persons to whom the Software is
-- furnished to do so, subject to the following conditions:
--
-- The above copyright notice and this permission notice shall be included in all
-- copies or substantial portions of the Software.
--
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-- SOFTWARE.
local ffi = require 'ffi'
-- NOTE ffi.load doesn't use package.cpath to search for libraries but rather the
-- default OS default search path (e.g. LD_LIBRARY_PATH).
-- Load Clipper from a shared library...
local C = ffi.load 'polyclipping'
-- or use the default namespace if Clipper's been compiled within the executable
-- local C = ffi.C
ffi.cdef[[
// Replace `int64_t` with `int32_t` if Clipper has been compiled with `use_int32`
typedef struct __cl_int_point { int64_t x, y; } cl_int_point;
typedef struct __cl_int_rect { int64_t left; int64_t top; int64_t right; int64_t bottom; } cl_int_rect;
// Replace `long long` with `int` if compiled with `use_int32`
typedef signed long long cInt;
typedef struct __cl_path cl_path;
typedef struct __cl_paths cl_paths;
typedef struct __cl_offset cl_offset;
typedef struct __cl_clipper cl_clipper;
const char* cl_err_msg();
// Path
cl_path* cl_path_new();
void cl_path_free(cl_path *self);
cl_int_point* cl_path_get(cl_path *self, int i);
bool cl_path_add(cl_path *self, cInt x, cInt y);
int cl_path_size(cl_path *self);
double cl_path_area(const cl_path *self);
bool cl_path_orientation(const cl_path *self);
void cl_path_reverse(cl_path *self);
int cl_path_point_in_polygon(cl_path *self,cInt x, cInt y);
cl_paths* cl_path_simplify(cl_path *self,int fillType);
cl_path* cl_path_clean_polygon(const cl_path *in, double distance);
// Paths
cl_paths* cl_paths_new();
void cl_paths_free(cl_paths *self);
cl_path* cl_paths_get(cl_paths *self, int i);
bool cl_paths_add(cl_paths *self, cl_path *path);
int cl_paths_size(cl_paths *self);
// ClipperOffset
cl_offset* cl_offset_new(double miterLimit,double roundPrecision);
void cl_offset_free(cl_offset *self);
cl_paths* cl_offset_path(cl_offset *self, cl_path *subj, double delta, int jointType, int endType);
cl_paths* cl_offset_paths(cl_offset *self, cl_paths *subj, double delta, int jointType, int endType);
void cl_offset_clear(cl_offset *self);
// Clipper
cl_clipper* cl_clipper_new();
void cl_clipper_free(cl_clipper *cl);
void cl_clipper_clear(cl_clipper *cl);
bool cl_clipper_add_path(cl_clipper *cl,cl_path *path, int pt, bool closed,const char *err);
bool cl_clipper_add_paths(cl_clipper *cl,cl_paths *paths, int pt, bool closed,const char *err);
void cl_clipper_reverse_solution(cl_clipper *cl, bool value);
void cl_clipper_preserve_collinear(cl_clipper *cl, bool value);
void cl_clipper_strictly_simple(cl_clipper *cl, bool value);
cl_paths* cl_clipper_execute(cl_clipper *cl,int clipType,int subjFillType,int clipFillType);
cl_int_rect cl_clipper_get_bounds(cl_clipper *cl);
]]
local ClipType = {
intersection = 0, union = 1, difference = 2, xor = 3
}
local JoinType = {
square = 0, round = 1, miter = 2
}
local EndType = {
closedPolygon = 0, closedLine = 1, openButt = 2, openSquare = 3, openRound = 4
}
-- Clipper constructor options
local InitOptions = {
reverseSolution = 1, strictlySimple = 2, preserveCollinear = 4
}
local PolyType = {
subject = 0, clip = 1
}
local PolyFillType = {
evenOdd = 1, nonZero = 2, positive = 2, negative = 3
}
local Path = {}
function Path.new()
return ffi.gc(C.cl_path_new(), C.cl_path_free)
end
function Path:add(x,y)
return C.cl_path_add(self,x,y)
end
function Path:get(i)
return C.cl_path_get(self,i-1)
end
function Path:size()
return C.cl_path_size(self)
end
function Path:area()
return C.cl_path_area(self)
end
function Path:reverse()
return C.cl_path_reverse(self)
end
function Path:orientation()
return C.cl_path_orientation(self)
end
function Path:contains(x,y)
return C.cl_path_point_in_polygon(self,x,y)
end
function Path:simplify(fillType)
fillType = fillType or 'evenOdd'
fillType = assert(PolyFillType[fillType],'unknown fill type')
return C.cl_path_simplify(self,fillType)
end
function Path:cleanPolygon(distance)
distance = distance or 1.415
return C.cl_path_clean_polygon(self,distance)
end
local Paths = {}
function Paths.new()
return ffi.gc(C.cl_paths_new(), C.cl_paths_free)
end
function Paths:add(path)
return C.cl_paths_add(self,path)
end
function Paths:get(i)
return C.cl_paths_get(self,i-1)
end
function Paths:size()
return C.cl_paths_size(self)
end
local ClipperOffset = {}
function ClipperOffset.new(miterLimit,roundPrecision)
local co = C.cl_offset_new(miterLimit or 2,roundPrecision or 0.25)
return ffi.gc(co, C.cl_offset_free)
end
function ClipperOffset:offsetPath(path,delta,jt,et)
jt,et = jt or 'square', et or 'openButt'
assert(JoinType[jt])
assert(EndType[et])
local out = C.cl_offset_path(self,path,delta,JoinType[jt],EndType[et])
if out == nil then
error(ffi.string(C.cl_err_msg()))
end
return out
end
function ClipperOffset:offsetPaths(paths,delta,jt,et)
jt,et = jt or 'square', et or 'openButt'
assert(JoinType[jt])
assert(EndType[et])
local out = C.cl_offset_paths(self,paths,delta,JoinType[jt],EndType[et])
if out == nil then
error(ffi.string(C.cl_err_msg()))
end
return out
end
function ClipperOffset:clear()
C.cl_offset_clear(self)
end
-- Clipper
local Clipper = {}
function Clipper.new(...)
local cl = C.cl_clipper_new()
for _,opt in ipairs {...} do
assert(InitOptions[opt])
if opt == 'strictlySimple' then
C.cl_clipper_strictly_simple(true)
elseif opt == 'reverseSolution' then
C.cl_clipper_reverse_solution(true)
else
C.cl_clipper_preserve_collinear(true)
end
end
return ffi.gc(cl, C.cl_clipper_free)
end
function Clipper:clear()
C.cl_clipper_clear(self)
end
function Clipper:addPath(path,pt,closed)
assert(path,'path is nil')
assert(PolyType[pt],'unknown polygon type')
if closed == nil then closed = true end
C.cl_clipper_add_path(self,path,PolyType[pt],closed,err);
end
function Clipper:addPaths(paths,pt,closed)
assert(paths,'paths is nil')
assert(PolyType[pt],'unknown polygon type')
if closed == nil then closed = true end
if not C.cl_clipper_add_paths(self,paths,PolyType[pt],closed,err) then
error(ffi.string(C.cl_err_msg()))
end
end
function Clipper:execute(clipType,subjFillType,clipFillType)
subjFillType = subjFillType or 'evenOdd'
clipFillType = clipFillType or 'evenOdd'
clipType = assert(ClipType[clipType],'unknown clip type')
subjFillType = assert(PolyFillType[subjFillType],'unknown fill type')
clipFillType = assert(PolyFillType[clipFillType],'unknown fill type')
local out = C.cl_clipper_execute(self,clipType,subjFillType,clipFillType)
-- XXX test `not nil` return false ?!
if out == nil then
error(ffi.string(C.cl_err_msg()))
end
return out
end
function Clipper:getBounds()
local r = C.cl_clipper_get_bounds(self)
return tonumber(r.left),tonumber(r.top),tonumber(r.right),tonumber(r.bottom)
end
ffi.metatype('cl_path', {__index = Path})
ffi.metatype('cl_paths', {__index = Paths})
ffi.metatype('cl_offset', {__index = ClipperOffset})
ffi.metatype('cl_clipper', {__index = Clipper})
return {
Path = Path.new,
Paths = Paths.new,
ClipperOffset = ClipperOffset.new,
Clipper = Clipper.new,
}

7
engine/external/init.lua vendored 100644
View File

@ -0,0 +1,7 @@
local path = ...
if not path:find("init") then
binser = require(path .. ".binser")
mlib = require(path .. ".mlib")
if not web then clipper = require(path .. ".clipper") end
ripple = require(path .. ".ripple")
end

1411
engine/external/mlib.lua vendored 100644

File diff suppressed because it is too large Load Diff

518
engine/external/ripple.lua vendored 100644
View File

@ -0,0 +1,518 @@
local ripple = {
_VERSION = 'Ripple',
_DESCRIPTION = 'Audio helpers for LÖVE.',
_URL = 'https://github.com/tesselode/ripple',
_LICENSE = [[
MIT License
Copyright (c) 2019 Andrew Minnich
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
]]
}
local unpack = unpack or table.unpack -- luacheck: ignore
--[[
Represents an object that:
- can have tags applied
- has a volume
- can have effects applied
Tags, instances, and sounds are all taggable.
Note that not all taggable objects have children - tags and sounds
do, but instances do not.
]]
local Taggable = {}
--[[
Gets the total volume of this object given its own volume
and the volume of each of its tags.
]]
function Taggable:_getTotalVolume()
local volume = self.volume
for tag, _ in pairs(self._tags) do
volume = volume * tag:_getTotalVolume()
end
return volume
end
--[[
Gets all the effects that should be applied to this object given
its own effects and the effects of each of its tags. The object's
own effects will override tag effects.
Note: currently, if multiple tags define settings for the same effect,
the final result is undefined, as taggable objects use pairs to iterate
through the tags, which iterates in an undefined order.
]]
function Taggable:_getAllEffects()
local effects = {}
for tag, _ in pairs(self._tags) do
for name, filterSettings in pairs(tag:_getAllEffects()) do
effects[name] = filterSettings
end
end
for name, filterSettings in pairs(self._effects) do
effects[name] = filterSettings
end
return effects
end
--[[
A callback that is called when anything happens that could
lead to a change in the object's total volume.
]]
function Taggable:_onChangeVolume() end
--[[
A callback that is called when anything happens that could
change which effects are applied to the object.
]]
function Taggable:_onChangeEffects() end
function Taggable:_setVolume(volume)
self._volume = volume
self:_onChangeVolume()
end
--[[
_tag, _untag, and _setEffect are analogous to the
similarly named public API functions (see below), but
they don't call the _onChangeVolume and _onChangeEffects
callbacks. This allows me to have finer control over when
to call those callbacks, so I can set multiple tags and
effects without needlessly calling the callbacks for each
one.
]]
function Taggable:_tag(tag)
self._tags[tag] = true
tag._children[self] = true
end
function Taggable:_untag(tag)
self._tags[tag] = nil
tag._children[self] = nil
end
function Taggable:_setEffect(name, filterSettings)
if filterSettings == nil then filterSettings = true end
self._effects[name] = filterSettings
end
--[[
Given an options table, initializes the object's volume,
tags, and effects.
]]
function Taggable:_setOptions(options)
self.volume = options and options.volume or 1
-- reset tags
for tag in pairs(self._tags) do
self:_untag(tag)
end
-- apply new tags
if options and options.tags then
for _, tag in ipairs(options.tags) do
self:_tag(tag)
end
end
-- reset effects
for name in pairs(self._effects) do
self._effects[name] = nil
end
-- apply new effects
if options and options.effects then
for name, filterSettings in pairs(options.effects) do
self:_setEffect(name, filterSettings)
end
end
-- update final volume and effects
self:_onChangeVolume()
self:_onChangeEffects()
end
function Taggable:tag(...)
for i = 1, select('#', ...) do
local tag = select(i, ...)
self:_tag(tag)
end
self:_onChangeVolume()
self:_onChangeEffects()
end
function Taggable:untag(...)
for i = 1, select('#', ...) do
local tag = select(i, ...)
self:_untag(tag)
end
self:_onChangeVolume()
self:_onChangeEffects()
end
--[[
Sets an effect for this object. filterSettings can be the following types:
- table - the effect will be enabled with the filter settings given in the table
- true/nil - the effect will be enabled with no filter
- false - the effect will be explicitly disabled, overriding effect settings
from a parent sound or tag
]]
function Taggable:setEffect(name, filterSettings)
self:_setEffect(name, filterSettings)
self:_onChangeEffects()
end
function Taggable:removeEffect(name)
self._effects[name] = nil
self:_onChangeEffects()
end
function Taggable:getEffect(name)
return self._effects[name]
end
function Taggable:__index(key)
if key == 'volume' then
return self._volume
end
return Taggable[key]
end
function Taggable:__newindex(key, value)
if key == 'volume' then
self:_setVolume(value)
else
rawset(self, key, value)
end
end
--[[
Represents a tag that can be applied to sounds,
instances of sounds, or other tags.
]]
local Tag = {__newindex = Taggable.__newindex}
function Tag:__index(key)
if Tag[key] then return Tag[key] end
return Taggable.__index(self, key)
end
function Tag:_onChangeVolume()
-- tell objects using this tag about a potential
-- volume change
for child, _ in pairs(self._children) do
child:_onChangeVolume()
end
end
function Tag:_onChangeEffect()
-- tell objects using this tag about a potential
-- effect change
for child, _ in pairs(self._children) do
child:_onChangeEffect()
end
end
-- Pauses all the sounds and instances tagged with this tag.
function Tag:pause(fadeDuration)
for child, _ in pairs(self._children) do
child:pause(fadeDuration)
end
end
-- Resumes all the sounds and instances tagged with this tag.
function Tag:resume(fadeDuration)
for child, _ in pairs(self._children) do
child:resume(fadeDuration)
end
end
-- Stops all the sounds and instances tagged with this tag.
function Tag:stop(fadeDuration)
for child, _ in pairs(self._children) do
child:stop(fadeDuration)
end
end
function ripple.newTag(options)
local tag = setmetatable({
_effects = {},
_tags = {},
_children = {},
}, Tag)
tag:_setOptions(options)
return tag
end
-- Represents a specific occurrence of a sound.
local Instance = {}
function Instance:__index(key)
if key == 'pitch' then
return self._source:getPitch()
elseif key == 'loop' then
return self._source:isLooping()
elseif Instance[key] then
return Instance[key]
end
return Taggable.__index(self, key)
end
function Instance:__newindex(key, value)
if key == 'pitch' then
self._source:setPitch(value)
elseif key == 'loop' then
self._source:setLooping(value)
else
Taggable.__newindex(self, key, value)
end
end
function Instance:_getTotalVolume()
local volume = Taggable._getTotalVolume(self)
-- apply sound volume as well as tag/self volumes
volume = volume * self._sound:_getTotalVolume()
-- apply fade volume
volume = volume * self._fadeVolume
return volume
end
function Instance:_getAllEffects()
local effects = {}
for tag, _ in pairs(self._tags) do
for name, filterSettings in pairs(tag:_getAllEffects()) do
effects[name] = filterSettings
end
end
-- apply sound effects as well as tag/self effects
for name, filterSettings in pairs(self._sound:_getAllEffects()) do
effects[name] = filterSettings
end
for name, filterSettings in pairs(self._effects) do
effects[name] = filterSettings
end
return effects
end
function Instance:_onChangeVolume()
-- update the source's volume
self._source:setVolume(self:_getTotalVolume())
end
function Instance:_onChangeEffects()
-- get the list of effects that should be applied
local effects = self:_getAllEffects()
for name, filterSettings in pairs(effects) do
-- remember which effects are currently applied to the source
if filterSettings == false then
self._appliedEffects[name] = nil
else
self._appliedEffects[name] = true
end
if filterSettings == true then
self._source:setEffect(name)
else
self._source:setEffect(name, filterSettings)
end
end
-- remove effects that are currently applied but shouldn't be anymore
for name in pairs(self._appliedEffects) do
if not effects[name] then
self._source:setEffect(name, false)
self._appliedEffects[name] = nil
end
end
end
function Instance:_play(options)
if options and options.fadeDuration then
self._fadeVolume = 0
self._fadeSpeed = 1 / options.fadeDuration
else
self._fadeVolume = 1
end
self._fadeDirection = 1
self._afterFadingOut = false
self._paused = false
self:_setOptions(options)
self.pitch = options and options.pitch or 1
if options and options.loop ~= nil then
self.loop = options.loop
end
if not web then self._source:seek(options and options.seek or 0) end
self._source:play()
end
function Instance:_update(dt)
-- fade in
if self._fadeDirection == 1 and self._fadeVolume < 1 then
self._fadeVolume = self._fadeVolume + self._fadeSpeed * dt
if self._fadeVolume > 1 then self._fadeVolume = 1 end
self:_onChangeVolume()
-- fade out
elseif self._fadeDirection == -1 and self._fadeVolume > 0 then
self._fadeVolume = self._fadeVolume - self._fadeSpeed * dt
if self._fadeVolume < 0 then
self._fadeVolume = 0
-- pause or stop after fading out
if self._afterFadingOut == 'pause' then
self:pause()
elseif self._afterFadingOut == 'stop' then
self:stop()
end
end
self:_onChangeVolume()
end
end
function Instance:isStopped()
return (not self._source:isPlaying()) and (not self._paused)
end
function Instance:pause(fadeDuration)
if fadeDuration and not self._paused then
self._fadeDirection = -1
self._fadeSpeed = 1 / fadeDuration
self._afterFadingOut = 'pause'
else
self._source:pause()
self._paused = true
end
end
function Instance:resume(fadeDuration)
if fadeDuration then
if self._paused then
self._fadeVolume = 0
self:_onChangeVolume()
end
self._fadeDirection = 1
self._fadeSpeed = 1 / fadeDuration
end
self._source:play()
self._paused = false
end
function Instance:stop(fadeDuration)
if fadeDuration and not self._paused then
self._fadeDirection = -1
self._fadeSpeed = 1 / fadeDuration
self._afterFadingOut = 'stop'
else
self._source:stop()
self._paused = false
end
end
-- Represents a sound that can be played.
local Sound = {}
function Sound:__index(key)
if key == 'loop' then
return self._source:isLooping()
elseif Sound[key] then
return Sound[key]
end
return Taggable.__index(self, key)
end
function Sound:__newindex(key, value)
if key == 'loop' then
self._source:setLooping(value)
for _, instance in ipairs(self._instances) do
instance.loop = value
end
else
Taggable.__newindex(self, key, value)
end
end
function Sound:_onChangeVolume()
-- tell instances about potential volume changes
for _, instance in ipairs(self._instances) do
instance:_onChangeVolume()
end
end
function Sound:_onChangeEffects()
-- tell instances about potential effect changes
for _, instance in ipairs(self._instances) do
instance:_onChangeEffects()
end
end
function Sound:play(options)
-- reuse a stopped instance if one is available
for _, instance in ipairs(self._instances) do
if instance:isStopped() then
instance:_play(options)
return instance
end
end
-- otherwise, create a brand new one
local instance = setmetatable({
_sound = self,
_source = self._source:clone(),
_effects = {},
_tags = {},
_appliedEffects = {},
}, Instance)
table.insert(self._instances, instance)
instance:_play(options)
return instance
end
function Sound:pause(fadeDuration)
for _, instance in ipairs(self._instances) do
instance:pause(fadeDuration)
end
end
function Sound:resume(fadeDuration)
for _, instance in ipairs(self._instances) do
instance:resume(fadeDuration)
end
end
function Sound:stop(fadeDuration)
for _, instance in ipairs(self._instances) do
instance:stop(fadeDuration)
end
end
function Sound:update(dt)
for _, instance in ipairs(self._instances) do
instance:_update(dt)
end
end
function ripple.newSound(source, options)
local sound = setmetatable({
_source = source,
_effects = {},
_tags = {},
_instances = {},
}, Sound)
sound:_setOptions(options)
if options and options.loop then sound.loop = true end
return sound
end
return ripple

View File

@ -0,0 +1,30 @@
-- The base Flashes class.
-- This class is used to manage all flashes in an object.
-- Add a new flash:
-- self.flashes:add('hit', 0.15)
-- Use it:
-- self.flashes.hit:flash(0.1)
-- self.flashes.hit.f -- a boolean that says if it's currently flashing or not
-- Every GameObject has a .flashes attribute with a Flashes instance attached to it.
Flashes = Object:extend()
function Flashes:init()
self.trigger = Trigger()
end
function Flashes:update(dt)
self.trigger:update(dt)
end
-- Adds a new flash to the object. The name must be unique and the second argument is the default duration for the flash.
-- self.flashes:add('hit', 0.15)
function Flashes:add(name, default_duration)
if name == 'parent' or name == 'names' or name == 'trigger' or name == 'add' or name == 'use' or name == 'update' or name == 'init' or name == 'pull' or name == 'flash' then
error("Invalid name to be added to the Flashes object. 'add', 'flash', 'init', 'names', 'parent', 'pull', 'trigger', 'update' and 'use' are reserved names, choose another.")
end
self[name] = {f = false, default_duration = default_duration or 0.15, flash = function(_, duration)
self[name].f = true
self.trigger:after(duration or self[name].default_duration, function() self[name].f = false end, name)
end}
end

View File

@ -0,0 +1,78 @@
-- The base GameObject class.
-- The general way of creating an object that implements these functions goes like this:
--[[
MyGameObject = Object:extend()
MyGameObject:implement(GameObject)
function MyGameObject:init(args)
self:init_game_object(args)
end
function MyGameObject:update(dt)
self:update_game_object(dt)
end
]]--
-- This simply implements the GameObject class as a mixin into your own class, giving it the functions defined in this file as well as the attributes set from init_game_object.
-- In general you'd create your own game object like this, for instance:
-- group = Group()
-- MyGameObject{group = group, x = 100, y = 100, v = 100, r = math.pi/4}
-- And then this object would be automatically updated and drawn by the group.
-- Alternatively you could add the object to the group manually:
-- my_object = MyGameObject{x = 100, y = 100, v = 100, r = math.pi/4}
-- group:add(my_object)
-- One of the nice patterns I've found was a passing arguments as a key + value table.
-- So in the case above, the object would automatically have its .x, .y and .v attributes set to 100 and its .r attribute set to math.pi/4.
GameObject = Object:extend()
function GameObject:init_game_object(args)
for k, v in pairs(args or {}) do self[k] = v end
if self.group then self.group:add(self) end
self.x, self.y = self.x or 0, self.y or 0
self.r = self.r or 0
self.sx, self.sy = self.sx or 1, self.sy or 1
self.id = self.id or random:uid()
self.t = Trigger()
self.springs = Springs()
self.flashes = Flashes()
self.hfx = HitFX(self)
self.spring = Spring(1)
return self
end
function GameObject:update_game_object(dt)
self.t:update(dt)
self.springs:update(dt)
self.flashes:update(dt)
self.hfx:update(dt)
self.spring:update(dt)
if self.body then self:update_physics(dt) end
if self.shape then
if self.shape.vertices and self.body then
self.shape.vertices = {self.body:getWorldPoints(self.fixture:getShape():getPoints())}
self.shape:get_centroid()
end
if self.body then
self.shape:move_to(self:get_position())
end
if self.interact_with_mouse then
local colliding_with_mouse = self.shape:is_colliding_with_point(self.group:get_mouse_position())
if colliding_with_mouse and not self.colliding_with_mouse then
self.colliding_with_mouse = true
if self.on_mouse_enter then self:on_mouse_enter() end
elseif not colliding_with_mouse and self.colliding_with_mouse then
self.colliding_with_mouse = false
if self.on_mouse_exit then self:on_mouse_exit() end
end
if self.colliding_with_mouse then
if self.on_mouse_stay then self:on_mouse_stay() end
end
end
end
end
function GameObject:draw_game_object()
if self.body then self:draw_physics() end
end

View File

@ -0,0 +1,410 @@
-- The Group class is responsible for object management.
-- A common usage is to create different groups for different "layers" of behavior in the game:
--[[
Game = Object:extend()
Game:implement(State)
function Game:on_enter()
self.main = Group():set_as_physics_world(192)
self.effects = Group()
self.floor = Group()
self.ui = Group():no_camera()
end
function Game:update(dt)
self.main:update(dt)
self.floor:update(dt)
self.effects:update(dt)
self.ui:update(dt)
end
function Game:draw()
self.floor:draw()
self.main:sort_by_y()
self.main:draw()
self.effects:draw()
self.ui:draw()
end
]]--
-- This is a simple example where you have four groups, each for a different purpose.
-- The main group is where all gameplay objects are and thus the only one that's using the physics world (box2d).
-- If you need an object to collide with another physically then they have to use the same physics world, and thus also the same group.
-- The effects and floor groups are purely visual, one for drawing things on the floor (it's a top-down-ish 2.5D game), like shadows, and the other for drawing visual effects on top of everything else.
-- As you can see in the draw function, floor is drawn first and effects is drawn after all gameplay objects.
-- These three groups above also all use the game's main camera instance as their targets since we want gameplay objects, floor and visual effects to be drawn according to the camera's transform.
-- Finally, the UI group is the one that doesn't have a camera attached to it because we want its objects to be drawn in fixed locations on the screen.
-- And this group is also drawn last because generally UI elements go on top of literally everything else.
Group = Object:extend()
function Group:init()
self.t = Trigger()
self.camera = camera
self.objects = {}
self.objects.by_id = {}
self.objects.by_class = {}
self.cells = {}
self.cell_size = 128
return self
end
function Group:update(dt)
self.t:update(dt)
for _, object in ipairs(self.objects) do object:update(dt) end
if self.world then self.world:update(dt) end
self.cells = {}
for _, object in ipairs(self.objects) do
local cx, cy = math.floor(object.x/self.cell_size), math.floor(object.y/self.cell_size)
if not self.cells[cx] then self.cells[cx] = {} end
if not self.cells[cx][cy] then self.cells[cx][cy] = {} end
table.insert(self.cells[cx][cy], object)
end
for i = #self.objects, 1, -1 do
if self.objects[i].dead then
if self.objects[i].destroy then self.objects[i]:destroy() end
self.objects.by_id[self.objects[i].id] = nil
table.delete(self.objects.by_class[getmetatable(self.objects[i])], function(v) return v.id == self.objects[i].id end)
table.remove(self.objects, i)
end
end
end
-- scroll_factor_x and scroll_factor_y can be used for parallaxing, they should be values between 0 and 1
-- The closer to 0, the more of a parallaxing effect there will be.
function Group:draw(scroll_factor_x, scroll_factor_y)
if self.camera then self.camera:attach(scroll_factor_x, scroll_factor_y) end
for _, object in ipairs(self.objects) do object:draw() end
if self.camera then self.camera:detach() end
end
-- Draws only objects within the indexed range
-- group:draw_range(1, 3) -> draws only 1st, 2nd and 3rd objects in this group
function Group:draw_range(i, j, scroll_factor_x, scroll_factor_y)
if self.camera then self.camera:attach(scroll_factor_x, scroll_factor_y) end
for k = i, j do self.objects[k]:draw() end
if self.camera then self.camera:detach() end
end
-- Draws only objects of a certain class
-- group:draw_class(Solid) -> draws only objects of the Solid class
function Group:draw_class(class, scroll_factor_x, scroll_factor_y)
if self.camera then self.camera:attach(scroll_factor_x, scroll_factor_y) end
for _, object in ipairs(self.objects) do
if object:is(class) then
object:draw()
end
end
if self.camera then self.camera:detach() end
end
-- Draws all objects except those of specified classes
-- group:draw_all_except({Solid, SolidGeometry}) -> draws all objects except those of the Solid and SolidGeometry classes
function Group:draw_all_except(classes, scroll_factor_x, scroll_factor_y)
if self.camera then self.camera:attach(scroll_factor_x, scroll_factor_y) end
for _, object in ipairs(self.objects) do
if not table.any(classes, function(v) return object:is(v) end) then
object:draw()
end
end
if self.camera then self.camera:detach() end
end
-- Sets this group as one without a camera, useful for things like UIs
function Group:no_camera()
self.camera = nil
return self
end
-- Sorts all objects in this group by their y position
-- This is useful for top-down 2.5D games so that objects further up on the screen are drawn first and look like they're further away from the camera
-- Objects can additionally have a .y_sort_offset attribute which gets added to this function's calculations
-- This attribute is useful for objects that are longer vertically and need some adjusting otherwise the point at which they get drawn behind looks off
function Group:sort_by_y()
table.sort(self.objects, function(a, b) return (a.y + (a.y_sort_offset or 0)) < (b.y + (b.y_sort_offset or 0)) end)
end
-- Returns the mouse position based on the camera used by this group
-- mx, my = group:get_mouse_position()
function Group:get_mouse_position()
if self.camera then
return self.camera.mouse.x, self.camera.mouse.y
else
local mx, my = love.mouse.getPosition()
return mx/sx, my/sy
end
end
function Group:destroy()
for _, object in ipairs(self.objects) do object:destroy() end
self.objects = {}
self.objects.by_id = {}
self.objects.by_class = {}
if self.world then
self.world:destroy()
self.world = nil
end
return self
end
-- Adds an existing object to the group
-- player = Player{x = 160, y = 80}
-- group:add(player)
-- Creates an object and automatically add it to the group
-- player = Player{group = group, x = 160, y = 80}
-- The object has its .group attribute set to this group, and has a random .id set if it doesn't already have one
function Group:add(object)
local class = getmetatable(object)
object.group = self
if not object.id then object.id = random:uid() end
self.objects.by_id[object.id] = object
if not self.objects.by_class[class] then self.objects.by_class[class] = {} end
table.insert(self.objects.by_class[class], object)
table.insert(self.objects, object)
return object
end
-- Returns an object by its unique id
-- group:get_object_by_id(id) -> the object
function Group:get_object_by_id(id)
return self.objects.by_id[id]
end
-- Returns the first object found after searching for it by property, the property value must be unique among all objects
-- group:get_object_by_property('special_id', 347762) -> the object
function Group:get_object_by_property(key, value)
for _, object in ipairs(self.objects) do
if object[key] == value then
return object
end
end
end
-- Returns an object after searching for it by properties with all of them matching, the property value match must be unique among all objects
-- group:get_object_by_properties({'special_id_1', 'special_id_2'}, {347762, 32452}) -> the object
function Group:get_object_by_properties(keys, values)
for _, object in ipairs(self.objects) do
local this_is_the_object = true
for i = 1, #keys do
if object[keys[i]] ~= values[i] then
this_is_the_object = false
end
end
if this_is_the_object then
return object
end
end
end
-- Returns all objects of a specific class
-- group:get_objects_by_class(Star) -> all objects of class Star in a table
function Group:get_objects_by_class(class)
if not self.objects.by_class[class] then return {}
else return table.shallow_copy(self.objects.by_class[class]) end
end
-- Returns all objects of the specified classes
-- group:get_objects_by_classes({Star, Enemy, Projectile}) -> all objects of class Star, Enemy or Projectile in a table
function Group:get_objects_by_classes(class_list)
local objects = {}
for _, class in ipairs(class_list) do table.insert(objects, self:get_objects_by_class(class)) end
return table.flatten(objects, true)
end
-- Returns all objects inside the shape, using its .x, .y attributes as the center and its .w, .h attributes as its bounding size.
-- If object_types is passed in then it only returns object of those classes.
-- The bounding size is used to select objects quickly and roughly, and then more specific and expensive collision methods are run on the objects returned from that selection.
-- group:get_objects_in_shape(Rectangle(player.x, player.y, 100, 100, player.r), {Enemy1, Enemy2}) -> all Enemy1 and Enemy2 instances in a 100x100 rotated rectangle around the player
-- group:get_objects_in_shape(Rectangle(player.x, player.y, 100, 100, player.r), {Enemy1, Enemy2}, {object_1, object_2}) -> same as above except excluding object instances object_1 and object_2
function Group:get_objects_in_shape(shape, object_types, exclude_list)
local out = {}
local exclude_list = exclude_list or {}
local cx1, cy1 = math.floor((shape.x-shape.w)/self.cell_size), math.floor((shape.y-shape.h)/self.cell_size)
local cx2, cy2 = math.floor((shape.x+shape.w)/self.cell_size), math.floor((shape.y+shape.h)/self.cell_size)
for i = cx1, cx2 do
for j = cy1, cy2 do
local cx, cy = i, j
if self.cells[cx] then
local cell_objects = self.cells[cx][cy]
if cell_objects then
for _, object in ipairs(cell_objects) do
if object_types then
if not table.any(exclude_list, function(v) return v.id == object.id end) then
if table.any(object_types, function(v) return object:is(v) end) and object.shape and object.shape:is_colliding_with_shape(shape) then
table.insert(out, object)
end
end
else
if object.shape and object:is_colliding_with_shape(shape) then
table.insert(out, object)
end
end
end
end
end
end
end
return out
end
-- Returns the closest object in this group to the object passed in
-- Optionally also pass in a function which will only allow objects that pass its test to be considered in the calculations
-- group:get_closest_object(player) -> closest object to the player, if the player is in this group then this object will be the player itself
-- group:get_closest_object(player, function(o) return o.id ~= player.id end) -> closest object to the player that isn't the player
function Group:get_closest_object(object, select_function)
if not select_function then select_function = function(o) return true end end
local min_distance, min_index = 100000, 0
for i, o in ipairs(self.objects) do
if select_function(o) then
local d = math.distance(o.x, o.y, object.x, object.y)
if d < min_distance then
min_distance = d
min_index = i
end
end
end
return self.objects[min_index]
end
-- Sets this group as a physics box2d world
-- This means that objects inserted here can also be initialized as physics objects (see the gameobject file for more on this)
-- group:set_as_physics_world(192, 0, 400) -> a common platformer setup with vertical downward gravity
-- group:set_as_physics_world(192) -> a common setup for most non-platformer games
-- If your game takes place in smaller world coordinates (i.e. you set game_width and game_height to 320x240 or something) then you'll want smaller meter values, like 32 instead of 192
-- Read more on meter values for box2d worlds here: https://love2d.org/wiki/love.physics.setMeter
-- The last argument, tags, is a list of strings corresponding to collision tags that will be assigned to different objects, for instance:
-- group:set_as_physics_world(192, 0, 0, {'player', 'enemy', 'projectile', 'ghost'})
-- As different physics objects have different collision behaviors in regards to one another, the tags created here will facilitate the delineation of those differences.
function Group:set_as_physics_world(meter, xg, yg, tags)
love.physics.setMeter(meter or 192)
self.tags = table.unify(table.push(tags, 'solid'))
self.collision_tags = {}
self.trigger_tags = {}
for i, tag in ipairs(self.tags) do
self.collision_tags[tag] = {category = i, masks = {}}
self.trigger_tags[tag] = {category = i, triggers = {}}
end
self.world = love.physics.newWorld(xg or 0, yg or 0)
self.world:setCallbacks(
function(fa, fb, c)
local oa, ob = self:get_object_by_id(fa:getUserData()), self:get_object_by_id(fb:getUserData())
if fa:isSensor() or fb:isSensor() then
if fa:isSensor() then if oa.on_trigger_enter then oa:on_trigger_enter(ob, c) end end
if fb:isSensor() then if ob.on_trigger_enter then ob:on_trigger_enter(oa, c) end end
else
if oa.on_collision_enter then oa:on_collision_enter(ob, c) end
if ob.on_collision_enter then ob:on_collision_enter(oa, c) end
end
end,
function(fa, fb, c)
local oa, ob = self:get_object_by_id(fa:getUserData()), self:get_object_by_id(fb:getUserData())
if fa:isSensor() or fb:isSensor() then
if fa:isSensor() then if oa.on_trigger_exit then oa:on_trigger_exit(ob, c) end end
if fb:isSensor() then if ob.on_trigger_exit then ob:on_trigger_exit(oa, c) end end
else
if oa.on_collision_exit then oa:on_collision_exit(ob, c) end
if ob.on_collision_exit then ob:on_collision_exit(oa, c) end
end
end
)
return self
end
-- Enables physical collision between objects of two tags
-- on_collision_enter and on_collision_exit callbacks will be called when objects of these two tags physically collide
-- By default, every object physically collides with every other object
-- group:set_as_physics_world(192, 0, 0, {'player', 'enemy', 'projectile', 'ghost', 'solid'})
-- group:enable_collision_between('player', 'enemy')
function Group:enable_collision_between(tag1, tag2)
table.delete(self.collision_tags[tag1].masks, self.collision_tags[tag2].category)
end
-- Disables physical collision between objects of two tags
-- on_collision_enter and on_collision_exit callbacks will NOT be called when objects of these two tags pass through each other
-- group:set_as_physics_world(192, 0, 0, {'player', 'enemy', 'projectile', 'ghost', 'solid'})
-- group:disable_collision_between('ghost', 'solid')
-- group:disable_collision_between('player', 'projectile')
function Group:disable_collision_between(tag1, tag2)
table.insert(self.collision_tags[tag1].masks, self.collision_tags[tag2].category)
end
-- Enables trigger collision between objects of two tags
-- When objects have physical collision disabled between one another, you might still want to have the engine generate enter and exit events when they start/stop overlapping
-- This is the function that makes that happen
-- group:set_as_physics_world(192, 0, 0, {'player', 'enemy', 'projectile', 'ghost', 'solid'})
-- group:disable_collision_between('ghost', 'solid')
-- group:enable_trigger_between('ghost', 'solid') -> now when a ghost passes through a solid, on_trigger_enter and on_trigger_exit will be called
function Group:enable_trigger_between(tag1, tag2)
table.insert(self.trigger_tags[tag1].triggers, self.trigger_tags[tag2].category)
end
-- Disables trigger collision between objects of two tags
-- This will only work if enable_trigger_between has been called for a pair of tags
-- In general you shouldn't use this, as trigger collisions are disabled by default for all objects
function Group:disable_trigger_between(tag1, tag2)
table.delete(self.trigger_tags[tag1].triggers, self.trigger_tags[tag2].category)
end
-- Returns a table of all physics objects that collide with the segment passed in
-- This requires that the group is set as a physics world first and only works on objects initialized as physics objects (see gameobject file)
-- This function returns a table of hits, each hit is of the following format: {
-- x = hit's x position, y = hit's y position,
-- nx = hit's x normal, ny = hit's y normal,
-- fraction = a number from 0 to 1 representing the fraction of the segment where the hit happened,
-- other = the object hit by the segment
-- }
-- So if the following call group:raycast(100, 100, 800 800) hits 3 objects, it will return something like this: {
-- [1] = {x = ..., y = ..., nx = ..., ny = ..., fraction = ..., other = the 1st object hit},
-- [2] = {x = ..., y = ..., nx = ..., ny = ..., fraction = ..., other = the 2nd object hit},
-- [3] = {x = ..., y = ..., nx = ..., ny = ..., fraction = ..., other = the 3rd object hit},
-- }
-- Where ... just stands for some number.
function Group:raycast(x1, y1, x2, y2)
if not self.world then return end
self.raycast_hitlist = {}
self.world:rayCast(x1, y1, x2, y2, function(fixture, x, y, nx, ny, fraction)
local hit = {}
hit.fixture = fixture
hit.x, hit.y = x, y
hit.nx, hit.ny = nx, ny
hit.fraction = fraction
table.insert(self.raycast_hitlist, hit)
return 1
end)
local hits = {}
for _, hit in ipairs(self.raycast_hitlist) do
local obj = self:get_object_by_id(hit.fixture:getUserData())
hit.fixture = nil
hit.other = obj
table.insert(hits, hit)
end
return hits
end

View File

@ -0,0 +1,58 @@
-- The base HitFX class.
-- Whenever an object is interacted with it's a good idea to either pull on a spring attached to its scale, or to flash it to signal that the interaction went through.
-- This is a combination of both Springs and Flashes put together to create that effect.
-- An instance of this called .hfx is added automatically to every game object.
-- Add a new effect:
-- self.hfx:add('hit')
-- Subsequent arguments are defaults for flashes and springs respectively, so:
-- self.hfx:add('hit', 0.15, 1, 200, 20)
-- Will add a flash with default duration of 0.15 and a spring with parameters 1, 200, 20.
-- Use the effect:
-- self.hfx:use('hit')
-- Subsequent arguments are the same as for the add function. This will call flash on the flash and pull on the spring.
-- Access its values:
-- self.hfx.hit.x -- the spring value
-- self.hfx.hit.f -- the flash boolean
HitFX = Object:extend()
function HitFX:init(parent)
self.parent = parent
self.names = {}
end
function HitFX:update(dt)
if not self.parent then return end
if self.parent and self.parent.dead then self.parent = nil; return end
for _, name in ipairs(self.names) do
self[name].x = self.parent.springs[name].x
self[name].f = self.parent.flashes[name].f
end
end
function HitFX:add(name, x, k, d, default_flash_duration)
if name == 'parent' or name == 'names' or name == 'trigger' or name == 'add' or name == 'use' or name == 'update' or name == 'init' or name == 'pull' or name == 'flash' then
error("Invalid name to be added to the HitFX object. 'add', 'flash', 'init', 'names', 'parent', 'pull', 'trigger', 'update' and 'use' are reserved names, choose another.")
end
self.parent.flashes:add(name, default_flash_duration)
self.parent.springs:add(name, x, k, d)
table.insert(self.names, name)
self[name] = {x = self.parent.springs[name].x, f = self.parent.flashes[name].f}
end
function HitFX:use(name, x, k, d, flash_duration)
self.parent.flashes[name]:flash(flash_duration)
self.parent.springs[name]:pull(x, k, d)
end
function HitFX:pull(name, ...)
self.parent.springs[name]:pull(...)
end
function HitFX:flash(name, ...)
self.parent.flashes[name]:flash(...)
end

View File

@ -0,0 +1,109 @@
Input = Object:extend()
function Input:init(joystick_index)
self.mouse_buttons = {"m1", "m2", "m3", "m4", "m5", "wheel_up", "wheel_down"}
self.gamepad_buttons = {"fdown", "fup", "fleft", "fright", "dpdown", "dpup", "dpleft", "dpright", "start", "back", "guide", "leftstick", "rightstick", "rb", "lb"}
self.index_to_gamepad_button = {["a"] = "fdown", ["b"] = "fright", ["x"] = "fleft", ["y"] = "fup", ["back"] = "back", ["start"] = "start", ["guide"] = "guide", ["leftstick"] = "leftstick",
["rightstick"] = "rightstick", ["leftshoulder"] = "lb", ["rightshoulder"] = "rb", ["dpdown"] = "dpdown", ["dpup"] = "dpup", ["dpleft"] = "dpleft", ["dpright"] = "dpright",
}
self.index_to_gamepad_axis = {["leftx"] = "leftx", ["rightx"] = "rightx", ["lefty"] = "lefty", ["righty"] = "righty", ["triggerleft"] = "lt", ["triggerright"] = "rt"}
self.gamepad_axis = {}
self.joystick_index = joystick_index or 1
self.joystick = love.joystick.getJoysticks()[self.joystick_index]
self.keyboard_state = {}
self.previous_keyboard_state = {}
self.mouse_state = {}
self.previous_mouse_state = {}
self.gamepad_state = {}
self.previous_gamepad_state = {}
self.actions = {}
self.textinput_buffer = ''
end
function Input:update(dt)
for _, action in ipairs(self.actions) do
self[action].pressed = false
self[action].down = false
self[action].released = false
end
for _, action in ipairs(self.actions) do
for _, key in ipairs(self[action].keys) do
if table.contains(self.mouse_buttons, key) then
self[action].pressed = self[action].pressed or (self.mouse_state[key] and not self.previous_mouse_state[key])
self[action].down = self[action].down or self.mouse_state[key]
self[action].released = self[action].released or (not self.mouse_state[key] and self.previous_mouse_state[key])
elseif table.contains(self.gamepad_buttons, key) then
self[action].pressed = self[action].pressed or (self.gamepad_state[key] and not self.previous_gamepad_state[key])
self[action].down = self[action].down or self.gamepad_state[key]
self[action].released = self[action].released or (not self.gamepad_state[key] and self.previous_gamepad_state[key])
else
self[action].pressed = self[action].pressed or (self.keyboard_state[key] and not self.previous_keyboard_state[key])
self[action].down = self[action].down or self.keyboard_state[key]
self[action].released = self[action].released or (not self.keyboard_state[key] and self.previous_keyboard_state[key])
end
end
end
self.previous_mouse_state = table.copy(self.mouse_state)
self.previous_gamepad_state = table.copy(self.gamepad_state)
self.previous_keyboard_state = table.copy(self.keyboard_state)
self.mouse_state.wheel_up = false
self.mouse_state.wheel_down = false
end
function Input:set_mouse_grabbed(v)
love.mouse.setGrabbed(v)
end
function Input:set_mouse_visible(v)
love.mouse.setVisible(v)
end
function Input:bind(action, keys)
if not self[action] then self[action] = {} end
if type(keys) == "string" then self[action].keys = {keys}
elseif type(keys) == "table" then self[action].keys = keys end
table.insert(self.actions, action)
end
function Input:unbind(action)
self[action] = nil
end
function Input:axis(key)
return self.gamepad_axis[key]
end
function Input:textinput(text)
self.textinput_buffer = self.textinput_buffer .. text
return self.textinput_buffer
end
function Input:get_and_clear_textinput_buffer()
local buffer = self.textinput_buffer
self.textinput_buffer = ""
return buffer
end
function Input:bind_all()
-- Set direct input binds for every keyboard and mouse key
-- Mostly to be used if you want to skip the action system and refer to keys directly (i.e. for internal tools or menus that don't need their keys changed ever)
local keyboard_binds = {['a'] = {'a'}, ['b'] = {'b'}, ['c'] = {'c'}, ['d'] = {'d'}, ['e'] = {'e'}, ['f'] = {'f'}, ['g'] = {'g'}, ['h'] = {'h'}, ['i'] = {'i'}, ['j'] = {'j'}, ['k'] = {'k'}, ['l'] = {'l'}, ['m'] = {'m'}, ['n'] = {'n'}, ['o'] = {'o'}, ['p'] = {'p'}, ['q'] = {'q'}, ['r'] = {'r'}, ['s'] = {'s'}, ['t'] = {'t'}, ['u'] = {'u'}, ['v'] = {'v'}, ['w'] = {'w'}, ['x'] = {'x'}, ['y'] = {'y'}, ['z'] = {'z'}, ['0'] = {'0'}, ['1'] = {'1'}, ['2'] = {'2'}, ['3'] = {'3'}, ['4'] = {'4'}, ['5'] = {'5'}, ['6'] = {'6'}, ['7'] = {'7'}, ['8'] = {'8'}, ['9'] = {'9'}, ['space'] = {'space'}, ['!'] = {'!'}, ['"'] = {'"'}, ['#'] = {'#'}, ['$'] = {'$'}, ['&'] = {'&'}, ["'"] = {"'"}, ['('] = {'('}, [')'] = {')'}, ['*'] = {'*'}, ['+'] = {'+'}, [','] = {','}, ['-'] = {'-'}, ['.'] = {'.'}, ['/'] = {'/'}, [':'] = {':'}, [';'] = {';'}, ['kp0'] = {'kp0'}, ['kp1'] = {'kp1'}, ['kp2'] = {'kp2'}, ['kp3'] = {'kp3'}, ['kp4'] = {'kp4'}, ['kp5'] = {'kp5'}, ['kp6'] = {'kp6'}, ['kp7'] = {'kp7'}, ['kp8'] = {'kp8'}, ['kp9'] = {'kp9'}, ['kp.'] = {'kp.'}, ['kp,'] = {'kp,'}, ['kp/'] = {'kp/'}, ['kp*'] = {'kp*'}, ['kp-'] = {'kp-'}, ['kp+'] = {'kp+'}, ['kpenter'] = {'kpenter'}, ['kp='] = {'kp='}, ['up'] = {'up'}, ['down'] = {'down'}, ['right'] = {'right'}, ['left'] = {'left'}, ['home'] = {'home'}, ['pageup'] = {'pageup'}, ['pagedown'] = {'pagedown'}, ['insert'] = {'insert'}, ['backspace'] = {'backspace'}, ['tab'] = {'tab'}, ['clear'] = {'clear'}, ['return'] = {'return'}, ['delete'] = {'delete'}, ['f1'] = {'f1'}, ['f2'] = {'f2'}, ['f3'] = {'f3'}, ['f4'] = {'f4'}, ['f5'] = {'f5'}, ['f6'] = {'f6'}, ['f7'] = {'f7'}, ['f8'] = {'f8'}, ['f9'] = {'f9'}, ['f10'] = {'f10'}, ['f11'] = {'f11'}, ['f12'] = {'f12'}, ['f13'] = {'f13'}, ['f14'] = {'f14'}, ['f15'] = {'f15'}, ['f16'] = {'f16'}, ['f17'] = {'f17'}, ['f18'] = {'f18'}, ['numlock'] = {'numlock'}, ['capslock'] = {'capslock'}, ['scrolllock'] = {'scrolllock'}, ['rshift'] = {'rshift'}, ['lshift'] = {'lshift'}, ['rctrl'] = {'rctrl'}, ['lctrl'] = {'lctrl'}, ['ralt'] = {'ralt'}, ['lalt'] = {'lalt'}, ['rgui'] = {'rgui'}, ['lgui'] = {'lgui'}, ['mode'] = {'mode'}, ['escape'] = {'escape'}}
for k, v in pairs(keyboard_binds) do self:bind(k, v) end
self:bind('m1', {'m1'})
self:bind('m2', {'m2'})
self:bind('m3', {'m3'})
self:bind('m4', {'m4'})
self:bind('m5', {'m5'})
self:bind('wheel_up', {'wheel_up'})
self:bind('wheel_down', {'wheel_down'})
end

View File

@ -0,0 +1,53 @@
Object = {}
Object.__index = Object
function Object:init()
end
function Object:extend()
local cls = {}
for k, v in pairs(self) do
if k:find("__") == 1 then
cls[k] = v
end
end
cls.__index = cls
cls.super = self
setmetatable(cls, self)
return cls
end
function Object:implement(...)
for _, cls in pairs({...}) do
for k, v in pairs(cls) do
if self[k] == nil and type(v) == "function" then
self[k] = v
end
end
end
end
function Object:is(T)
local mt = getmetatable(self)
while mt do
if mt == T then
return true
end
mt = getmetatable(mt)
end
return false
end
function Object:__tostring()
return "Object"
end
function Object:__call(...)
local obj = setmetatable({}, self)
obj:init(...)
return obj
end

View File

@ -0,0 +1,19 @@
-- This useful to add to objects that need to have some kind of relationship with their parents.
-- Call the appropriate function in the object's update function every frame.
-- The game object must have a .parent attribute defined and pointing to another game object.
Parent = Object:extend()
-- Follows the parent's transform exclusively.
-- This means that if the parent dies the entity also dies.
-- The .parent attribute is niled on death.
function Parent:follow_parent_exclusively()
if self.parent and self.parent.dead then
self.parent = nil
self.dead = true
return
end
self.x, self.y = self.parent.x, self.parent.y
self.r = self.parent.r
self.sx, self.sy = self.parent.sx, self.parent.sy
end

View File

@ -0,0 +1,662 @@
-- A physics mixin. Responsible for turning the game object it's attached to into a full fledged physics object.
-- Currently the only default way to add collision to objects is via this mixin.
-- In the future I want to create a way that doesn't make use of box2d for simpler games, but that also uses roughly the same API so that gameplay code doesn't have to be different regardless of which one you're using.
-- Using any of the "set_as" init functions requires the game object to have a group attached to it.
Physics = Object:extend()
-- Sets this object as a physics rectangle.
-- Its body_type can be either 'static', 'dynamic' or 'kinematic' (see box2d for more info) and its tag has to have been created in group:set_as_physics_world.
-- Its .shape variable is set to a Rectangle instance and this instance is updated to be in sync with the physics body every frame.
function Physics:set_as_rectangle(w, h, body_type, tag)
if not self.group then error("The GameObject must have a group defined for the Physics mixin to function") end
self.tag = tag
self.shape = Rectangle(self.x, self.y, w, h)
self.body = love.physics.newBody(self.group.world, self.x, self.y, body_type or "dynamic")
local shape = love.physics.newRectangleShape(self.shape.w, self.shape.h)
self.fixture = love.physics.newFixture(self.body, shape)
self.fixture:setUserData(self.id)
self.fixture:setCategory(self.group.collision_tags[tag].category)
self.fixture:setMask(unpack(self.group.collision_tags[tag].masks))
if #self.group.trigger_tags[tag].triggers > 0 then
self.sensor = love.physics.newFixture(self.body, shape)
self.sensor:setUserData(self.id)
self.sensor:setSensor(true)
end
return self
end
-- Sets this object as a physics line.
-- Its body_type can be either 'static', 'dynamic' or 'kinematic' (see box2d for more info) and its tag has to have been created in group:set_as_physics_world.
-- Its .shape variable is set to a Line instance and this instance is updated to be in sync with the physics body every frame.
function Physics:set_as_line(x1, y1, x2, y2, body_type, tag)
if not self.group then error("The GameObject must have a group defined for the Physics mixin to function") end
self.tag = tag
self.shape = Line(x1, y1, x2, y2)
self.body = love.physics.newBody(self.group.world, 0, 0, body_type or "dynamic")
local shape = love.physics.newEdgeShape(self.shape.x1, self.shape.y1, self.shape.x2, self.shape.y2)
self.fixture = love.physics.newFixture(self.body, shape)
self.fixture:setUserData(self.id)
self.fixture:setCategory(self.group.collision_tags[tag].category)
self.fixture:setMask(unpack(self.group.collision_tags[tag].masks))
if #self.group.trigger_tags[tag].triggers > 0 then
self.sensor = love.physics.newFixture(self.body, shape)
self.sensor:setUserData(self.id)
self.sensor:setSensor(true)
end
return self
end
-- Sets this object as a physics chain (a collection of edges)
-- Its body_type can be either 'static', 'dynamic' or 'kinematic' (see box2d for more info) and its tag has to have been created in group:set_as_physics_world.
-- If loop is set to true, then the collection of edges will be closed, forming a polygon. Otherwise it will be open.
-- Its .shape variable is set to a Chain instance and this instance is updated to be in sync with the physics body every frame.
function Physics:set_as_chain(loop, vertices, body_type, tag)
if not self.group then error("The GameObject must have a group defined for the Physics mixin to function") end
self.tag = tag
self.shape = Chain(loop, vertices)
self.body = love.physics.newBody(self.group.world, 0, 0, body_type or "dynamic")
local shape = love.physics.newChainShape(self.shape.loop, self.shape.vertices)
self.fixture = love.physics.newFixture(self.body, shape)
self.fixture:setUserData(self.id)
self.fixture:setCategory(self.group.collision_tags[tag].category)
self.fixture:setMask(unpack(self.group.collision_tags[tag].masks))
if #self.group.trigger_tags[tag].triggers > 0 then
self.sensor = love.physics.newFixture(self.body, shape)
self.sensor:setUserData(self.id)
self.sensor:setSensor(true)
end
return self
end
-- Sets this object as a physics polygon.
-- Its body_type can be either 'static', 'dynamic' or 'kinematic' (see box2d for more info) and its tag has to have been created in group:set_as_physics_world.
-- Its .shape variable is set to a Polygon instance and this instance is updated to be in sync with the physics body every frame.
function Physics:set_as_polygon(vertices, body_type, tag)
if not self.group then error("The GameObject must have a group defined for the Physics mixin to function") end
self.tag = tag
self.shape = Polygon(vertices)
self.body = love.physics.newBody(self.group.world, 0, 0, body_type or "dynamic")
self.body:setPosition(self.x, self.y)
local shape = love.physics.newPolygonShape(self.shape.vertices)
self.fixture = love.physics.newFixture(self.body, shape)
self.fixture:setUserData(self.id)
self.fixture:setCategory(self.group.collision_tags[tag].category)
self.fixture:setMask(unpack(self.group.collision_tags[tag].masks))
if #self.group.trigger_tags[tag].triggers > 0 then
self.sensor = love.physics.newFixture(self.body, shape)
self.sensor:setUserData(self.id)
self.sensor:setSensor(true)
end
return self
end
-- Sets this object as a physics circle.
-- Its body_type can be either 'static', 'dynamic' or 'kinematic' (see box2d for more info) and its tag has to have been created in group:set_as_physics_world.
-- Its .shape variable is set to a Circle instance and this instance is updated to be in sync with the physics body every frame.
function Physics:set_as_circle(rs, body_type, tag)
if not self.group then error("The GameObject must have a group defined for the Physics mixin to function") end
self.tag = tag
self.shape = Circle(self.x, self.y, rs)
self.body = love.physics.newBody(self.group.world, self.x, self.y, body_type or "dynamic")
local shape = love.physics.newCircleShape(self.shape.rs)
self.fixture = love.physics.newFixture(self.body, shape)
self.fixture:setUserData(self.id)
self.fixture:setCategory(self.group.collision_tags[tag].category)
self.fixture:setMask(unpack(self.group.collision_tags[tag].masks))
if #self.group.trigger_tags[tag].triggers > 0 then
self.sensor = love.physics.newFixture(self.body, shape)
self.sensor:setUserData(self.id)
self.sensor:setSensor(true)
end
return self
end
-- Sets this object as a physics triangle.
-- Its body_type can be either 'static', 'dynamic' or 'kinematic' (see box2d for more info) and its tag has to have been created in group:set_as_physics_world.
-- Its .shape variable is set to a Triangle instance and this instance is updated to be in sync with the physics body every frame.
function Physics:set_as_triangle(w, h, body_type, tag)
if not self.group then error("The GameObject must have a group defined for the Physics mixin to function") end
self.tag = tag
self.shape = Triangle(self.x, self.y, w, h)
self.body = love.physics.newBody(self.group.world, 0, 0, body_type or "dynamic")
self.body:setPosition(self.x, self.y)
local x1, y1 = h/2, 0
local x2, y2 = -h/2, -w/2
local x3, y3 = -h/2, w/2
local shape = love.physics.newPolygonShape({x1, y1, x2, y2, x3, y3})
self.fixture = love.physics.newFixture(self.body, shape)
self.fixture:setUserData(self.id)
self.fixture:setCategory(self.group.collision_tags[tag].category)
self.fixture:setMask(unpack(self.group.collision_tags[tag].masks))
if #self.group.trigger_tags[tag].triggers > 0 then
self.sensor = love.physics.newFixture(self.body, shape)
self.sensor:setUserData(self.id)
self.sensor:setSensor(true)
end
return self
end
-- Automatically called by the group instance this game object belongs to whenever it dies.
function Physics:destroy()
if self.body then
if self.fixtures then for _, fixture in ipairs(self.fixtures) do fixture:destroy() end end
if self.sensors then for _, sensor in ipairs(self.sensors) do sensor:destroy() end end
if self.sensor and (self.sensor.type and self.sensor:type() == 'Fixture') then
self.sensor:destroy()
self.sensor = nil
end
self.fixture:destroy()
self.body:destroy()
self.fixture, self.body = nil, nil
if self.fixtures then self.fixtures = nil end
if self.sensors then self.sensors = nil end
end
end
function Physics:draw_physics(color, line_width)
if self.shape then self.shape:draw(color, line_width or 4) end
end
-- Returns the angle from a point to this object
-- r = self:angle_from_point(player.x, player.y) -> angle from the player to this object
function Physics:angle_from_point(x, y)
return math.atan2(self.y - y, self.x - x)
end
-- Returns the angle from this object to another object
-- r = self:angle_to_object(player) -> angle from this object to the player
function Physics:angle_to_object(object)
return self:angle_to_point(object.x, object.y)
end
-- Returns the angle from an object to this object
-- r = self:angle_from_object(player) -> angle from the player to this object
function Physics:angle_from_object(object)
return self:angle_from_point(object.x, object.y)
end
-- Returns the angle from this object to the mouse
-- r = self:angle_to_mouse()
function Physics:angle_to_mouse()
local mx, my = self.group.camera:get_mouse_position()
return math.atan2(my - self.y, mx - self.x)
end
-- Returns the distance from this object to a point
-- d = self:distance_to_point(player.x, player.y)
function Physics:distance_to_point(x, y)
return math.distance(self.x, self.y, x, y)
end
-- Returns the distance from an object to this object
-- d = self:distance_to_object(player)
function Physics:distance_to_object(object)
return math.distance(self.x, self.y, object.x, object.y)
end
-- Returns the distance from this object to the mouse
-- d = self:angle_to_mouse()
function Physics:distance_to_mouse()
local mx, my = self.group.camera:get_mouse_position()
return math.distance(self.x, self.y, mx, my)
end
-- Returns true if this GameObject is colliding with the given point.
-- colliding = self:is_colliding_with_point(x, y)
function Physics:is_colliding_with_point(x, y)
return self:is_colliding_with_point(x, y)
end
-- Returns true if this GameObject is colliding with the mouse.
-- colliding = self:is_colliding_with_mouse()
function Physics:is_colliding_with_mouse()
return self:is_colliding_with_point(self.group.camera:get_mouse_position())
end
-- Returns true if this GameObject is colliding with another GameObject.
-- Both must be physics objects set with one of the set_as_shape functions.
-- colliding = self:is_colliding_with_object(other)
function Physics:is_colliding_with_object(object)
return self:is_colliding_with_shape(object.shape)
end
-- Returns true if this GameObject is colliding with the given shape.
-- colliding = self:is_colliding_with_shape(shape)
function Physics:is_colliding_with_shape(shape)
return self.shape:is_colliding_with_shape(shape)
end
-- Exactly the same as group:get_objects_in_shape, except additionally it automatically removes this object from the results.
-- self:get_objects_in_shape(Circle(self.x, self.y, 100), {Enemy1, Enemy2, Enemy3}) -> all objects of class Enemy1, Enemy2 and Enemy3 in a circle of radius 100 around this object
function Physics:get_objects_in_shape(shape, object_types)
return table.select(self.group:get_objects_in_shape(shape, object_types), function(v) return v.id ~= self.id end)
end
-- Returns the closest object to this object in the given shape, optionally excluding objects in the exclude list passed in.
-- self:get_closest_object_in_shape(Circle(self.x, self.y, 100), {Enemy1, Enemy2, Enemy3}) -> closest object of class Enemy1, Enemy2 or Enemy3 in a circle of radius 100 around this object
-- self:get_closest_object_in_shape(Circle(self.x, self.y, 100), {Enemy1, Enemy2, Enemy3}, {object_1, object_2}) -> same as above except excluding object instances object_1 and object_2
function Physics:get_closest_object_in_shape(shape, object_types, exclude_list)
local objects = self:get_objects_in_shape(shape, object_types)
local min_d, min_i = 1000000, 0
local exclude_list = exclude_list or {}
for i, object in ipairs(objects) do
if not table.any(exclude_list, function(v) return v.id == object.id end) then
local d = math.distance(self.x, self.y, object.x, object.y)
if d < min_d then
min_d = d
min_i = i
end
end
end
if i ~= 0 then return objects[min_i] end
end
-- Returns a random object in the given shape, excluding this object and also optionally excluding objects in the exclude list passed in.
-- self:get_random_object_in_shape(Circle(self.x, self.y, 100), {Enemy1, Enemy2, Enemy3}) -> random object of class Enemy1, Enemy2 or Enemy3 in a circle of radius 100 around this object
-- self:get_random_object_in_shape(Circle(self.x, self.y, 100), {Enemy1, Enemy2, Enemy3}, {object_1, object_2}) -> same as above except excluding object instances object_1 and object_2
function Physics:get_random_object_in_shape(shape, object_types, exclude_list)
local objects = self:get_objects_in_shape(shape, object_types)
local exclude_list = exclude_list or {}
local random_object = random:table(objects)
local tries = 0
if random_object then
while table.any(exclude_list, function(v) return v.id == random_object.id end) and tries < 20 do
random_object = random:table(objects)
tries = tries + 1
end
end
return random_object
end
function Physics:update_physics(dt)
self:update_position()
self:steering_update(dt)
end
-- Updates the .x, .y attributes of this object, useful to call before drawing something if you need its position as recent as position
-- self:update_position()
function Physics:update_position()
if self.body then self.x, self.y = self.body:getPosition() end
return self
end
-- Sets the object's position directly, avoid using if you need velocity/acceleration calculations to make sense and be accurate, as teleporting the object around messes up its physics
-- self:set_position(100, 100)
function Physics:set_position(x, y)
if self.body then self.body:setPosition(x, y) end
return self:update_position()
end
-- Returns the object's position as two values
-- x, y = self:get_position()
function Physics:get_position()
self:update_position()
if self.body then return self.body:getPosition() end
end
-- Sets the object as a bullet
-- Bullets will collide and generate proper collision responses regardless of their velocity, despite being more expensive to calculate
-- self:set_bullet(true)
function Physics:set_bullet(v)
if self.body then self.body:setBullet(v) end
return self
end
-- Sets the object to have fixed rotation
-- When box2d objects don't have fixed rotation, whenever they collide with other objects they will rotate around depending on where the collision happened
-- Setting this to true prevents that from happening, useful for every type of game where you don't need accurate physics responses in terms of the characters rotation
-- self:set_fixed_rotation(true)
function Physics:set_fixed_rotation(v)
self.fixed_rotation = v
if self.body then self.body:setFixedRotation(v) end
return self
end
-- Sets the object's velocity
-- self:set_velocity(100, 100)
function Physics:set_velocity(vx, vy)
if self.body then self.body:setLinearVelocity(vx, vy) end
return self
end
-- Returns the object's velocity as two values
-- vx, vy = self:get_velocity()
function Physics:get_velocity()
if self.body then return self.body:getLinearVelocity() end
end
-- Sets the object's damping
-- The higher this value, the more the object will resist movement and the faster it will stop moving after forces are applied to it
-- self:set_damping(10)
function Physics:set_damping(v)
if self.body then self.body:setLinearDamping(v) end
return self
end
-- Sets the object's angular velocity
-- If set_fixed_rotation is set to true then this will do nothing
-- self:set_angular_velocity(math.pi/4)
function Physics:set_angular_velocity(v)
if self.body then self.body:setAngularVelocity(v) end
return self
end
-- Sets the object's angular damping
-- The higher this value, the more the object will resist rotation and the faster it will stop rotating after angular forces are applied to it
-- self:set_angular_damping(10)
function Physics:set_angular_damping(v)
if self.body then self.body:setAngularDamping(v) end
return self
end
-- Returns the object's angle
-- r = self:get_angle()
function Physics:get_angle()
if self.body then return self.body:getAngle() end
end
-- Sets the object's angle
-- If set_fixed_rotation is set to true then this will do nothing
-- self:set_angle(math.pi/8)
function Physics:set_angle(v)
if self.body then self.body:setAngle(v) end
return self
end
-- Sets the object's restitution
-- This is a value from 0 to 1 and the higher it is the more energy the object will conserve when bouncing off other objects
-- At 1, it will bounce perfectly and not lose any velocity
-- At 0, it will not bounce at all
-- self:set_restitution(0.75)
function Physics:set_restitution(v)
if self.fixture then
self.fixture:setRestitution(v)
elseif self.fixtures then
for _, fixture in ipairs(self.fixtures) do
fixture:setRestitution(v)
end
end
return self
end
-- Sets the object's friction
-- This is a value from 0 to infinity, but generally between 0 and 1, the higher it is the more friction there will be when this object slides with another
-- At 0 friction is turned off and the object will slide with no resistance
-- The friction calculation takes into account the friction of both objects sliding on one another, so if one object has friction set to 0 then it will treat the interaction as if there's no friction
-- self:set_friction(1)
function Physics:set_friction(v)
if self.fixture then
self.fixture:setFriction(v)
elseif self.fixtures then
for _, fixture in ipairs(self.fixtures) do
fixture:setFriction(v)
end
end
return self
end
-- Applies an instantaneous amount of force to the object
-- self:apply_impulse(100*math.cos(angle), 100*math.sin(angle))
function Physics:apply_impulse(fx, fy)
if self.body then self.body:applyLinearImpulse(fx, fy) end
return self
end
-- Applies an instantaneous amount of angular force to the object
-- self:apply_angular_impulse(8*math.pi)
function Physics:apply_angular_impulse(f)
if self.body then self.body:applyAngularImpulse(f) end
return self
end
-- Applies a continuous amount of force to the object
-- self:apply_force(100*math.cos(angle), 100*math.sin(angle))
function Physics:apply_force(fx, fy, x, y)
if self.body then self.body:applyForce(fx, fy, x, y) end
return self
end
-- Applies torque to the object
-- self:apply_torque(math.pi)
function Physics:apply_torque(t)
if self.body then self.body:applyTorque(t) end
return self
end
-- Sets the object's mass
-- self:set_mass(1000)
function Physics:set_mass(mass)
if self.body then self.body:setMass(mass) end
return self
end
-- Sets the object's gravity scale
-- This is a simple multiplier on the world's gravity, but applied only to this object
function Physics:set_gravity_scale(v)
if self.body then self.body:setGravityScale(v) end
return self
end
-- Locks the object horizontally, meaning it can never move up or down.
-- self:lock_horizontally()
function Physics:lock_horizontally()
local vx, vy = self:get_velocity()
self:set_velocity(vx, 0)
end
-- Locks the object vertically, meaning it can never move left or right.
-- self:lock_vertically()
function Physics:lock_vertically()
local vx, vy = self:get_velocity()
self:set_velocity(0, vy)
end
-- Moves this object towards another object
-- You can either do this by using the speed argument directly, or by using the max_time argument
-- max_time will override speed since it will make it so that the object reaches the target in a given time
-- self:move_towards_object(player, 40) -> moves towards the player with 40 speed
-- self:move_towards_object(player, nil, 2) -> moves towards the player with speed such that it would reach him in 2 seconds if he never moved
function Physics:move_towards_object(object, speed, max_time)
if max_time then speed = self:distance_to_point(object.x, object.y)/max_time end
local r = self:angle_to_point(object.x, object.y)
self:set_velocity(speed*math.cos(r), speed*math.sin(r))
return self
end
-- Same as move_towards_object except towards a point
-- self:move_towards_point(player.x, player.y, 40)
function Physics:move_towards_point(x, y, speed, max_time)
if max_time then speed = self:distance_to_point(x, y)/max_time end
local r = self:angle_to_point(x, y)
self:set_velocity(speed*math.cos(r), speed*math.sin(r))
return self
end
-- Same as move_towards_object and move_towards_point except towards the mouse
-- self:move_towards_mouse(nil, 1)
function Physics:move_towards_mouse(speed, max_time)
if max_time then speed = self:distance_to_mouse()/max_time end
local r = self:angle_to_mouse()
self:set_velocity(speed*math.cos(r), speed*math.sin(r))
return self
end
-- Same as move_towards_mouse but does so only on the x axis
-- self:move_towards_mouse_horizontally(nil, 1)
function Physics:move_towards_mouse_horizontally(speed, max_time)
if max_time then speed = self:distance_to_mouse()/max_time end
local r = self:angle_to_mouse()
local vx, vy = self:get_velocity()
self:set_velocity(speed*math.cos(r), vy)
return self
end
-- Same as move_towards_mouse but does so only on the y axis
-- self:move_towards_mouse_vertically(nil, 1)
function Physics:move_towards_mouse_vertically(speed, max_time)
if max_time then speed = self:distance_to_mouse()/max_time end
local r = self:angle_to_mouse()
local vx, vy = self:get_velocity()
self:set_velocity(vx, speed*math.sin(r))
return self
end
-- Moves the object along an angle, most useful for simple projectiles that don't need any complex movements
-- self:move_along_angle(100, math.pi/4)
function Physics:move_along_angle(speed, r)
self:set_velocity(speed*math.cos(r), speed*math.sin(r))
return self
end
-- Rotates the object towards another object using a rotational lerp, which is a value from 0 to 1
-- Higher values will rotate the object faster, lower values will make the turn have a smooth delay to it
-- self:rotate_towards_object(player, 0.2)
function Physics:rotate_towards_object(object, lerp_value)
self:set_angle(math.lerp_angle(lerp_value, self:get_angle(), self:angle_to_point(object.x, object.y)))
return self
end
-- Same as rotate_towards_object except towards a point
-- self:rotate_towards_point(player.x, player.y, 0.2)
function Physics:rotate_towards_point(x, y, lerp_value)
self:set_angle(math.lerp_angle(lerp_value, self:get_angle(), self:angle_to_point(x, y)))
return self
end
-- Same as rotate_towards_object and rotate_towards_point except towards the mouse
-- self:rotate_towards_mouse(0.2)
function Physics:rotate_towards_mouse(lerp_value)
self:set_angle(math.lerp_angle(lerp_value, self:get_angle(), self:angle_to_mouse()))
return self
end
-- Rotates the object towards its own velocity vector using a rotational lerp, which is a value from 0 to 1
-- Higher values will rotate the object faster, lower values will make the turn have a smooth delay to it
-- self:rotate_towards_velocity(0.2)
function Physics:rotate_towards_velocity(lerp_value)
local vx, vy = self:get_velocity()
self:set_angle(math.lerp_angle(lerp_value, self:get_angle(), self:angle_to_point(self.x + vx, self.y + vy)))
return self
end
-- Same as accelerate_towards_object except towards a point
-- self:accelerate_towards_object(player.x, player.y, 100, 10, 2)
function Physics:accelerate_towards_point(x, y, max_speed, deceleration, turn_coefficient)
local tx, ty = x - self.x, y - self.y
local d = math.length(tx, ty)
if d > 0 then
local speed = d/((deceleration or 1)*0.08)
speed = math.min(speed, max_speed)
local current_vx, current_vy = speed*tx/d, speed*ty/d
local vx, vy = self:get_velocity()
self:apply_force((current_vx - vx)*(turn_coefficient or 1), (current_vy - vy)*(turn_coefficient or 1))
end
return self
end
-- Accelerates the object towards another object
-- Other than the object, the 3 arguments available are:
-- max_speed - the maximum speed the object can have in this acceleration
-- deceleration - how fast the object will decelerate once it gets closer to the target, higher values will make the deceleration more abrupt, do not make this value 0
-- turn_coefficient - how strong is the turning force for this object, higher values will make it turn faster
-- self:accelerate_towards_object(player, 100, 10, 2)
function Physics:accelerate_towards_object(object, max_speed, deceleration, turn_coefficient)
return self:accelerate_towards_point(object.x, object.y, max_speed, deceleration, turn_coefficient)
end
-- Same as accelerate_towards_object and accelerate_towards_point but towards the mouse
-- self:accelerate_towards_mouse(100, 10, 2)
function Physics:accelerate_towards_mouse(max_speed, deceleration, turn_coefficient)
local mx, my = self.group.camera:get_mouse_position()
return self:accelerate_towards_point(mx, my, max_speed, deceleration, turn_coefficient)
end
-- Keeps this object separated from other objects of specific classes according to the radius passed in
-- What this function does is simply look at all nearby objects and apply forces to this object such that it remains separated from them
-- self:separate(40, {Enemy}) -> when this is called every frame, this applies forces to this object to keep it separated from other Enemy instances by 40 units at all times
function Physics:separate(rs, class_avoid_list)
local fx, fy = 0, 0
local objects = table.flatten(table.foreachn(class_avoid_list, function(v) return self.group:get_objects_by_class(v) end), true)
for _, object in ipairs(objects) do
if object.id ~= self.id and math.distance(object.x, object.y, self.x, self.y) < 2*rs then
local tx, ty = self.x - object.x, self.y - object.y
local n = Vector(tx, ty):normalize()
local l = n:length()
fx = fx + rs*(n.x/l)
fy = fy + rs*(n.y/l)
end
end
self:apply_force(fx, fy)
return self
end
-- Returns the angle from this object to a point
-- r = self:angle_to_point(player.x, player.y) -> angle from this object to the player
function Physics:angle_to_point(x, y)
return math.atan2(y - self.y, x - self.x)
end
-- Sets the object as a steerable object.
-- The implementation of steering behaviors here mostly follows the one from chapter 3 of the book "Programming Game AI by Example"
-- https://github.com/wangchen/Programming-Game-AI-by-Example-src

View File

@ -0,0 +1,32 @@
-- The base Springs class.
-- This class is used to manage all springs in an object.
-- Add a new spring:
-- self.springs:add('hit', 1)
-- Use it:
-- self.springs.hit:pull(0.2)
-- self.springs.hit.x
-- Every GameObject has a .springs attribute with a Springs instance attached to it.
-- See engine/game/hit
Springs = Object:extend()
function Springs:init()
self.names = {}
end
function Springs:update(dt)
for _, name in ipairs(self.names) do
self[name]:update(dt)
end
end
-- Adds a new spring to the object. The name must be unique and the next arguments are the same
-- as the arguments for creating a spring, see engine/math/spring.lua.
-- self.springs:add('hit', 1)
function Springs:add(name, x, k, d)
if name == 'parent' or name == 'names' or name == 'trigger' or name == 'add' or name == 'use' or name == 'update' or name == 'init' or name == 'pull' or name == 'flash' then
error("Invalid name to be added to the Springs object. 'add', 'flash', 'init', 'names', 'parent', 'pull', 'trigger', 'update' and 'use' are reserved names, choose another.")
end
self[name] = Spring(x, k, d)
table.insert(self.names, name)
end

View File

@ -0,0 +1,114 @@
-- The base State class.
-- The general way of creating an object that implements these functions goes like this:
--[[
MyState = Object:extend()
MyState:implement(State)
function MyState:init(name)
self:init_state(name)
end
function MyState:on_enter(from)
end
function MyState:update(dt)
end
function MyState:draw()
end
]]--
-- This creates a new MyState class which you can then use to start writing your code.
-- Use the init function for things you need to do when the state object is created.
-- Use the on_enter function for things you need to do whenever the state gets activated.
-- By default, whenever a state gets deactivated it's not deleted from memory, so if you want to restart a level, for instance, whenever you switch states,
-- then you need to destroy everything that needs to be destroyed in an on_exit function and then recreate it again in the on_enter function.
--
-- You'd add a state to the game like this:
-- state.add(MyState'level_1')
-- You'd move to that state like so:
-- state.go_to'level_1'
-- state.go_to automatically calls on_exit for the currently active state and on_enter for the new one.
-- You can access the currently active state with state.current.
State = Object:extend()
function State:init_state(name)
self.name = name or random:uid()
self.active = false
end
function State:enter(from)
self.active = true
if self.on_enter then self:on_enter(from) end
end
function State:exit(to)
self.active = false
if self.on_exit then self:on_exit(to) end
end
-- The main state. This is a global state that is always active and contains all other states.
Main = Object:extend()
Main:implement(State)
function Main:init(name)
self:init_state(name)
self.states = {}
self.transitions = Group():no_camera()
end
function Main:update(dt)
for _, state in pairs(self.states) do
if state.active or state.persistent_update then
state:update(dt)
end
end
self.transitions:update(dt)
end
function Main:draw()
for _, state in pairs(self.states) do
if state.active or state.persistent_draw then
state:draw()
end
end
self.transitions:draw()
end
function Main:add(state)
self.states[state.name] = state
end
function Main:get(state_name)
return self.states[state_name]
end
-- Deactivates the current active state and activates the target one.
-- Calls on_exit for the deactivated state and on_enter for the activated one.
-- If on_exit returns true then the deactivated state will be removed from memory.
-- You must handle the destruction of it yourself in its on_exit function.
function Main:go_to(state, ...)
if type(state) == 'string' then state = self:get(state) end
if self.current then
if self.current.active then
if self.current:exit(state) then
self.states[state.name] = nil
end
end
end
local last_state = self.current
self.current = state
state:enter(last_state, ...)
end

View File

@ -0,0 +1,260 @@
-- Sets the object as a steerable object.
-- This is implemented in the Physics mixin because it plays well with the rest of it, thus, to make a game object steerable it needs to implement the Physics mixin.
-- The implementation of steering behaviors here mostly follows the one from chapter 3 of the book "Programming Game AI by Example"
-- https://github.com/wangchen/Programming-Game-AI-by-Example-src
-- self:set_as_steerable(100, 1000)
function Physics:set_as_steerable(max_v, max_f, max_turn_rate, turn_multiplier)
self.steerable = true
self.heading = Vector()
self.side = Vector()
self.mass = 1
self.max_v = max_v or 100
self.max_f = max_f or 2000
self.max_turn_rate = max_turn_rate or 2*math.pi
self.turn_multiplier = turn_multiplier or 2
self.seek_f = Vector()
self.flee_f = Vector()
self.pursuit_f = Vector()
self.evade_f = Vector()
self.wander_f = Vector()
local r = random:float(0, 2*math.pi)
self.wander_target = Vector(40*math.cos(r), 40*math.sin(r))
self.path_follow_f = Vector()
self.separation_f = Vector()
self.alignment_f = Vector()
self.cohesion_f = Vector()
self.apply_force_f = Vector()
self.apply_impulse_f = Vector()
end
function Physics:steering_update(dt)
if self.steerable then
local steering_force = self:calculate_steering_force(dt):div(self.mass)
self:apply_force(steering_force.x, steering_force.y)
local vx, vy = self:get_velocity()
local v = Vector(vx, vy):truncate(self.max_v)
self:set_velocity(v.x, v.y)
if v:length_squared() > 0.00001 then
self.heading = self.v:clone():normalize()
self.side = self.heading:perpendicular()
end
end
end
function Physics:calculate_steering_force(dt)
local steering_force = Vector(0, 0)
if self.seeking then steering_force:add(self.seek_f) end
if self.fleeing then steering_force:add(self.flee_f) end
if self.pursuing then steering_force:add(self.pursuit_f) end
if self.evading then steering_force:add(self.evade_f) end
if self.wandering then steering_force:add(self.wander_f) end
if self.path_following then steering_force:add(self.path_follow_f) end
if self.separating then steering_force:add(self.separation_f) end
if self.aligning then steering_force:add(self.alignment_f) end
if self.cohesing then steering_force:add(self.cohesion_f) end
self.seeking = false
self.fleeing = false
self.pursuing = false
self.evading = false
self.wandering = false
self.path_following = false
self.separating = false
self.aligning = false
self.cohesing = false
return steering_force:truncate(self.max_f)
end
-- Arrive steering behavior
-- Makes this object accelerate towards a destination, slowing down the closer it gets to it
-- deceleration - how fast the object will decelerate once it gets closer to the target, higher values will make the deceleration more abrupt, do not make this value 0
-- weight - how much the force of this behavior affects this object compared to others
-- self:seek_point(player.x, player.y)
function Physics:seek_point(x, y, deceleration, weight)
self.seeking = true
local tx, ty = x - self.x, y - self.y
local d = math.length(tx, ty)
if d > 0 then
local v = d/((deceleration or 1)*0.08)
v = math.min(v, self.max_v)
local dvx, dvy = v*tx/d, v*ty/d
self.seek_f:set((dvx - self.v.x)*self.turn_multiplier*(weight or 1), (dvy - self.v.y)*self.turn_multiplier*(weight or 1))
else self.seek_f:set(0, 0) end
end
-- Same as self:seek_point but for objects instead.
-- self:seek_object(player)
function Physics:seek_object(object, deceleration, weight)
return self:seek_point(object.x, object.y, deceleration, weight)
end
-- Same as self:seek_point and self:seek_object but for the mouse instead.
-- self:seek_mouse()
function Physics:seek_mouse(deceleration, weight)
local mx, my = self.group.camera:get_mouse_position()
return self:seek_point(mx, my, deceleration, weight)
end
-- Separation steering behavior
-- Keeps this object separated from other objects of specific classes according to the radius passed in
-- What this function does is simply look at all nearby objects and apply forces to this object such that it remains separated from them
-- self:separate(40, {Enemy}) -> when this is called every frame, this applies forces to this object to keep it separated from other Enemy instances by 40 units at all times
function Physics:steering_separate(rs, class_avoid_list, weight)
self.separating = true
local fx, fy = 0, 0
local objects = table.flatten(table.foreachn(class_avoid_list, function(v) return self.group:get_objects_by_class(v) end), true)
for _, object in ipairs(objects) do
if object.id ~= self.id and math.distance(object.x, object.y, self.x, self.y) < 2*rs then
local tx, ty = self.x - object.x, self.y - object.y
local nx, ny = math.normalize(tx, ty)
local l = math.length(nx, ny)
fx = fx + rs*(nx/l)
fy = fy + rs*(ny/l)
end
end
self.separation_f:set(fx*(weight or 1), fy*(weight or 1))
end
-- Wander steering behavior
-- Makes the object move in a jittery manner, adding some randomness to its movement while keeping the overall direction
-- What this function does is project a circle in front of the entity and then choose a point randomly inside that circle for the entity to move towards and it does that every frame
-- rs - the radius of the circle
-- distance - the distance of the circle from this object, the further away the smoother the changes to movement will be
-- jitter - the amount of jitter to the movement, the higher it is the more abrupt the changes will be
-- self:wander(50, 100, 20)
function Physics:wander(rs, distance, jitter, weight)
self.wandering = true
self.wander_target:add(random:float(-1, 1)*(jitter or 20), random:float(-1, 1)*(jitter or 20))
self.wander_target:normalize()
self.wander_target:mul(rs or 40)
local target_local = self.wander_target:clone():add(distance or 40, 0)
local target_world = steering.point_to_world_space(target_local, self.heading, self.side, Vector(self.x, self.y))
self.wander_f:set((target_world.x - self.x)*(weight or 1), (target_world.y - self.y)*(weight or 1))
end
-- Steering behavior specific auxiliary functions, shouldn't really be used elsewhere
C2DMatrix = Object:extend()
function C2DMatrix:init()
self._11, self._12, self._13 = 0, 0, 0
self._21, self._22, self._23 = 0, 0, 0
self._31, self._32, self._33 = 0, 0, 0
self:identity()
end
function C2DMatrix:multiply(other)
local mat_temp = C2DMatrix()
mat_temp._11 = (self._11 * other._11) + (self._12 * other._21) + (self._13 * other._31);
mat_temp._12 = (self._11 * other._12) + (self._12 * other._22) + (self._13 * other._32);
mat_temp._13 = (self._11 * other._13) + (self._12 * other._23) + (self._13 * other._33);
mat_temp._21 = (self._21 * other._11) + (self._22 * other._21) + (self._23 * other._31);
mat_temp._22 = (self._21 * other._12) + (self._22 * other._22) + (self._23 * other._32);
mat_temp._23 = (self._21 * other._13) + (self._22 * other._23) + (self._23 * other._33);
mat_temp._31 = (self._31 * other._11) + (self._32 * other._21) + (self._33 * other._31);
mat_temp._32 = (self._31 * other._12) + (self._32 * other._22) + (self._33 * other._32);
mat_temp._33 = (self._31 * other._13) + (self._32 * other._23) + (self._33 * other._33);
self._11 = mat_temp._11; self._12 = mat_temp._12; self._13 = mat_temp._13
self._21 = mat_temp._21; self._22 = mat_temp._22; self._23 = mat_temp._23
self._31 = mat_temp._31; self._32 = mat_temp._32; self._33 = mat_temp._33
end
function C2DMatrix:identity()
self._11, self._12, self._13 = 1, 0, 0
self._21, self._22, self._23 = 0, 1, 0
self._31, self._32, self._33 = 0, 0, 1
end
function C2DMatrix:transform_vector(point)
local temp_x = (self._11 * point.x) + (self._21 * point.y) + (self._31)
local temp_y = (self._12 * point.x) + (self._22 * point.y) + (self._32)
point.x, point.y = temp_x, temp_y
end
function C2DMatrix:translate(x, y)
local mat = C2DMatrix()
mat._11 = 1; mat._12 = 0; mat._13 = 0;
mat._21 = 0; mat._22 = 1; mat._23 = 0;
mat._31 = x; mat._32 = y; mat._33 = 1;
self:multiply(mat)
end
function C2DMatrix:scale(sx, sy)
local mat = C2DMatrix()
mat._11 = sx; mat._12 = 0; mat._13 = 0;
mat._21 = 0; mat._22 = sy; mat._23 = 0;
mat._31 = 0; mat._32 = 0; mat._33 = 1;
self:multiply(mat)
end
function C2DMatrix:rotate(fwd, side)
local mat = C2DMatrix()
mat._11 = fwd.x; mat._12 = fwd.y; mat._13 = 0;
mat._21 = side.x; mat._22 = side.y; mat._23 = 0;
mat._31 = 0; mat._32 = 0; mat._33 = 1;
self:multiply(mat)
end
function C2DMatrix:rotater(r)
local mat = C2DMatrix()
local sin = math.sin(r)
local cos = math.cos(r)
mat._11 = cos; mat._12 = sin; mat._13 = 0;
mat._21 = -sin; mat._22 = cos; mat._23 = 0;
mat._31 = 0; mat._32 = 0; mat._33 = 1;
self:multiply(mat)
end
steering = {}
function steering.point_to_world_space(point, heading, side, position)
local trans_point = Vector(point.x, point.y)
local mat_transform = C2DMatrix()
mat_transform:rotate(heading, side)
mat_transform:translate(position.x, position.y)
mat_transform:transform_vector(trans_point)
return trans_point
end
function steering.point_to_local_space(point, heading, side, position)
local trans_point = Vector(point.x, point.y)
local mat_transform = C2DMatrix()
local tx, ty = -position:dot(heading), -position:dot(side)
mat_transform._11 = heading.x; mat_transform._12 = side.x;
mat_transform._21 = heading.y; mat_transform._22 = side.y;
mat_transform._31 = tx; mat_transform._32 = ty;
mat_transform:transform_vector(trans_point)
return trans_point
end
function steering.vector_to_world_space(v, heading, side)
local trans_v = Vector(v.x, v.y)
local mat_transform = C2DMatrix()
mat_transform:rotate(heading, side)
mat_transform:transform_vector(trans_v)
return trans_v
end
function steering.rotate_vector_around_origin(v, r)
local mat = C2DMatrix()
mat:rotater(r)
mat:transform_vector(v)
return v
end

View File

@ -0,0 +1,231 @@
-- The base Trigger class.
-- A global instance of this called "trigger" is available by default.
Trigger = Object:extend()
function Trigger:init()
self.triggers = {}
end
-- Calls the action every frame until it's cancelled via trigger:cancel.
-- The tag must be passed in otherwise there will be no way to stop this from running.
-- If after is passed in then it is called after the run is cancelled.
function Trigger:run(action, after, tag)
local tag = tag or random:uid()
local after = after or function() end
self.triggers[tag] = {type = "run", timer = 0, after = after, action = action}
end
-- Calls the action after delay seconds.
-- Or calls the action after the condition is true.
-- If tag is passed in then any other trigger actions with the same tag are automatically cancelled.
-- trigger:after(2, function() print(1) end) -> prints 1 after 2 seconds
-- trigger:after(function() return self.should_print_1 end, function() print(1) end) -> prints 1 after self.should_print_1 is set to true
function Trigger:after(delay, action, tag)
local tag = tag or random:uid()
if type(delay) == "number" or type(delay) == "table" then
self.triggers[tag] = {type = "after", timer = 0, unresolved_delay = delay, delay = self:resolve_delay(delay), action = action}
else
self.triggers[tag] = {type = "conditional_after", condition = delay, action = action}
end
end
-- Calls the action every delay seconds.
-- Or calls the action once every time the condition becomes true.
-- If times is passed in then it only calls action for that amount of times.
-- If after is passed in then it is called after the last time action is called.
-- If tag is passed in then any other trigger actions with the same tag are automatically cancelled.
-- trigger:every(2, function() print(1) end) -> prints 1 every 2 seconds
-- trigger:every(2, function() print(1) end, 5, function() print(2) end) -> prints 1 every 2 seconds 5 times, and then prints 2
-- trigger:every(function() return player.hit end, function() print(1) end) -> prints 1 every time the player is hit
-- trigger:every(function() return player.grounded end, function() print(1), 5, function() print(2) end) -> prints 1 every time the player becomes grounded 5 times, and then prints 2
-- Note that if using this as a condition, the action will only be triggered when the condition jumps from being false to true.
-- If the condition remains true for multiple frames then the action won't be triggered further, unless it becomes false and then becomes true again.
function Trigger:every(delay, action, times, after, tag)
local times = times or 0
local after = after or function() end
local tag = tag or random:uid()
if type(delay) == "number" or type(delay) == "table" then
self.triggers[tag] = {type = "every", timer = 0, unresolved_delay = delay, delay = self:resolve_delay(delay), action = action, times = times, max_times = times, after = after, multiplier = 1}
else
self.triggers[tag] = {type = "conditional_every", condition = delay, last_condition = false, action = action, times = times, max_times = times, after = after}
end
end
-- Same as every except the action is called immediately when this function is called, and then every delay seconds.
function Trigger:every_immediate(delay, action, times, after, tag)
local times = times or 0
local after = after or function() end
local tag = tag or random:uid()
self.triggers[tag] = {type = "every", timer = 0, unresolved_delay = delay, delay = self:resolve_delay(delay), action = action, times = times, max_times = times, after = after, multiplier = 1}
action()
end
-- Calls the action every frame for delay seconds.
-- Or calls the action every frame the condition is true.
-- If after is passed in then it is called after the duration ends or after the condition becomes false.
-- If tag is passed in then any other trigger actions with the same tag are automatically cancelled.
-- trigger:during(5, function() print(random:float(0, 100)) end)
-- trigger:during(function() return self.should_print_random_float end, function() print(random:float(0, 100)) end) -> prints the random float as long as self.should_print_random_float is true
function Trigger:during(delay, action, after, tag)
local after = after or function() end
local tag = tag or random:uid()
if type(delay) == "number" or type(delay) == "table" then
self.triggers[tag] = {type = "during", timer = 0, unresolved_delay = delay, delay = self:resolve_delay(delay), action = action, after = after}
elseif type(delay) == "function" then
self.triggers[tag] = {type = "conditional_during", condition = delay, last_condition = false, action = action, after = after}
end
end
-- Tweens the target's values specified by the source table for delay seconds using the given tweening method.
-- All tween methods can be found in the math/math file.
-- If after is passed in then it is called after the duration ends.
-- If tag is passed in then any other trigger actions with the same tag are automatically cancelled.
-- trigger:tween(0.2, self, {sx = 0, sy = 0}, math.linear) -> tweens this object's scale variables to 0 linearly over 0.2 seconds
-- trigger:tween(0.2, self, {sx = 0, sy = 0}, math.linear, function() self.dead = true end) -> tweens this object's scale variables to 0 linearly over 0.2 seconds and then kills it
function Trigger:tween(delay, target, source, method, after, tag)
local method = method or math.linear
local after = after or function() end
local tag = tag or random:uid()
local initial_values = {}
for k, _ in pairs(source) do initial_values[k] = target[k] end
self.triggers[tag] = {type = "tween", timer = 0, unresolved_delay = delay, delay = self:resolve_delay(delay), target = target, initial_values = initial_values, source = source, method = method, after = after}
end
-- Cancels a trigger action based on its tag.
-- This is automatically called if repeated tags are given to trigger actions.
function Trigger:cancel(tag)
if self.triggers[tag] and self.triggers[tag].type == "run" then
self.triggers[tag].after()
end
self.triggers[tag] = nil
end
-- Resets the timer for a tag.
-- Useful when you need to start counting that tag from 0 after an event happens.
function Trigger:reset(tag)
self.triggers[tag].timer = 0
end
-- Returns the delay of a given tag.
-- This is useful when delays are set randomly (trigger:every({2, 4}, ...) would set the delay at a random number between 2 and 4) and you need to know what the value chosen was.
function Trigger:get_delay(tag)
return self.triggers[tag].delay
end
-- Returns the current iteration of an every trigger action with the given tag.
-- Useful if you need to know that its the nth time an every action has been called.
function Trigger:get_every_iteration(tag)
return self.triggers[tag].max_times - self.triggers[tag].times
end
-- Sets a multiplier for an every tag.
-- This is useful when you need the event to happen in a varying interval, like based on the player's attack speed, which might change every frame based on buffs.
-- Call this on the update function with the appropriate multiplier.
function Trigger:set_every_multiplier(tag, multiplier)
self.triggers[tag].multiplier = multiplier or 1
end
-- Returns the elapsed time of a given trigger as a number between 0 and 1.
-- Useful if you need to know where you currently are in the duration of a during call.
function Trigger:get_during_elapsed_time(tag)
return self.triggers[tag].trigger/self.triggers[tag].delay
end
function Trigger:resolve_delay(delay)
if type(delay) == "table" then
return random:float(delay[1], delay[2])
else
return delay
end
end
function Trigger:update(dt)
for tag, trigger in pairs(self.triggers) do
if trigger.timer then
trigger.timer = trigger.timer + dt
end
if trigger.type == "run" then
trigger.action()
elseif trigger.type == "after" then
if trigger.timer > trigger.delay then
trigger.action()
self.triggers[tag] = nil
end
elseif trigger.type == "conditional_after" then
if trigger.condition() then
trigger.action()
self.triggers[tag] = nil
end
elseif trigger.type == "every" then
if trigger.timer > trigger.delay*trigger.multiplier then
trigger.action()
trigger.timer = trigger.timer - trigger.delay*trigger.multiplier
trigger.delay = self:resolve_delay(trigger.unresolved_delay)
if trigger.times > 0 then
trigger.times = trigger.times - 1
if trigger.times <= 0 then
trigger.after()
self.triggers[tag] = nil
end
end
end
elseif trigger.type == "conditional_every" then
local condition = trigger.condition()
if condition and not trigger.last_condition then
trigger.action()
if trigger.times > 0 then
trigger.times = trigger.times - 1
if trigger.times <= 0 then
trigger.after()
self.triggers[tag] = nil
end
end
end
trigger.last_condition = condition
elseif trigger.type == "during" then
trigger.action()
if trigger.timer > trigger.delay then
self.triggers[tag] = nil
end
elseif trigger.type == "conditional_during" then
local condition = trigger.condition()
if condition then
trigger.action()
end
if trigger.last_condition and not condition then
trigger.after()
end
trigger.last_condition = condition
elseif trigger.type == "tween" then
local t = trigger.method(trigger.timer/trigger.delay)
for k, v in pairs(trigger.source) do
trigger.target[k] = math.lerp(t, trigger.initial_values[k], v)
end
if trigger.timer > trigger.delay then
trigger.after()
self.triggers[tag] = nil
end
end
end
end

View File

@ -0,0 +1,751 @@
# Game Controller DB for SDL in 2.0.10 format
# Source: https://github.com/gabomdq/SDL_GameControllerDB
# Windows
03000000fa2d00000100000000000000,3DRUDDER,leftx:a0,lefty:a1,rightx:a5,righty:a2,platform:Windows,
03000000c82d00002038000000000000,8bitdo,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows,
03000000c82d000011ab000000000000,8BitDo F30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Windows,
03000000c82d00001038000000000000,8BitDo F30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Windows,
03000000c82d00000090000000000000,8BitDo FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows,
03000000c82d00000650000000000000,8BitDo M30,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:a4,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,start:b11,x:b3,y:b4,platform:Windows,
03000000c82d00000310000000000000,8BitDo N30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Windows,
03000000c82d00002028000000000000,8BitDo N30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Windows,
03000000c82d00008010000000000000,8BitDo N30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Windows,
03000000c82d00000190000000000000,8BitDo N30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Windows,
03000000c82d00001590000000000000,8BitDo N30 Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Windows,
03000000c82d00006528000000000000,8BitDo N30 Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Windows,
03000000c82d00015900000000000000,8BitDo N30 Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Windows,
03000000c82d00065280000000000000,8BitDo N30 Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Windows,
03000000022000000090000000000000,8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows,
03000000203800000900000000000000,8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows,
03000000c82d00000130000000000000,8BitDo SF30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Windows,
03000000c82d00000060000000000000,8Bitdo SF30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows,
03000000c82d00000061000000000000,8Bitdo SF30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows,
03000000c82d000021ab000000000000,8BitDo SFC30,a:b1,b:b0,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Windows,
03000000102800000900000000000000,8Bitdo SFC30 GamePad,a:b1,b:b0,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Windows,
03000000c82d00003028000000000000,8Bitdo SFC30 GamePad,a:b1,b:b0,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Windows,
03000000c82d00000030000000000000,8BitDo SN30,a:b1,b:b0,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Windows,
03000000c82d00000351000000000000,8BitDo SN30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Windows,
03000000c82d00001290000000000000,8BitDo SN30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Windows,
03000000c82d000020ab000000000000,8BitDo SN30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Windows,
03000000c82d00004028000000000000,8BitDo SN30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Windows,
03000000c82d00006228000000000000,8BitDo SN30 GP,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Windows,
03000000c82d00000160000000000000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Windows,
03000000c82d00000161000000000000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Windows,
03000000c82d00000260000000000000,8BitDo SN30 Pro+,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Windows,
03000000c82d00000261000000000000,8BitDo SN30 Pro+,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Windows,
03000000c82d00000031000000000000,8BitDo Wireless Adapter,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows,
03000000a00500003232000000000000,8Bitdo Zero GamePad,a:b0,b:b1,back:b10,dpdown:+a2,dpleft:-a0,dpright:+a0,dpup:-a2,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Windows,
030000008f0e00001200000000000000,Acme GA-02,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Windows,
03000000fa190000f0ff000000000000,Acteck AGJ-3200,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
030000006f0e00001413000000000000,Afterglow,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000341a00003608000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000006f0e00000263000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000006f0e00001101000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000006f0e00001401000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000006f0e00001402000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000006f0e00001901000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000006f0e00001a01000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000d62000001d57000000000000,Airflo PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000869800002400000000007801,Astro C40 TR,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
03000000d6200000e557000000000000,Batarang,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000c01100001352000000000000,Battalife Joystick,a:b6,b:b7,back:b2,leftshoulder:b0,leftx:a0,lefty:a1,rightshoulder:b1,start:b3,x:b4,y:b5,platform:Windows,
030000006f0e00003201000000000000,Battlefield 4 PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000bc2000006012000000000000,Betop 2126F,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
03000000bc2000000055000000000000,Betop BFM Gamepad,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
03000000bc2000006312000000000000,Betop Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
03000000bc2000006321000000000000,BETOP CONTROLLER,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
03000000bc2000006412000000000000,Betop Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
03000000c01100000555000000000000,Betop Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
03000000c01100000655000000000000,Betop Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
03000000790000000700000000000000,Betop Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b3,y:b0,platform:Windows,
03000000808300000300000000000000,Betop Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b3,y:b0,platform:Windows,
030000006b1400000055000000000000,Bigben PS3 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
030000006b1400000103000000000000,Bigben PS3 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Windows,
0300000066f700000500000000000000,BrutalLegendTest,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b3,platform:Windows,
03000000d81d00000b00000000000000,BUFFALO BSGP1601 Series ,a:b5,b:b3,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b9,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b13,x:b4,y:b2,platform:Windows,
03000000e82000006058000000000000,Cideko AK08b,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
03000000457500000401000000000000,Cobra,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
030000005e0400008e02000000000000,Controller (XBOX 360 For Windows),a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
030000005e040000a102000000000000,Controller (Xbox 360 Wireless Receiver for Windows),a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
030000005e040000ff02000000000000,Controller (Xbox One For Windows) - Wired,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
030000005e040000ea02000000000000,Controller (Xbox One For Windows) - Wireless,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
03000000260900008888000000000000,Cyber Gadget GameCube Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:a4,rightx:a2,righty:a3~,start:b7,x:b2,y:b3,platform:Windows,
03000000a306000022f6000000000000,Cyborg V.3 Rumble Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:-a3,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Windows,
03000000451300000830000000000000,Defender Game Racer X7,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
03000000791d00000103000000000000,Dual Box WII,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
03000000bd12000002e0000000000000,Dual USB Vibration Joystick,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a3,righty:a2,start:b11,x:b3,y:b0,platform:Windows,
030000006f0e00003001000000000000,EA SPORTS PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000b80500000410000000000000,Elecom Gamepad,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Windows,
03000000b80500000610000000000000,Elecom Gamepad,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Windows,
03000000120c0000f61c000000000000,Elite,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
030000008f0e00000f31000000000000,EXEQ,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Windows,
03000000341a00000108000000000000,EXEQ RF USB Gamepad 8206,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
03000000852100000201000000000000,FF-GP1,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00008500000000000000,Fighting Commander 2016 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00008400000000000000,Fighting Commander 5,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00008700000000000000,Fighting Stick mini 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00008800000000000000,Fighting Stick mini 4,a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b8,x:b0,y:b3,platform:Windows,
030000000d0f00002700000000000000,FIGHTING STICK V3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
78696e70757403000000000000000000,Fightstick TES,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,lefttrigger:a2,rightshoulder:b5,righttrigger:a5,start:b7,x:b2,y:b3,platform:Windows,
03000000790000000600000000000000,G-Shark GS-GP702,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b3,y:b0,platform:Windows,
03000000790000002201000000000000,Game Controller for PC,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
0300000066f700000100000000000000,Game VIB Joystick,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b11,x:b0,y:b1,platform:Windows,
03000000260900002625000000000000,Gamecube Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,lefttrigger:a4,leftx:a0,lefty:a1,righttrigger:a5,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Windows,
030000008f0e00000d31000000000000,GAMEPAD 3 TURBO,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000280400000140000000000000,GamePad Pro USB,a:b1,b:b2,back:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
03000000ac0500003d03000000000000,GameSir,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
03000000ac0500004d04000000000000,GameSir,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
03000000ffff00000000000000000000,GameStop Gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
030000006f0e00000102000000007801,GameStop Xbox 360 Wired Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
030000008305000009a0000000000000,Genius,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
030000008305000031b0000000000000,Genius Maxfire Blaze 3,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
03000000451300000010000000000000,Genius Maxfire Grandias 12,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
030000005c1a00003330000000000000,Genius MaxFire Grandias 12V,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Windows,
03000000300f00000b01000000000000,GGE909 Recoil Pad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows,
03000000f0250000c283000000000000,Gioteck,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
03000000f025000021c1000000000000,Gioteck PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
03000000f0250000c383000000000000,Gioteck VX2 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
03000000f0250000c483000000000000,Gioteck VX2 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
030000007d0400000540000000000000,Gravis Eliminator GamePad Pro,a:b1,b:b2,back:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
03000000341a00000302000000000000,Hama Scorpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00004900000000000000,Hatsune Miku Sho Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000d81400000862000000000000,HitBox Edition Cthulhu+,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b5,lefttrigger:b4,rightshoulder:b7,righttrigger:b6,start:b9,x:b0,y:b3,platform:Windows,
03000000632500002605000000000000,HJD-X,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
030000000d0f00002d00000000000000,Hori Fighting Commander 3 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00005f00000000000000,Hori Fighting Commander 4 (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00005e00000000000000,Hori Fighting Commander 4 (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00004000000000000000,Hori Fighting Stick Mini 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b5,lefttrigger:b4,rightshoulder:b7,righttrigger:b6,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00005400000000000000,Hori Pad 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00000900000000000000,Hori Pad 3 Turbo,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00004d00000000000000,Hori Pad A,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00009200000000000000,Hori Pokken Tournament DX Pro Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00001600000000007803,HORI Real Arcade Pro EX-SE (Xbox 360),a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,lefttrigger:a2,rightshoulder:b5,righttrigger:a5,start:b7,x:b2,y:b3,platform:Windows,
030000000d0f00009c00000000000000,Hori TAC Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f0000c100000000000000,Horipad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00006e00000000000000,HORIPAD 4 (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00006600000000000000,HORIPAD 4 (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00005500000000000000,Horipad 4 FPS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f0000ee00000000000000,HORIPAD mini4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
03000000250900000017000000000000,HRAP2 on PS/SS/N64 Joypad to USB BOX,a:b2,b:b1,back:b9,leftshoulder:b5,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b6,start:b8,x:b3,y:b0,platform:Windows,
030000008f0e00001330000000000000,HuiJia SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b9,x:b3,y:b0,platform:Windows,
03000000d81d00000f00000000000000,iBUFFALO BSGP1204 Series,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
03000000d81d00001000000000000000,iBUFFALO BSGP1204P Series,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
03000000830500006020000000000000,iBuffalo SNES Controller,a:b1,b:b0,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b3,y:b2,platform:Windows,
03000000b50700001403000000000000,Impact Black,a:b2,b:b3,back:b8,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Windows,
030000006f0e00002401000000000000,INJUSTICE FightStick PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
03000000ac0500002c02000000000000,IPEGA,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,leftstick:b13,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b9,rightstick:b14,righttrigger:b7,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
03000000491900000204000000000000,Ipega PG-9023,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
03000000491900000304000000000000,Ipega PG-9087 - Bluetooth Gamepad,+righty:+a5,-righty:-a4,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,start:b11,x:b3,y:b4,platform:Windows,
030000006e0500000a20000000000000,JC-DUX60 ELECOM MMO Gamepad,a:b2,b:b3,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,leftstick:b14,lefttrigger:b12,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b15,righttrigger:b13,rightx:a3,righty:a4,start:b20,x:b0,y:b1,platform:Windows,
030000006e0500000520000000000000,JC-P301U,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Windows,
030000006e0500000320000000000000,JC-U3613M (DInput),a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Windows,
030000006e0500000720000000000000,JC-W01U,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Windows,
030000007e0500000620000000000000,Joy-Con (L),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b13,leftshoulder:b4,leftstick:b10,rightshoulder:b5,start:b8,x:b2,y:b3,platform:Windows,
030000007e0500000620000001000000,Joy-Con (L),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b13,leftshoulder:b4,leftstick:b10,rightshoulder:b5,start:b8,x:b2,y:b3,platform:Windows,
030000007e0500000720000000000000,Joy-Con (R),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b12,leftshoulder:b4,leftstick:b11,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Windows,
030000007e0500000720000001000000,Joy-Con (R),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b12,leftshoulder:b4,leftstick:b11,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Windows,
03000000bd12000003c0000000000000,JY-P70UR,a:b1,b:b0,back:b5,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b8,rightstick:b11,righttrigger:b9,rightx:a3,righty:a2,start:b4,x:b3,y:b2,platform:Windows,
03000000790000000200000000000000,King PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b3,y:b0,platform:Windows,
030000006d040000d1ca000000000000,Logitech ChillStream,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000006d040000d2ca000000000000,Logitech Cordless Precision,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000006d04000011c2000000000000,Logitech Cordless Wingman,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b5,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b2,righttrigger:b7,rightx:a3,righty:a4,x:b4,platform:Windows,
030000006d04000016c2000000000000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000006d04000018c2000000000000,Logitech F510 Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000006d04000019c2000000000000,Logitech F710 Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000380700006652000000000000,Mad Catz C.T.R.L.R,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Windows,
03000000380700005032000000000000,Mad Catz FightPad PRO (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000380700005082000000000000,Mad Catz FightPad PRO (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
03000000380700008433000000000000,Mad Catz FightStick TE S+ (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000380700008483000000000000,Mad Catz FightStick TE S+ (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
03000000380700008134000000000000,Mad Catz FightStick TE2+ PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b7,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b4,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000380700008184000000000000,Mad Catz FightStick TE2+ PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b5,leftstick:b10,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
03000000380700006252000000000000,Mad Catz Micro C.T.R.L.R,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Windows,
03000000380700008034000000000000,Mad Catz TE2 PS3 Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000380700008084000000000000,Mad Catz TE2 PS4 Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
03000000380700008532000000000000,Madcatz Arcade Fightstick TE S PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000380700003888000000000000,Madcatz Arcade Fightstick TE S+ PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000380700001888000000000000,MadCatz SFIV FightStick PS3,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b5,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b4,righttrigger:b6,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
03000000380700008081000000000000,MADCATZ SFV Arcade FightStick Alpha PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
030000002a0600001024000000000000,Matricom,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:Windows,
03000000250900000128000000000000,Mayflash Arcade Stick,a:b1,b:b2,back:b8,leftshoulder:b0,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b3,righttrigger:b7,start:b9,x:b5,y:b6,platform:Windows,
03000000790000004418000000000000,Mayflash GameCube Controller,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Windows,
03000000790000004318000000000000,Mayflash GameCube Controller Adapter,a:b1,b:b2,back:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b0,leftshoulder:b4,leftstick:b0,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b0,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Windows,
03000000242f00007300000000000000,Mayflash Magic NS,a:b1,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b0,y:b3,platform:Windows,
0300000079000000d218000000000000,Mayflash Magic NS,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
03000000d620000010a7000000000000,Mayflash Magic NS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000008f0e00001030000000000000,Mayflash USB Adapter for original Sega Saturn controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b5,rightshoulder:b2,righttrigger:b7,start:b9,x:b3,y:b4,platform:Windows,
0300000025090000e803000000000000,Mayflash Wii Classic Controller,a:b1,b:b0,back:b8,dpdown:b13,dpleft:b12,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Windows,
03000000790000000018000000000000,Mayflash WiiU Pro Game Controller Adapter (DInput),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000790000002418000000000000,Mega Drive,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,rightshoulder:b2,start:b9,x:b3,y:b4,platform:Windows,
03000000380700006382000000000000,MLG GamePad PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000efbe0000edfe000000000000,Monect Virtual Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b0,platform:Windows,
03000000250900006688000000000000,MP-8866 Super Dual Box,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows,
030000001008000001e5000000000000,NEXT SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b6,start:b9,x:b3,y:b0,platform:Windows,
03000000152000000182000000000000,NGDS,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b3,y:b0,platform:Windows,
03000000bd12000015d0000000000000,Nintendo Retrolink USB Super SNES Classic Controller,a:b2,b:b1,back:b8,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Windows,
030000007e0500000920000000000000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
030000000d0500000308000000000000,Nostromo N45,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b12,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b10,x:b2,y:b3,platform:Windows,
03000000550900001472000000000000,NVIDIA Controller v01.04,a:b11,b:b10,back:b13,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b7,leftstick:b5,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b4,righttrigger:a5,rightx:a3,righty:a6,start:b3,x:b9,y:b8,platform:Windows,
030000004b120000014d000000000000,NYKO AIRFLO,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:a3,leftstick:a0,lefttrigger:b6,rightshoulder:b5,rightstick:a2,righttrigger:b7,start:b9,x:b2,y:b3,platform:Windows,
03000000782300000a10000000000000,Onlive Wireless Controller,a:b15,b:b14,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b11,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b13,y:b12,platform:Windows,
03000000d62000006d57000000000000,OPP PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000006b14000001a1000000000000,Orange Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Windows,
03000000362800000100000000000000,OUYA Game Controller,a:b0,b:b3,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,guide:b14,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:b13,rightx:a3,righty:a4,x:b1,y:b2,platform:Windows,
03000000120c0000f60e000000000000,P4 Wired Gamepad,a:b1,b:b2,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b5,lefttrigger:b7,rightshoulder:b4,righttrigger:b6,start:b9,x:b0,y:b3,platform:Windows,
030000008f0e00000300000000000000,Piranha xtreme,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows,
030000004c050000da0c000000000000,PlayStation Classic Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b4,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Windows,
03000000d62000006dca000000000000,PowerA Pro Ex,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000d62000009557000000000000,Pro Elite PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000d62000009f31000000000000,Pro Ex mini PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000d6200000c757000000000000,Pro Ex mini PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000632500002306000000000000,PS Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Windows,
03000000e30500009605000000000000,PS to USB convert cable,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows,
03000000100800000100000000000000,PS1 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows,
030000008f0e00007530000000000000,PS1 Controller,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b1,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000100800000300000000000000,PS2 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a4,righty:a2,start:b9,x:b3,y:b0,platform:Windows,
03000000250900008888000000000000,PS2 Controller,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows,
03000000666600006706000000000000,PS2 Controller,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a2,righty:a3,start:b11,x:b3,y:b0,platform:Windows,
030000006b1400000303000000000000,PS2 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
030000009d0d00001330000000000000,PS2 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
03000000250900000500000000000000,PS3 Controller,a:b2,b:b1,back:b9,dpdown:h0.8,dpleft:h0.4,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b0,y:b3,platform:Windows,
030000004c0500006802000000000000,PS3 Controller,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b10,lefttrigger:a3~,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:a4~,rightx:a2,righty:a5,start:b8,x:b3,y:b0,platform:Windows,
03000000632500007505000000000000,PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
03000000888800000803000000000000,PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.8,dpleft:h0.4,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b9,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:b7,rightx:a3,righty:a4,start:b11,x:b0,y:b3,platform:Windows,
030000008f0e00001431000000000000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000003807000056a8000000000000,PS3 RF pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000100000008200000000000000,PS360+ v1.66,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:h0.4,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
030000004c050000a00b000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
030000004c050000c405000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
030000004c050000cc09000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
03000000300f00000011000000000000,QanBa Arcade JoyStick 1008,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b10,x:b0,y:b3,platform:Windows,
03000000300f00001611000000000000,QanBa Arcade JoyStick 4018,a:b1,b:b2,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b8,x:b0,y:b3,platform:Windows,
03000000222c00000020000000000000,QANBA DRONE ARCADE JOYSTICK,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,rightshoulder:b5,righttrigger:a4,start:b9,x:b0,y:b3,platform:Windows,
03000000300f00001210000000000000,QanBa Joystick Plus,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Windows,
03000000341a00000104000000000000,QanBa Joystick Q4RAF,a:b5,b:b6,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b0,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b3,righttrigger:b7,start:b9,x:b1,y:b2,platform:Windows,
03000000222c00000223000000000000,Qanba Obsidian Arcade Joystick PS3 Mode,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000222c00000023000000000000,Qanba Obsidian Arcade Joystick PS4 Mode,a:b1,b:b2,back:b13,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
03000000321500000003000000000000,Razer Hydra,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
03000000321500000204000000000000,Razer Panthera (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000321500000104000000000000,Razer Panthera (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
03000000321500000507000000000000,Razer Raiju Mobile,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
03000000321500000707000000000000,Razer Raiju Mobile,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
030000000d0f00001100000000000000,REAL ARCADE PRO.3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,rightstick:b11,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00006a00000000000000,Real Arcade Pro.4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00006b00000000000000,Real Arcade Pro.4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00008a00000000000000,Real Arcade Pro.4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00008b00000000000000,Real Arcade Pro.4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00007000000000000000,REAL ARCADE PRO.4 VLX,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,rightstick:b11,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00002200000000000000,REAL ARCADE Pro.V3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00005b00000000000000,Real Arcade Pro.V4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f00005c00000000000000,Real Arcade Pro.V4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000790000001100000000000000,Retrolink SNES Controller,a:b2,b:b1,back:b8,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Windows,
0300000000f000000300000000000000,RetroUSB.com RetroPad,a:b1,b:b5,back:b2,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b0,y:b4,platform:Windows,
0300000000f00000f100000000000000,RetroUSB.com Super RetroPort,a:b1,b:b5,back:b2,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b0,y:b4,platform:Windows,
030000006b140000010d000000000000,Revolution Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
030000006b140000020d000000000000,Revolution Pro Controller 2(1/2),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
030000006f0e00001e01000000000000,Rock Candy PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000006f0e00002801000000000000,Rock Candy PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000006f0e00002f01000000000000,Rock Candy PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000004f04000003d0000000000000,run'n'drive,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b7,leftshoulder:a3,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:a4,rightstick:b11,righttrigger:b5,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
03000000a30600001af5000000000000,Saitek Cyborg,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Windows,
03000000a306000023f6000000000000,Saitek Cyborg V.1 Game pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Windows,
03000000300f00001201000000000000,Saitek Dual Analog Pad,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Windows,
03000000a30600000701000000000000,Saitek P220,a:b2,b:b3,back:b4,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b5,x:b0,y:b1,platform:Windows,
03000000a30600000cff000000000000,Saitek P2500 Force Rumble Pad,a:b2,b:b3,back:b11,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,x:b0,y:b1,platform:Windows,
03000000a30600000c04000000000000,Saitek P2900,a:b1,b:b2,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b3,platform:Windows,
03000000300f00001001000000000000,Saitek P480 Rumble Pad,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Windows,
03000000a30600000b04000000000000,Saitek P990,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b3,platform:Windows,
03000000a30600000b04000000010000,Saitek P990 Dual Analog Pad,a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b8,x:b0,y:b3,platform:Windows,
03000000a30600002106000000000000,Saitek PS1000,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Windows,
03000000a306000020f6000000000000,Saitek PS2700,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Windows,
03000000300f00001101000000000000,Saitek Rumble Pad,a:b2,b:b3,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Windows,
03000000730700000401000000000000,Sanwa PlayOnline Mobile,a:b0,b:b1,back:b2,leftx:a0,lefty:a1,start:b3,platform:Windows,
0300000000050000289b000000000000,Saturn_Adapter_2.0,a:b1,b:b2,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b0,y:b3,platform:Windows,
030000009b2800000500000000000000,Saturn_Adapter_2.0,a:b1,b:b2,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b0,y:b3,platform:Windows,
030000005e0400008e02000000007801,ShanWan PS3/PC Wired GamePad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
03000000341a00000208000000000000,SL-6555-SBK,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:-a4,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a4,rightx:a3,righty:a2,start:b7,x:b2,y:b3,platform:Windows,
03000000341a00000908000000000000,SL-6566,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
030000008f0e00000800000000000000,SpeedLink Strike FX,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
03000000c01100000591000000000000,Speedlink Torid,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
03000000d11800000094000000000000,Stadia Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:b12,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:b11,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:Windows,
03000000110100001914000000000000,SteelSeries,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftstick:b13,lefttrigger:b6,leftx:a0,lefty:a1,rightstick:b14,righttrigger:b7,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
03000000381000001214000000000000,SteelSeries Free,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Windows,
03000000381000001814000000000000,SteelSeries Stratus XL,a:b0,b:b1,back:b18,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,guide:b19,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b2,y:b3,platform:Windows,
03000000790000001c18000000000000,STK-7024X,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
03000000ff1100003133000000000000,SVEN X-PAD,a:b2,b:b3,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a4,start:b5,x:b0,y:b1,platform:Windows,
03000000d620000011a7000000000000,Switch,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000004f04000007d0000000000000,T Mini Wireless,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000004f0400000ab1000000000000,T.16000M,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b4,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,start:b10,x:b2,y:b3,platform:Windows,
03000000fa1900000706000000000000,Team 5,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
03000000b50700001203000000000000,Techmobility X6-38V,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Windows,
030000004f04000015b3000000000000,Thrustmaster Dual Analog 4,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Windows,
030000004f04000023b3000000000000,Thrustmaster Dual Trigger 3-in-1,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
030000004f04000000b3000000000000,Thrustmaster Firestorm Dual Power,a:b0,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b11,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b1,y:b3,platform:Windows,
030000004f04000004b3000000000000,Thrustmaster Firestorm Dual Power 3,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Windows,
03000000666600000488000000000000,TigerGame PS/PS2 Game Controller Adapter,a:b2,b:b1,back:b9,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows,
03000000d62000006000000000000000,Tournament PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000005f140000c501000000000000,Trust Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
03000000b80500000210000000000000,Trust Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
030000004f04000087b6000000000000,TWCS Throttle,dpdown:b8,dpleft:b9,dpright:b7,dpup:b6,leftstick:b5,lefttrigger:-a5,leftx:a0,lefty:a1,righttrigger:+a5,platform:Windows,
03000000d90400000200000000000000,TwinShock PS2,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows,
030000006e0500001320000000000000,U4113,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000101c0000171c000000000000,uRage Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
03000000300f00000701000000000000,USB 4-Axis 12-Button Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows,
03000000341a00002308000000000000,USB gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
030000005509000000b4000000000000,USB gamepad,a:b10,b:b11,back:b5,dpdown:b1,dpleft:b2,dpright:b3,dpup:b0,guide:b14,leftshoulder:b8,leftstick:b6,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b9,rightstick:b7,righttrigger:a5,rightx:a2,righty:a3,start:b4,x:b12,y:b13,platform:Windows,
030000006b1400000203000000000000,USB gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
03000000790000000a00000000000000,USB gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b3,y:b0,platform:Windows,
03000000f0250000c183000000000000,USB gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000ff1100004133000000000000,USB gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a4,righty:a2,start:b9,x:b3,y:b0,platform:Windows,
03000000632500002305000000000000,USB Vibration Joystick (BM),a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
03000000790000001a18000000000000,Venom,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
03000000790000001b18000000000000,Venom Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
030000006f0e00000302000000000000,Victrix Pro Fight Stick for PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
030000005e0400000a0b000000000000,Xbox Adaptive Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
03000000341a00000608000000000000,Xeox,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
03000000450c00002043000000000000,XEOX Gamepad SL-6556-BK,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
03000000172700004431000000000000,XiaoMi Game Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b20,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a7,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows,
03000000786901006e70000000000000,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
03000000790000004f18000000000000,ZD-T Android,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
# Mac OS X
030000008f0e00000300000009010000,2In1 USB Joystick,+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X,
03000000c82d00000650000001000000,8BitDo M30,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,start:b11,x:b3,y:b4,platform:Mac OS X,
03000000022000000090000001000000,8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X,
03000000203800000900000000010000,8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X,
03000000c82d00000190000001000000,8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X,
03000000102800000900000000000000,8Bitdo SFC30 GamePad Joystick,a:b1,b:b0,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X,
03000000c82d00000260000001000000,8BitDo SN30 Pro+,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Mac OS X,
03000000c82d00000261000000010000,8BitDo SN30 Pro+,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Mac OS X,
03000000c82d00000031000001000000,8BitDo Wireless Adapter,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X,
03000000a00500003232000008010000,8Bitdo Zero GamePad,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Mac OS X,
03000000a00500003232000009010000,8Bitdo Zero GamePad,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Mac OS X,
03000000050b00000045000031000000,ASUS Gamepad,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X,
030000008305000031b0000000000000,Cideko AK08b,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
03000000260900008888000088020000,Cyber Gadget GameCube Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:a5,rightx:a2,righty:a3~,start:b7,x:b2,y:b3,platform:Mac OS X,
03000000a306000022f6000001030000,Cyborg V.3 Rumble Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:-a3,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Mac OS X,
03000000790000000600000000000000,G-Shark GP-702,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b3,y:b0,platform:Mac OS X,
03000000ad1b000001f9000000000000,Gamestop BB-070 X360 Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
0500000047532047616d657061640000,GameStop Gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X,
030000006f0e00000102000000000000,GameStop Xbox 360 Wired Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
030000007d0400000540000001010000,Gravis Eliminator GamePad Pro,a:b1,b:b2,back:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X,
030000000d0f00002d00000000100000,Hori Fighting Commander 3 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
030000000d0f00005f00000000010000,Hori Fighting Commander 4 (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
030000000d0f00005e00000000010000,Hori Fighting Commander 4 (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
030000000d0f00005f00000000000000,HORI Fighting Commander 4 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
030000000d0f00005e00000000000000,HORI Fighting Commander 4 PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
030000000d0f00004d00000000000000,HORI Gem Pad 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
030000000d0f00009200000000010000,Hori Pokken Tournament DX Pro Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X,
030000000d0f00006e00000000010000,HORIPAD 4 (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
030000000d0f00006600000000010000,HORIPAD 4 (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
030000000d0f00006600000000000000,HORIPAD FPS PLUS 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
030000000d0f0000ee00000000010000,HORIPAD mini4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
030000008f0e00001330000011010000,HuiJia SNES Controller,a:b4,b:b2,back:b16,dpdown:+a2,dpleft:-a0,dpright:+a0,dpup:-a2,leftshoulder:b12,rightshoulder:b14,start:b18,x:b6,y:b0,platform:Mac OS X,
03000000830500006020000000010000,iBuffalo SNES Controller,a:b1,b:b0,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b3,y:b2,platform:Mac OS X,
03000000830500006020000000000000,iBuffalo USB 2-axis 8-button Gamepad,a:b1,b:b0,back:b6,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b3,y:b2,platform:Mac OS X,
030000007e0500000620000001000000,Joy-Con (L),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b13,leftshoulder:b4,leftstick:b10,rightshoulder:b5,start:b8,x:b2,y:b3,platform:Mac OS X,
030000007e0500000720000001000000,Joy-Con (R),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b12,leftshoulder:b4,leftstick:b11,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Mac OS X,
030000006d04000016c2000000020000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
030000006d04000016c2000000030000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
030000006d04000016c2000014040000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
030000006d04000016c2000000000000,Logitech F310 Gamepad (DInput),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
030000006d04000018c2000000000000,Logitech F510 Gamepad (DInput),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
030000006d04000019c2000005030000,Logitech F710,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
030000006d0400001fc2000000000000,Logitech F710 Gamepad (XInput),a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
030000006d04000018c2000000010000,Logitech RumblePad 2 USB,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3~,start:b9,x:b0,y:b3,platform:Mac OS X,
030000006d04000019c2000000000000,Logitech Wireless Gamepad (DInput),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
03000000380700005032000000010000,Mad Catz FightPad PRO (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
03000000380700005082000000010000,Mad Catz FightPad PRO (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
03000000380700008433000000010000,Mad Catz FightStick TE S+ (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
03000000380700008483000000010000,Mad Catz FightStick TE S+ (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
03000000790000004418000000010000,Mayflash GameCube Controller,a:b1,b:b2,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Mac OS X,
03000000242f00007300000000020000,Mayflash Magic NS,a:b1,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b0,y:b3,platform:Mac OS X,
0300000079000000d218000026010000,Mayflash Magic NS,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X,
03000000d620000010a7000003010000,Mayflash Magic NS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
0300000025090000e803000000000000,Mayflash Wii Classic Controller,a:b1,b:b0,back:b8,dpdown:b13,dpleft:b12,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Mac OS X,
03000000790000000018000000000000,Mayflash WiiU Pro Game Controller Adapter (DInput),a:b4,b:b8,back:b32,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b16,leftstick:b40,lefttrigger:b24,leftx:a0,lefty:a4,rightshoulder:b20,rightstick:b44,righttrigger:b28,rightx:a8,righty:a12,start:b36,x:b0,y:b12,platform:Mac OS X,
03000000d8140000cecf000000000000,MC Cthulhu,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X,
03000000d62000007162000001000000,Moga Pro 2 HID,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Mac OS X,
03000000632500007505000000020000,NEOGEO mini PAD Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b9,x:b2,y:b3,platform:Mac OS X,
030000001008000001e5000006010000,NEXT SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b6,start:b9,x:b3,y:b0,platform:Mac OS X,
030000007e0500000920000000000000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X,
030000007e0500000920000001000000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X,
030000008f0e00000300000000000000,Piranha xtreme,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Mac OS X,
030000004c050000da0c000000010000,Playstation Classic Controller,a:b2,b:b1,back:b8,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Mac OS X,
03000000d62000006dca000000010000,PowerA Pro Ex,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
030000004c0500006802000000000000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Mac OS X,
030000004c0500006802000000010000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Mac OS X,
030000004c050000a00b000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
030000004c050000c405000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
030000004c050000c405000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
030000004c050000cc09000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
030000008916000000fd000000000000,Razer Onza TE,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
03000000321500000204000000010000,Razer Panthera (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
03000000321500000104000000010000,Razer Panthera (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
03000000321500000010000000010000,Razer RAIJU,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
03000000321500000507000001010000,Razer Raiju Mobile,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b21,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
03000000321500000009000000020000,Razer Serval,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Mac OS X,
030000003215000000090000163a0000,Razer Serval,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Mac OS X,
0300000032150000030a000000000000,Razer Wildcat,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
03000000790000001100000000000000,Retrolink Classic Controller,a:b2,b:b1,back:b8,leftshoulder:b4,leftx:a3,lefty:a4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Mac OS X,
03000000790000001100000006010000,Retrolink SNES Controller,a:b2,b:b1,back:b8,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Mac OS X,
030000006b140000010d000000010000,Revolution Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
03000000c6240000fefa000000000000,Rock Candy Gamepad for PS3,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
03000000730700000401000000010000,Sanwa PlayOnline Mobile,a:b0,b:b1,back:b2,leftx:a0,lefty:a1,start:b3,platform:Mac OS X,
03000000811700007e05000000000000,Sega Saturn,a:b2,b:b4,dpdown:b16,dpleft:b15,dpright:b14,dpup:b17,leftshoulder:b8,lefttrigger:a5,leftx:a0,lefty:a2,rightshoulder:b9,righttrigger:a4,start:b13,x:b0,y:b6,platform:Mac OS X,
03000000b40400000a01000000000000,Sega Saturn USB Gamepad,a:b0,b:b1,back:b5,guide:b2,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b8,x:b3,y:b4,platform:Mac OS X,
030000003512000021ab000000000000,SFC30 Joystick,a:b1,b:b0,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X,
0300000000f00000f100000000000000,SNES RetroPort,a:b2,b:b3,back:b4,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b5,rightshoulder:b7,start:b6,x:b0,y:b1,platform:Mac OS X,
030000004c050000cc09000000000000,Sony DualShock 4 V2,a:b1,b:b2,back:b13,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
030000004c050000a00b000000000000,Sony DualShock 4 Wireless Adaptor,a:b1,b:b2,back:b13,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
030000005e0400008e02000001000000,Steam Virtual Gamepad,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
03000000110100002014000000000000,SteelSeries Nimbus,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b12,x:b2,y:b3,platform:Mac OS X,
03000000110100002014000001000000,SteelSeries Nimbus,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,x:b2,y:b3,platform:Mac OS X,
03000000381000002014000001000000,SteelSeries Nimbus,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,x:b2,y:b3,platform:Mac OS X,
03000000110100001714000000000000,SteelSeries Stratus XL,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,start:b12,x:b2,y:b3,platform:Mac OS X,
03000000110100001714000020010000,SteelSeries Stratus XL,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,start:b12,x:b2,y:b3,platform:Mac OS X,
030000004f04000015b3000000000000,Thrustmaster Dual Analog 3.2,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Mac OS X,
030000004f04000000b3000000000000,Thrustmaster Firestorm Dual Power,a:b0,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b11,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b1,y:b3,platform:Mac OS X,
03000000bd12000015d0000000000000,Tomee SNES USB Controller,a:b2,b:b1,back:b8,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Mac OS X,
03000000bd12000015d0000000010000,Tomee SNES USB Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Mac OS X,
03000000100800000100000000000000,Twin USB Joystick,a:b4,b:b2,back:b16,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b12,leftstick:b20,lefttrigger:b8,leftx:a0,lefty:a2,rightshoulder:b14,rightstick:b22,righttrigger:b10,rightx:a6,righty:a4,start:b18,x:b6,y:b0,platform:Mac OS X,
030000006f0e00000302000025040000,Victrix Pro Fight Stick for PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X,
03000000791d00000103000009010000,Wii Classic Controller,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b10,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X,
050000005769696d6f74652028303000,Wii Remote,a:b4,b:b5,back:b7,dpdown:b3,dpleft:b0,dpright:b1,dpup:b2,guide:b8,leftshoulder:b11,lefttrigger:b12,leftx:a0,lefty:a1,start:b6,x:b10,y:b9,platform:Mac OS X,
050000005769696d6f74652028313800,Wii U Pro Controller,a:b16,b:b15,back:b7,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b8,leftshoulder:b19,leftstick:b23,lefttrigger:b21,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b24,righttrigger:b22,rightx:a2,righty:a3,start:b6,x:b18,y:b17,platform:Mac OS X,
030000005e0400008e02000000000000,X360 Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
03000000c6240000045d000000000000,Xbox 360 Wired Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
030000005e0400000a0b000000000000,Xbox Adaptive Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
030000005e040000d102000000000000,Xbox One Wired Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
030000005e040000dd02000000000000,Xbox One Wired Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
030000005e040000e302000000000000,Xbox One Wired Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
030000005e040000e002000000000000,Xbox Wireless Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Mac OS X,
030000005e040000e002000003090000,Xbox Wireless Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Mac OS X,
030000005e040000ea02000000000000,Xbox Wireless Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
030000005e040000fd02000003090000,Xbox Wireless Controller,a:b0,b:b1,back:b16,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
03000000172700004431000029010000,XiaoMi Game Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a6,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Mac OS X,
03000000120c0000100e000000010000,ZEROPLUS P4 Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
# Linux
05000000c82d00001038000000010000,8Bitdo FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
05000000c82d00005106000000010000,8BitDo M30,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,start:b11,x:b3,y:b4,platform:Linux,
03000000c82d00001590000011010000,8BitDo N30 Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
05000000c82d00006528000000010000,8BitDo N30 Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
03000000c82d00000310000011010000,8BitDo NES30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b7,lefttrigger:b6,rightshoulder:b9,righttrigger:b8,start:b11,x:b3,y:b4,platform:Linux,
05000000c82d00008010000000010000,8BitDo NES30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b7,lefttrigger:b6,rightshoulder:b9,righttrigger:b8,start:b11,x:b3,y:b4,platform:Linux,
03000000022000000090000011010000,8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
05000000203800000900000000010000,8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
05000000c82d00002038000000010000,8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
03000000c82d00000190000011010000,8Bitdo NES30 Pro 8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
05000000c82d00000060000000010000,8BitDo SF30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
05000000c82d00000061000000010000,8Bitdo SF30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
03000000c82d000021ab000010010000,8BitDo SFC30,a:b1,b:b0,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Linux,
030000003512000012ab000010010000,8Bitdo SFC30 GamePad,a:b2,b:b1,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b3,y:b0,platform:Linux,
05000000102800000900000000010000,8Bitdo SFC30 GamePad,a:b1,b:b0,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Linux,
05000000c82d00003028000000010000,8Bitdo SFC30 GamePad,a:b1,b:b0,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Linux,
03000000c82d00000160000000000000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Linux,
03000000c82d00000160000011010000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
03000000c82d00000161000000000000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Linux,
03000000c82d00001290000011010000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Linux,
05000000c82d00000161000000010000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
05000000c82d00006228000000010000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
03000000c82d00000260000011010000,8BitDo SN30 Pro+,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
05000000c82d00000261000000010000,8BitDo SN30 Pro+,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
030000005e0400008e02000020010000,8BitDo Wireless Adapter,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000c82d00000031000011010000,8BitDo Wireless Adapter,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
05000000a00500003232000001000000,8Bitdo Zero GamePad,a:b0,b:b1,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Linux,
05000000a00500003232000008010000,8Bitdo Zero GamePad,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Linux,
030000006f0e00001302000000010000,Afterglow,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000006f0e00003901000020060000,Afterglow Controller for Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000006f0e00003901000000430000,Afterglow Prismatic Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000006f0e00003901000013020000,Afterglow Prismatic Wired Controller 048-007-NA,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000100000008200000011010000,Akishop Customs PS360+ v1.66,a:b1,b:b2,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux,
05000000491900000204000021000000,Amazon Fire Game Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
05000000050b00000045000031000000,ASUS Gamepad,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b10,x:b2,y:b3,platform:Linux,
05000000050b00000045000040000000,ASUS Gamepad,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b10,x:b2,y:b3,platform:Linux,
03000000120c00000500000010010000,AxisPad,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b11,x:b0,y:b1,platform:Linux,
03000000666600006706000000010000,boom PSX to PC Converter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a2,righty:a3,start:b11,x:b3,y:b0,platform:Linux,
03000000ffff0000ffff000000010000,Chinese-made Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux,
03000000e82000006058000001010000,Cideko AK08b,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
030000000b0400003365000000010000,Competition Pro,a:b0,b:b1,back:b2,leftx:a0,lefty:a1,start:b3,platform:Linux,
03000000260900008888000000010000,Cyber Gadget GameCube Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:a5,rightx:a2,righty:a3~,start:b7,x:b2,y:b3,platform:Linux,
03000000a306000022f6000011010000,Cyborg V.3 Rumble Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:-a3,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Linux,
03000000b40400000a01000000010000,CYPRESS USB Gamepad,a:b0,b:b1,back:b5,guide:b2,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b8,x:b3,y:b4,platform:Linux,
03000000790000000600000010010000,DragonRise Inc. Generic USB Joystick,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b3,y:b0,platform:Linux,
030000004f04000004b3000010010000,Dual Power 2,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Linux,
030000006f0e00003001000001010000,EA Sports PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
03000000341a000005f7000010010000,GameCube {HuiJia USB box},a:b1,b:b2,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Linux,
03000000bc2000000055000011010000,GameSir G3w,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
0500000047532047616d657061640000,GameStop Gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
030000006f0e00000104000000010000,Gamestop Logic3 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000008f0e00000800000010010000,Gasia Co. Ltd PS(R) Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
030000006f0e00001304000000010000,Generic X-Box pad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000f0250000c183000010010000,Goodbetterbest Ltd USB Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
0300000079000000d418000000010000,GPD Win 2 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000007d0400000540000000010000,Gravis Eliminator GamePad Pro,a:b1,b:b2,back:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux,
03000000280400000140000000010000,Gravis GamePad Pro USB ,a:b1,b:b2,back:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux,
030000008f0e00000610000000010000,GreenAsia Electronics 4Axes 12Keys GamePad ,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a3,righty:a2,start:b11,x:b3,y:b0,platform:Linux,
030000008f0e00001200000010010000,GreenAsia Inc. USB Joystick,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Linux,
0500000047532067616d657061640000,GS gamepad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
03000000f0250000c383000010010000,GT VX2,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
06000000adde0000efbe000002010000,Hidromancer Game Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000d81400000862000011010000,HitBox (PS3/PC) Analog Mode,a:b1,b:b2,back:b8,guide:b9,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b12,x:b0,y:b3,platform:Linux,
03000000c9110000f055000011010000,HJC Game GAMEPAD,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
030000000d0f00000d00000000010000,hori,a:b0,b:b6,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b3,leftx:b4,lefty:b5,rightshoulder:b7,start:b9,x:b1,y:b2,platform:Linux,
030000000d0f00001000000011010000,HORI CO. LTD. FIGHTING STICK 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux,
030000000d0f00006a00000011010000,HORI CO. LTD. Real Arcade Pro.4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
030000000d0f00006b00000011010000,HORI CO. LTD. Real Arcade Pro.4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
030000000d0f00002200000011010000,HORI CO. LTD. REAL ARCADE Pro.V3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux,
030000000d0f00005f00000011010000,Hori Fighting Commander 4 (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
030000000d0f00005e00000011010000,Hori Fighting Commander 4 (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
03000000ad1b000001f5000033050000,Hori Pad EX Turbo 2,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000000d0f00009200000011010000,Hori Pokken Tournament DX Pro Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux,
030000000d0f00001600000000010000,Hori Real Arcade Pro.EX-SE (Xbox 360),a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b2,y:b3,platform:Linux,
030000000d0f00006e00000011010000,HORIPAD 4 (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
030000000d0f00006600000011010000,HORIPAD 4 (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
030000000d0f0000ee00000011010000,HORIPAD mini4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
030000000d0f00006700000001010000,HORIPAD ONE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000008f0e00001330000010010000,HuiJia SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b9,x:b3,y:b0,platform:Linux,
03000000830500006020000010010000,iBuffalo SNES Controller,a:b1,b:b0,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b3,y:b2,platform:Linux,
050000006964726f69643a636f6e0000,idroid:con,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
03000000b50700001503000010010000,impact,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Linux,
03000000d80400008200000003000000,IMS PCU#0 Gamepad Interface,a:b1,b:b0,back:b4,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b5,x:b3,y:b2,platform:Linux,
03000000fd0500000030000000010000,InterAct GoPad I-73000 (Fighting Game Layout),a:b3,b:b4,back:b6,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,start:b7,x:b0,y:b1,platform:Linux,
0500000049190000020400001b010000,Ipega PG-9069 - Bluetooth Gamepad,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b161,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
030000006e0500000320000010010000,JC-U3613M - DirectInput Mode,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Linux,
03000000300f00001001000010010000,Jess Tech Dual Analog Rumble Pad,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Linux,
03000000300f00000b01000010010000,Jess Tech GGE909 PC Recoil Pad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux,
03000000ba2200002010000001010000,Jess Technology USB Game Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux,
030000007e0500000620000001000000,Joy-Con (L),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b13,leftshoulder:b4,leftstick:b10,rightshoulder:b5,start:b8,x:b2,y:b3,platform:Linux,
050000007e0500000620000001000000,Joy-Con (L),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b13,leftshoulder:b4,leftstick:b10,rightshoulder:b5,start:b8,x:b2,y:b3,platform:Linux,
030000007e0500000720000001000000,Joy-Con (R),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b12,leftshoulder:b4,leftstick:b11,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Linux,
050000007e0500000720000001000000,Joy-Con (R),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b12,leftshoulder:b4,leftstick:b11,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Linux,
030000006f0e00000103000000020000,Logic3 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000006d04000019c2000010010000,Logitech Cordless RumblePad 2,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
030000006d04000016c2000010010000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
030000006d04000016c2000011010000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
030000006d0400001dc2000014400000,Logitech F310 Gamepad (XInput),a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000006d0400001ec2000020200000,Logitech F510 Gamepad (XInput),a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000006d04000019c2000011010000,Logitech F710 Gamepad (DInput),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
030000006d0400001fc2000005030000,Logitech F710 Gamepad (XInput),a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000006d0400000ac2000010010000,Logitech Inc. WingMan RumblePad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b2,rightx:a3,righty:a4,x:b3,y:b4,platform:Linux,
030000006d04000015c2000010010000,Logitech Logitech Extreme 3D,a:b0,b:b4,back:b6,guide:b8,leftshoulder:b9,leftstick:h0.8,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:h0.2,start:b7,x:b2,y:b5,platform:Linux,
030000006d04000018c2000010010000,Logitech RumblePad 2,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
030000006d04000011c2000010010000,Logitech WingMan Cordless RumblePad,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b6,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b10,rightx:a3,righty:a4,start:b8,x:b3,y:b4,platform:Linux,
05000000380700006652000025010000,Mad Catz C.T.R.L.R ,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
03000000380700005032000011010000,Mad Catz FightPad PRO (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
03000000380700005082000011010000,Mad Catz FightPad PRO (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
03000000ad1b00002ef0000090040000,Mad Catz Fightpad SFxT,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,lefttrigger:a2,rightshoulder:b5,righttrigger:a5,start:b7,x:b2,y:b3,platform:Linux,
03000000380700008034000011010000,Mad Catz fightstick (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
03000000380700008084000011010000,Mad Catz fightstick (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
03000000380700008433000011010000,Mad Catz FightStick TE S+ (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
03000000380700008483000011010000,Mad Catz FightStick TE S+ (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
03000000380700001647000010040000,Mad Catz Wired Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000380700003847000090040000,Mad Catz Wired Xbox 360 Controller (SFIV),a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
03000000ad1b000016f0000090040000,Mad Catz Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000380700001888000010010000,MadCatz PC USB Wired Stick 8818,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
03000000380700003888000010010000,MadCatz PC USB Wired Stick 8838,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:a0,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
03000000120c00000500000000010000,Manta Dualshock 2,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Linux,
03000000790000004418000010010000,Mayflash GameCube Controller,a:b1,b:b2,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Linux,
03000000790000004318000010010000,Mayflash GameCube Controller Adapter,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Linux,
03000000242f00007300000011010000,Mayflash Magic NS,a:b1,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b0,y:b3,platform:Linux,
0300000079000000d218000011010000,Mayflash Magic NS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
03000000d620000010a7000011010000,Mayflash Magic NS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
0300000025090000e803000001010000,Mayflash Wii Classic Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:a4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:a5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Linux,
03000000780000000600000010010000,Microntek USB Joystick,a:b2,b:b1,back:b8,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux,
030000005e0400000e00000000010000,Microsoft SideWinder,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,rightshoulder:b7,start:b8,x:b3,y:b4,platform:Linux,
030000005e0400008e02000004010000,Microsoft X-Box 360 pad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000005e0400008e02000062230000,Microsoft X-Box 360 pad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000005e040000e302000003020000,Microsoft X-Box One Elite pad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000005e040000d102000001010000,Microsoft X-Box One pad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
050000005e040000050b000003090000,Microsoft X-Box One Elite 2 pad,a:b0,b:b1,y:b4,x:b3,start:b11,guide:b12,back:b17,leftstick:b13,rightstick:b14,leftshoulder:b6,rightshoulder:b7,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a5,righttrigger:a4,platform:Linux,
030000005e040000dd02000003020000,Microsoft X-Box One pad (Firmware 2015),a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000005e040000d102000003020000,Microsoft X-Box One pad v2,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000005e0400008502000000010000,Microsoft X-Box pad (Japan),a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux,
030000005e0400008902000021010000,Microsoft X-Box pad v2 (US),a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux,
03000000c62400001a53000000010000,Mini PE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000030000000300000002000000,Miroof,a:b1,b:b0,back:b6,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b3,y:b2,platform:Linux,
05000000d6200000e589000001000000,Moga 2 HID,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Linux,
05000000d6200000ad0d000001000000,Moga Pro,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Linux,
05000000d62000007162000001000000,Moga Pro 2 HID,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Linux,
03000000250900006688000000010000,MP-8866 Super Dual Box,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Linux,
030000000d0f00000900000010010000,Natec Genesis P44,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
030000001008000001e5000010010000,NEXT SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b6,start:b9,x:b3,y:b0,platform:Linux,
030000007e0500003703000000016800,Nintendo GameCube Controller,a:b0,b:b2,dpdown:b6,dpleft:b4,dpright:b5,dpup:b7,lefttrigger:a4,leftx:a0,lefty:a1~,rightshoulder:b9,righttrigger:a5,rightx:a2,righty:a3~,start:b8,x:b1,y:b3,platform:Linux,
050000007e0500000920000001000000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
050000007e0500003003000001000000,Nintendo Wii Remote Pro Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Linux,
05000000010000000100000003000000,Nintendo Wiimote,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
030000000d0500000308000010010000,Nostromo n45 Dual Analog Gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b12,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b10,x:b2,y:b3,platform:Linux,
03000000550900001072000011010000,NVIDIA Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b13,leftshoulder:b4,leftstick:b8,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux,
03000000550900001472000011010000,NVIDIA Controller v01.04,a:b0,b:b1,back:b14,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b4,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Linux,
05000000550900001472000001000000,NVIDIA Controller v01.04,a:b0,b:b1,back:b14,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b4,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Linux,
03000000451300000830000010010000,NYKO CORE,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
030000005e0400000202000000010000,Old Xbox pad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux,
05000000362800000100000002010000,OUYA Game Controller,a:b0,b:b3,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,guide:b14,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,x:b1,y:b2,platform:Linux,
05000000362800000100000003010000,OUYA Game Controller,a:b0,b:b3,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,guide:b14,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,x:b1,y:b2,platform:Linux,
03000000ff1100003133000010010000,PC Game Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
030000006f0e00006401000001010000,PDP Battlefield One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000006f0e0000a802000023020000,PDP Wired Controller for Xbox One,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
030000004c050000da0c000011010000,Playstation Controller,a:b2,b:b1,back:b8,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux,
03000000c62400000053000000010000,PowerA,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000c62400003a54000001010000,PowerA 1428124-01,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000d62000006dca000011010000,PowerA Pro Ex,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
030000006d040000d2ca000011010000,Precision Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
03000000ff1100004133000010010000,PS2 Controller,a:b2,b:b1,back:b8,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux,
03000000341a00003608000011010000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
030000004c0500006802000010010000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux,
030000004c0500006802000010810000,PS3 Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,
030000004c0500006802000011010000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux,
030000004c0500006802000011810000,PS3 Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,
030000006f0e00001402000011010000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
030000008f0e00000300000010010000,PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
050000004c0500006802000000010000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:a12,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:a13,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux,
050000004c0500006802000000800000,PS3 Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,
050000004c0500006802000000810000,PS3 Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,
05000000504c415953544154494f4e00,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux,
060000004c0500006802000000010000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux,
030000004c050000a00b000011010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
030000004c050000a00b000011810000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,
030000004c050000c405000011010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
030000004c050000c405000011810000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,
030000004c050000cc09000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
030000004c050000cc09000011010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
030000004c050000cc09000011810000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,
03000000c01100000140000011010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
050000004c050000c405000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
050000004c050000c405000000810000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,
050000004c050000cc09000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
050000004c050000cc09000000810000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,
050000004c050000cc09000001800000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,
03000000300f00001211000011010000,QanBa Arcade JoyStick,a:b2,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b5,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b6,start:b9,x:b1,y:b3,platform:Linux,
030000009b2800000300000001010000,raphnet.net 4nes4snes v1.5,a:b0,b:b4,back:b2,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b1,y:b5,platform:Linux,
030000008916000001fd000024010000,Razer Onza Classic Edition,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000008916000000fd000024010000,Razer Onza Tournament Edition,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000321500000204000011010000,Razer Panthera (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
03000000321500000104000011010000,Razer Panthera (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
03000000321500000010000011010000,Razer RAIJU,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
03000000321500000507000000010000,Razer Raiju Mobile,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b21,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
030000008916000000fe000024010000,Razer Sabertooth,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000c6240000045d000024010000,Razer Sabertooth,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000c6240000045d000025010000,Razer Sabertooth,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000321500000009000011010000,Razer Serval,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux,
050000003215000000090000163a0000,Razer Serval,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux,
0300000032150000030a000001010000,Razer Wildcat,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000790000001100000010010000,Retrolink SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Linux,
0300000081170000990a000001010000,Retronic Adapter,a:b0,leftx:a0,lefty:a1,platform:Linux,
0300000000f000000300000000010000,RetroPad,a:b1,b:b5,back:b2,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b0,y:b4,platform:Linux,
030000006b140000010d000011010000,Revolution Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
030000006f0e00001f01000000010000,Rock Candy,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000006f0e00001e01000011010000,Rock Candy PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
030000006f0e00004601000001010000,Rock Candy Xbox One Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000a306000023f6000011010000,Saitek Cyborg V.1 Game Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Linux,
03000000a30600000cff000010010000,Saitek P2500 Force Rumble Pad,a:b2,b:b3,back:b11,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,x:b0,y:b1,platform:Linux,
03000000a30600000c04000011010000,Saitek P2900 Wireless Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b12,x:b0,y:b3,platform:Linux,
03000000300f00001201000010010000,Saitek P380,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a1,righty:a2,start:b9,x:b0,y:b1,platform:Linux,
03000000a30600000901000000010000,Saitek P880,a:b2,b:b3,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,x:b0,y:b1,platform:Linux,
03000000a30600000b04000000010000,Saitek P990 Dual Analog Pad,a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b8,x:b0,y:b3,platform:Linux,
03000000a306000018f5000010010000,Saitek PLC Saitek P3200 Rumble Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Linux,
03000000d81d00000e00000010010000,Savior,a:b0,b:b1,back:b8,leftshoulder:b6,leftstick:b10,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b11,righttrigger:b3,start:b9,x:b4,y:b5,platform:Linux,
03000000c01600008704000011010000,Serial/Keyboard/Mouse/Joystick,a:b12,b:b10,back:b4,dpdown:b2,dpleft:b3,dpright:b1,dpup:b0,leftshoulder:b9,leftstick:b14,lefttrigger:b6,leftx:a1,lefty:a0,rightshoulder:b8,rightstick:b15,righttrigger:b7,rightx:a2,righty:a3,start:b5,x:b13,y:b11,platform:Linux,
03000000f025000021c1000010010000,ShanWan Gioteck PS3 Wired Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
03000000632500007505000010010000,SHANWAN PS3/PC Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
03000000bc2000000055000010010000,ShanWan PS3/PC Wired GamePad,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
03000000632500002305000010010000,ShanWan USB Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
03000000341a00000908000010010000,SL-6566,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
03000000250900000500000000010000,Sony PS2 pad with SmartJoy adapter,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Linux,
030000005e0400008e02000073050000,Speedlink TORID Wireless Gamepad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000005e0400008e02000020200000,SpeedLink XEOX Pro Analog Gamepad pad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000de2800000112000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux,
03000000de2800000211000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux,
03000000de2800004211000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux,
03000000de280000fc11000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
05000000de2800000212000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux,
05000000de2800000511000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux,
05000000de2800000611000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux,
03000000de280000ff11000001000000,Steam Virtual Gamepad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000381000003014000075010000,SteelSeries Stratus Duo,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000381000003114000075010000,SteelSeries Stratus Duo,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000ad1b000038f0000090040000,Street Fighter IV FightStick TE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000666600000488000000010000,Super Joy Box 5 Pro,a:b2,b:b1,back:b9,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Linux,
0300000000f00000f100000000010000,Super RetroPort,a:b1,b:b5,back:b2,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b0,y:b4,platform:Linux,
030000004f04000020b3000010010000,Thrustmaster 2 in 1 DT,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Linux,
030000004f04000015b3000010010000,Thrustmaster Dual Analog 4,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Linux,
030000004f04000023b3000000010000,Thrustmaster Dual Trigger 3-in-1,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
030000004f04000000b3000010010000,Thrustmaster Firestorm Dual Power,a:b0,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b11,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b1,y:b3,platform:Linux,
030000004f04000026b3000002040000,Thrustmaster Gamepad GP XID,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000c6240000025b000002020000,Thrustmaster GPX Gamepad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000004f04000008d0000000010000,Thrustmaster Run N Drive Wireless,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
030000004f04000009d0000000010000,Thrustmaster Run N Drive Wireless PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
030000004f04000012b3000010010000,Thrustmaster vibrating gamepad,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Linux,
03000000bd12000015d0000010010000,Tomee SNES USB Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Linux,
03000000d814000007cd000011010000,Toodles 2008 Chimp PC/PS3,a:b0,b:b1,back:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b3,y:b2,platform:Linux,
030000005e0400008e02000070050000,Torid,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000c01100000591000011010000,Torid,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
03000000100800000100000010010000,Twin USB PS2 Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux,
03000000100800000300000010010000,USB Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux,
03000000790000000600000007010000,USB gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b3,y:b0,platform:Linux,
03000000790000001100000000010000,USB Gamepad1,a:b2,b:b1,back:b8,dpdown:a0,dpleft:a1,dpright:a2,dpup:a4,start:b9,platform:Linux,
030000006f0e00000302000011010000,Victrix Pro Fight Stick for PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux,
05000000ac0500003232000001000000,VR-BOX,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Linux,
03000000791d00000103000010010000,Wii Classic Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
030000005e0400008e02000010010000,X360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000005e0400008e02000014010000,X360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000005e0400001907000000010000,X360 Wireless Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000005e0400009102000007010000,X360 Wireless Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000005e040000a102000000010000,X360 Wireless Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000005e040000a102000007010000,X360 Wireless Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
0000000058626f782033363020576900,Xbox 360 Wireless Controller,a:b0,b:b1,back:b14,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,guide:b7,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Linux,
030000005e040000a102000014010000,Xbox 360 Wireless Receiver (XBOX),a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
0000000058626f782047616d65706100,Xbox Gamepad (userspace driver),a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux,
030000005e040000d102000002010000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
050000005e040000fd02000030110000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
050000005e040000e002000003090000,Xbox One Wireless Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
050000005e040000fd02000003090000,Xbox One Wireless Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
030000005e040000ea02000001030000,Xbox One Wireless Controller (Model 1708),a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000450c00002043000010010000,XEOX Gamepad SL-6556-BK,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
05000000172700004431000029010000,XiaoMi Game Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b20,leftshoulder:b6,leftstick:b13,lefttrigger:a7,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a6,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Linux,
03000000c0160000e105000001010000,Xin-Mo Xin-Mo Dual Arcade,a:b4,b:b3,back:b6,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b9,leftshoulder:b2,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b1,y:b0,platform:Linux,
xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000120c0000100e000011010000,ZEROPLUS P4 Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
# Android
05000000bc20000000550000ffff3f00,GameSir G3w,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
05000000d6020000e5890000dfff3f00,GPD XD Plus,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Android,
64633436313965656664373634323364,Microsoft X-Box 360 pad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,x:b2,y:b3,platform:Android,
050000007e05000009200000ffff0f00,Nintendo Switch Pro Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b3,leftstick:b4,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b16,x:b17,y:b2,platform:Android,
37336435666338653565313731303834,NVIDIA Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
4e564944494120436f72706f72617469,NVIDIA Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
61363931656135336130663561616264,NVIDIA Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
050000005509000003720000cf7f3f00,NVIDIA Controller v01.01,a:b0,b:b1,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
050000005509000010720000ffff3f00,NVIDIA Controller v01.03,a:b0,b:b1,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
050000004c05000068020000dfff3f00,PS3 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
050000004c050000c4050000fffe3f00,PS4 Controller,a:b1,b:b17,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b3,leftstick:b4,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:+a4,rightx:a2,righty:a5,start:b16,x:b0,y:b2,platform:Android,
050000004c050000cc090000fffe3f00,PS4 Controller,a:b1,b:b17,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b3,leftstick:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:a4,rightx:a2,righty:a5,start:b16,x:b0,y:b2,platform:Android,
35643031303033326130316330353564,PS4 Controller,a:b1,b:b17,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b3,leftstick:b4,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:+a4,rightx:a2,righty:a5,start:b16,x:b0,y:b2,platform:Android,
050000003215000005070000ffff3f00,Razer Raiju Mobile,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
050000003215000007070000ffff3f00,Razer Raiju Mobile,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
050000003215000000090000bf7f3f00,Razer Serval,a:b0,b:b1,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,x:b2,y:b3,platform:Android,
05000000de2800000511000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Android,
05000000de2800000611000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Android,
5477696e20555342204a6f7973746963,Twin USB Joystick,a:b22,b:b21,back:b28,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b26,leftstick:b30,lefttrigger:b24,leftx:a0,lefty:a1,rightshoulder:b27,rightstick:b31,righttrigger:b25,rightx:a3,righty:a2,start:b29,x:b23,y:b20,platform:Android,
050000005e040000e00200000ffe3f00,Xbox One Wireless Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b15,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b16,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b17,y:b2,platform:Android,
050000005e040000fd020000ffff3f00,Xbox One Wireless Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
050000005e04000091020000ff073f00,Xbox Wireless Controller,a:b0,b:b1,back:b4,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Android,
34356136633366613530316338376136,Xbox Wireless Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b3,leftstick:b15,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b16,righttrigger:a5,rightx:a3,righty:a4,x:b17,y:b2,platform:Android,
# iOS
05000000ac0500000100000000006d01,*,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b4,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a5,rightx:a3,righty:a4,x:b2,y:b3,platform:iOS,
05000000ac050000010000004f066d01,*,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b4,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a5,rightx:a3,righty:a4,x:b2,y:b3,platform:iOS,
05000000ac05000001000000cf076d01,*,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,x:b2,y:b3,platform:iOS,
05000000ac0500000200000000006d02,*,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b4,rightshoulder:b5,x:b2,y:b3,platform:iOS,
05000000ac050000020000004f066d02,*,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b4,rightshoulder:b5,x:b2,y:b3,platform:iOS,
050000004c050000cc090000df070000,DUALSHOCK 4 Wireless Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:iOS,
4d466947616d65706164010000000000,MFi Extended Gamepad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:iOS,
4d466947616d65706164020000000000,MFi Gamepad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,rightshoulder:b5,start:b6,x:b2,y:b3,platform:iOS,
05000000ac0500000300000000006d03,Remote,a:b0,b:b2,leftx:a0,lefty:a1,platform:iOS,
05000000ac0500000300000043006d03,Remote,a:b0,b:b2,leftx:a0,lefty:a1,platform:iOS,
05000000de2800000511000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:iOS,
05000000de2800000611000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:iOS,
050000005e040000e0020000df070000,Xbox Wireless Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:iOS,

View File

@ -0,0 +1,141 @@
-- The class responsible for holding an animation's graphics.
-- It takes in an already loaded image, the width and height of each frames, and a list of frames in terms of indexed position on the image.
-- player_sheet = Image('player_sheet')
-- player_idle_frames = AnimationFrames(player_sheet, 32, 32, {{1, 1}, {2, 1}})
-- player_run_frames = AnimationFrames(player_sheet, 32, 32, {{1, 2}, {2, 2}, {3, 2}})
-- player_attack_frames = AnimationFrames(player_sheet, 32, 32, {{1, 3}, {2, 3}, {3, 3}, {4, 3}})
--
-- In the example above we first load an image, and then load 3 player animations.
-- Each animation comes from different rows in the same spritesheet, and that's reflected by the last argument in each call.
-- If your animation comes from a single spritesheet that doesn't have multiple animations, then you can omit the last argument and it will automatically go through it.
AnimationFrames = Object:extend()
function AnimationFrames:init(image, frame_w, frame_h, frames_list)
self.source = image
self.frame_w, self.frame_h = frame_w, frame_h
self.frames_list = frames_list
if type(self.frames_list) == 'number' then -- the source is a single row spritesheet and number of frames are specified
local frames_list = {}
for i = 1, self.frames_list do table.insert(frames_list, {i, 1}) end
self.frames_list = frames_list
elseif not self.frames_list then
local frames_list = {}
for i = 1, math.floor(self.source.w/self.frame_w) do table.insert(frames_list, {i, 1}) end
self.frames_list = frames_list
end
self.frames = {}
for i, frame in ipairs(self.frames_list) do
self.frames[i] = {quad = love.graphics.newQuad((frame[1]-1)*self.frame_w, (frame[2]-1)*self.frame_h, self.frame_w, self.frame_h, self.source.w, self.source.h), w = self.frame_w, h = self.frame_h}
end
self.size = #self.frames
end
function AnimationFrames:draw(frame, x, y, r, sx, sy, ox, oy, color)
local _r, g, b, a
if color then
_r, g, b, a = love.graphics.getColor()
graphics.set_color(color)
end
love.graphics.draw(self.source.image, self.frames[frame].quad, x, y, r or 0, sx or 1, sy or sx or 1, self.frames[frame].w/2 + (ox or 0), self.frames[frame].h/2 + (oy or 0))
if color then love.graphics.setColor(_r, g, b, a) end
end
-- The class that logically updates an animation.
-- This being separated from the visual part of an animation is useful whenever you need animation-like behavior unrelated to graphics, like making your own animations with code only. For instance:
--[[
self.animation = AnimationLogic(0.04, 6, 'loop', {
[1] = function()
if self.parent:is(Player) then
for i = 1, random:int(1, 3) do DustParticle(game.current_state.floor, self.parent.x, self.parent.y)) end
end
self.z = 9
end,
[2] = function() self.parent.timer:tween(0.025, self, {z = 6}, math.linear, nil, 'move_2') end,
[3] = function() self.parent.timer:tween(0.025, self, {z = 3}, math.linear, nil, 'move_3') end,
[4] = function()
self.parent.timer:tween(0.025, self, {z = 0}, math.linear, nil, 'move_4')
self.sx = 0.1
self.parent.timer:tween(0.05, self, {sx = 0}, math.linear, nil, 'move_5')
end,
})
]]--
--
-- That was an example of a code-only movement animation for a game I'm making.
-- The arguments that this takes are the delay between each frame, how many frames there are, the loop mode ('loop', 'once' or 'bounce') and a table of actions.
-- The delay argument can either be a number or a table, if it's a table then the delay for each frame can be set individually:
-- animation = AnimationLogic({0.02, 0.04, 0.06, 0.04}, ...)
-- In the example above, it would take 0.02s to go from frame 1 to 2, 0.04s from 2 to 3, 0.06s from 3 to 4 and 0.04s from 4 to 5 (or 1 if there are only 4 frames).
-- Loop can be either: 'loop', the animation will start once from frame 1 once it reaches the end; 'once', it will stop once it reaches the end; 'bounce', it will reverse once it reaches the end or start
-- Finally, the actions table can contain a list of functions, as shown in the code-only animation example above, and each function will be performed when that frame is reached.
-- In that example, once the second frame is reached, this function would be executed:
-- function() self.parent.timer:tween(0.025, self, {z = 6}, math.linear, nil, 'move_2') end
-- The index 0 can be used to perform an action once the animation reaches its end:
-- self.animation = AnimationLogic(0.04, self.player_dead_frames.size, 'once', {[0] = function() self.dead = true end})
AnimationLogic = Object:extend()
function AnimationLogic:init(delay, frames, loop_mode, actions)
self.delay = delay
self.frames = frames
self.loop_mode = loop_mode or "once"
self.actions = actions
self.timer = 0
self.frame = 1
self.direction = 1
end
function AnimationLogic:update(dt)
if self.dead then return end
self.timer = self.timer + dt
local delay = self.delay
if type(self.delay) == "table" then delay = self.delay[self.frame] end
if self.timer > delay then
self.timer = 0
self.frame = self.frame + self.direction
if self.frame > self.frames or self.frame < 1 then
if self.loop_mode == "once" then
self.frame = self.frames
self.dead = true
elseif self.loop_mode == "loop" then
self.frame = 1
elseif self.loop_mode == "bounce" then
self.direction = -self.direction
self.frame = self.frame + 2*self.direction
end
if self.actions and self.actions[0] then self.actions[0]() end
end
if self.actions and self.actions[self.frame] then self.actions[self.frame]() end
end
end
-- The Animation class, a mix of AnimationFrames and AnimationLogic.
-- Takes in a delay, an AnimationFrames object, the loop mode and a table of actions.
-- Read more about the AnimationFrames and AnimationLogic classes as everything there applies here.
Animation = Object:extend()
function Animation:init(delay, animation_frames, loop_mode, actions)
self.delay = delay
self.animation_frames = animation_frames
self.size = self.animation_frames.size
self.loop_mode = loop_mode
self.actions = actions
self.animation_logic = AnimationLogic(self.delay, self.animation_frames.size, self.loop_mode, self.actions)
end
function Animation:update(dt)
self.animation_logic:update(dt)
end
function Animation:draw(x, y, r, sx, sy, ox, oy, color)
self.animation_frames:draw(self.animation_logic.frame, x, y, r, sx, sy, ox, oy, color)
end

View File

@ -0,0 +1,364 @@
Shake = Object:extend()
function Shake:init(amplitude, duration, frequency)
self.amplitude = amplitude or 0
self.duration = duration or 0
self.frequency = frequency or 60
self.samples = {}
for i = 1, (duration/1000)*frequency do self.samples[i] = 2*love.math.random()-1 end
self.ti = love.timer.getTime()*1000
self.t = 0
self.shaking = true
end
function Shake:update(dt)
self.t = love.timer.getTime()*1000 - self.ti
if self.t > self.duration then
self.shaking = false
end
end
function Shake:get_noise(s)
return self.samples[s] or 0
end
function Shake:get_decay(t)
if t > self.duration then return end
return (self.duration - t)/self.duration
end
function Shake:get_amplitude(t)
if not t then
if not self.shaking then return 0 end
t = self.t
end
local s = (t/1000)*self.frequency
local s0 = math.floor(s)
local s1 = s0 + 1
local k = self:get_decay(t)
return self.amplitude*(self:get_noise(s0) + (s-s0)*(self:get_noise(s1) - self:get_noise(s0)))*k
end
-- The camera object. A global instance of this called "camera" is created automatically, and the Game class also contains its own instance of in the .camera attribute.
-- This class handles drawing of the game world through a viewport and the functions needed to make that happen.
-- A common setup looks like this:
--[[
function Arena:on_enter()
game.camera.follow_style = 'lockon'
game.camera.lerp.x = 0.1
game.camera.lerp.y = 0.1
self.main = Group(game.camera):set_as_physics_world(192, 0, 0, {'player', 'enemy', 'projectile', 'solid'})
self.effects = Group(game.camera)
self.floor = Group(game.camera)
self.ui = Group()
self.player = Player(gw/2, gh/2)
self.main:add_object(self.player)
end
function Arena:update(dt)
game.camera:follow_object(self.player)
game.camera.x = math.floor(game.camera.x)
game.camera.y = math.floor(game.camera.y)
self.main:update(dt)
self.floor:update(dt)
self.effects:update(dt)
self.ui:update(dt)
end
function Arena:draw()
self.floor:draw()
self.main:sort_by_y()
self.main:draw()
self.effects:draw()
self.ui:draw()
end
]]--
-- Here we see 4 groups being created and for 3 of them the game's camera instance is attached.
-- If a group has a camera instance attached to it then whenever group:draw() is called it will draw all objects to the camera's canvas affected by the camera's translation, zoom and rotation.
-- Additionally, we also see some basic following functionality, as the camera is told to follow the player with the 'lockon' follow style and with some lerping going on.
-- Finally, the 4th group has no camera attached to it, because for UI elements we want them to be drawn in static screen positions.
--
-- The arguments passed in to create a camera area:
-- x, y - the camera's position in world coordinates, the camera is always centered around its x, y coordinates
-- w, h - the camera's size, generally this should be the same as game_width and game_height (or gw and gh) passed in engine_run
Camera = Object:extend()
function Camera:init(x, y, w, h)
self.x, self.y = x, y
self.w, self.h = w or gw, h or gh
self.r, self.sx, self.sy = 0, 1, 1
self.mouse = Vector(0, 0)
self.last_mouse = Vector(0, 0)
self.mouse_dt = Vector(0, 0)
self.shakes = {x = {}, y = {}}
self.spring = {x = Spring(), y = Spring()}
self.lerp = Vector(1, 1)
self.lead = Vector(1, 1)
self.impulse = Vector(0, 0)
self.follow_style = "no_deadzone"
self.shake_amount = Vector(0, 0)
self.last_shake_amount = Vector(0, 0)
self.last_target = Vector(0, 0)
self.scroll = Vector(0, 0)
end
-- Set ignore_scale to true when you want drawing of objects to be scaled when drawing the canvas rather than the objects themselves
-- That is useful for mipmapping a pixelated canvas, for instance, such that zooming out doesn't create lots of ugly artifacts
-- In that case you want to set ignore_scale to true, and then when drawing the main canvas multiply it by camera.sx*sx, camera.sy*sy instead of only sx, sy
-- You'll also want to create a canvas that is bigger than normal to account for the fact that you're zooming out of it
-- TODO: classify and unify all disparate methods of drawing in this class, also move "main canvas" here
-- Attaches the camera, meaning all further draw operations will be affected by its transform.
-- Accepts two values that go from 0 to 1 that represent how much parallaxing there should be for the next operations.
-- A value of 1 means no parallaxing, meaning the elements drawn will move at the same rate as all other elements, while a value of 0 means maximum parallaxing, which means the elements won't move at all.
-- Groups automatically call this function, but you can still pass these scroll factors to their draw calls.
-- In general if you have multiple layers of backgrounds and you want them to be parallaxed you'd do something like this:
--[[
function init()
back_backgrounds = Group(game.camera)
middle_backgrounds = Group(game.camera)
front_backgrounds = Group(game.camera)
main = Group(game.camera)
end
function draw()
back_backgrounds:draw(0.5)
middle_backgrounds:draw(0.75)
front_backgrounds:draw(0.9)
main:draw()
end
]]--
--
-- In this example we have 4 layers are all drawn with different levels of parallax: 0.5 (half speed), 0.75, 0.9 and 1 (normal speed = no parallax).
function Camera:attach(scroll_factor_x, scroll_factor_y)
self.bx, self.by = self.x, self.y
self.x = self.bx*(scroll_factor_x or 1)
self.y = self.by*(scroll_factor_y or scroll_factor_x or 1)
love.graphics.push()
love.graphics.translate(self.w/2, self.h/2)
if not self.ignore_scale then love.graphics.scale(self.sx, self.sy) end
love.graphics.rotate(self.r)
love.graphics.translate(-self.x*(scroll_factor_x or 1), -self.y*(scroll_factor_y or 1))
end
-- Detaches the camera, meaning all further draw operations won't be affected by its transform.
-- This is also called automatically by groups that have cameras attached to them.
function Camera:detach()
love.graphics.pop()
self.x, self.y = self.bx, self.by
end
-- Returns the values passed in in world coordinates. This is useful when transforming things from screen space to world space, like when the mouse clicks on something.
-- If you look at camera:get_mouse_position you'll see that it uses this function on the values returned by love.mouse.getPosition (which return values in screen coordinates).
-- camera:get_world_coords(love.mouse.getPosition())
function Camera:get_world_coords(x, y)
local c, s = math.cos(-self.r), math.sin(-self.r)
x, y = (x - sx*self.w/2)/(sx*self.sx), (y - sy*self.h/2)/(sy*self.sy)
x, y = c*x - s*y, s*x + c*y
return x + self.x*(v or 1), y + self.y*(v or 1)
end
-- Returns the values passed in in local coordinates. This is useful when transforming things from world space to screen space, like when displaying UI according to the position of game objects.
-- x, y = camera:get_local_coords(player.x, player.y)
function Camera:get_local_coords(x, y)
local c, s = math.cos(self.r), math.sin(self.r)
x, y = x - self.x*(v or 1), y - self.y*(v or 1)
x, y = c*x - s*y, s*x + c*y
return x*self.sx + self.w/2, y*self.sy + self.h/2
end
function Camera:update(dt)
self.mouse.x, self.mouse.y = self:get_mouse_position()
self.mouse_dt.x, self.mouse_dt.y = self.mouse.x - self.last_mouse.x, self.mouse.y - self.last_mouse.y
self.shake_amount:set(0, 0)
for _, z in ipairs({"x", "y"}) do
for i = #self.shakes[z], 1, -1 do
self.shakes[z][i]:update(dt)
self.shake_amount[z] = self.shake_amount[z] + self.shakes[z][i]:get_amplitude()
if not self.shakes[z][i].shaking then
table.remove(self.shakes[z], i)
end
end
end
self.spring.x:update(dt)
self.spring.y:update(dt)
self.shake_amount:add(self.spring.x.x, self.spring.y.x)
self.x, self.y = self.x - self.last_shake_amount.x, self.y - self.last_shake_amount.y
self.x, self.y = self.x + self.shake_amount.x, self.y + self.shake_amount.y
self.last_shake_amount:set(self.shake_amount)
self.x = self.x + self.impulse.x*dt
self.y = self.y + self.impulse.y*dt
self.impulse:mul(0.9*refresh_rate*dt)
if self.bound then
self.x = math.min(math.max(self.x, self.bounds_min.x + self.w/2), self.bounds_max.x - self.w/2)
self.y = math.min(math.max(self.y, self.bounds_min.y + self.h/2), self.bounds_max.y - self.h/2)
end
self.last_mouse.x, self.last_mouse.y = self.mouse.x, self.mouse.y
if not self.target then return end
if self.follow_style == "lockon" then
local w, h = self.w/16, self.w/16
self:set_deadzone((self.w - w)/2, (self.h - h)/2, w, h)
elseif self.follow_style == "lockon_tight" then
local w, h = self.w/64, self.w/64
self:set_deadzone((self.w - w)/2, (self.h - h)/2, w, h)
elseif self.follow_style == "lockon_loose" then
local w, h = self.w/4, self.w/4
self:set_deadzone((self.w - w)/2, (self.h - h)/2, w, h)
elseif self.follow_style == "platformer" then
local w, h = self.w/8, self.h/3
self:set_deadzone((self.w - w)/2, (self.h - h)/2 - h*0.25, w, h)
elseif self.follow_style == "topdown" then
local s = math.max(self.w, self.h)/4
self:set_deadzone((self.w - s)/2, (self.h - s)/2, s, s)
elseif self.follow_style == "topdown_tight" then
local s = math.max(self.w, self.h)/8
self:set_deadzone((self.w - s)/2, (self.h - s)/2, s, s)
elseif self.follow_style == "screen_by_screen" then
self:set_deadzone(0, 0, 0, 0)
elseif self.follow_style == "no_deadzone" then
self.deadzone = nil
end
if not self.deadzone then
self.x, self.y = self.target.x, self.target.y
if self.bound then
self.x = math.min(math.max(self.x, self.bounds_min.x + self.w/2), self.bounds_max.x - self.w/2)
self.y = math.min(math.max(self.y, self.bounds_min.y + self.h/2), self.bounds_max.y - self.h/2)
end
return
end
local dx1, dy1, dx2, dy2 = self.deadzone.x, self.deadzone.y, self.deadzone.x + self.deadzone.w, self.deadzone.y + self.deadzone.h
local scroll_x, scroll_y = 0, 0
local target_x, target_y = self:get_local_coords(self.target.x, self.target.y)
local x, y = self:get_local_coords(self.x, self.y)
if self.follow_style == "screen_by_screen" then
if self.bound then
if self.x > self.bounds_min.x + self.w/2 and target_x < 0 then self.scroll.x = math.snap_center(self.scroll.x - self.w/self.sx, self.w/self.sx) end
if self.x < self.bounds_max.x - self.w/2 and target_x >= self.w then self.scroll.x = math.snap_center(self.scroll.x + self.w/self.sx, self.w/self.sx) end
if self.y > self.bounds_min.y + self.h/2 and target_y < 0 then self.scroll.y = math.snap_center(self.scroll.y - self.h/self.sy, self.h/self.sy) end
if self.y < self.bounds_max.y - self.h/2 and target_y >= self.h then self.scroll.y = math.snap_center(self.scroll.y + self.h/self.sy, self.h/self.sy) end
else
if target_x < 0 then self.scroll.x = math.snap_center(self.scroll.x - self.w/self.sx, self.w/self.sx) end
if target_x >= self.w then self.scroll.x = math.snap_center(self.scroll.x + self.w/self.sx, self.w/self.sx) end
if target_y < 0 then self.scroll.y = math.snap_center(self.scroll.y - self.h/self.sy, self.h/self.sy) end
if target_y >= self.h then self.scroll.y = math.snap_center(self.scroll.y + self.h/self.sy, self.h/self.sy) end
end
self.x = math.lerp(self.lerp.x, self.x, self.scroll.x)
self.y = math.lerp(self.lerp.y, self.y, self.scroll.y)
if self.bound then
self.x = math.min(math.max(self.x, self.bounds_min.x + self.w/2), self.bounds_max.x - self.w/2)
self.y = math.min(math.max(self.y, self.bounds_min.y + self.h/2), self.bounds_max.y - self.h/2)
end
else
if target_x < x + (dx1 + dx2 - x) then
local d = target_x - dx1
if d < 0 then scroll_x = d end
end
if target_x > x - (dx1 + dx2 - x) then
local d = target_x - dx2
if d > 0 then scroll_x = d end
end
if target_y < y + (dy1 + dy2 - y) then
local d = target_y - dy1
if d < 0 then scroll_y = d end
end
if target_y > y - (dy1 + dy2 - y) then
local d = target_y - dy2
if d > 0 then scroll_y = d end
end
if not self.last_target.x and not self.last_target.y then self.last_target.x, self.last_target.y = self.target.x, self.target.y end
scroll_x = scroll_x + (self.target.x - self.last_target.x)*self.lead.x
scroll_y = scroll_y + (self.target.y - self.last_target.y)*self.lead.y
self.last_target.x, self.last_target.y = self.target.x, self.target.y
self.x = math.lerp(self.lerp.x, self.x, self.x + scroll_x)
self.y = math.lerp(self.lerp.y, self.y, self.y + scroll_y)
if self.bound then
self.x = math.min(math.max(self.x, self.bounds_min.x + self.w/2), self.bounds_max.x - self.w/2)
self.y = math.min(math.max(self.y, self.bounds_min.y + self.h/2), self.bounds_max.y - self.h/2)
end
end
end
-- Shakes the camera with a certain intensity for duration seconds and with the specified frequency
-- Higher frequency means jerkier movement, lower frequency means smoother movement
-- camera:shake(10, 1, 120) -> shakes the camera with 10 intensity for 1 second and 120 frequency
function Camera:shake(intensity, duration, frequency)
table.insert(self.shakes.x, Shake(intensity, 1000*(duration or 0), frequency or 60))
table.insert(self.shakes.y, Shake(intensity, 1000*(duration or 0), frequency or 60))
end
-- Shakes the camera with a certain intensity towards angle r using a spring mechanism
-- k and d are stiffness and damping spring values (see spring file for more)
-- camera:shake(10, math.pi/4) -> shakes the camera with 10 intensity diagonally
function Camera:spring_shake(intensity, r, k, d)
self.spring.x:pull(-intensity*math.cos(r or 0), k, d)
self.spring.y:pull(-intensity*math.sin(r or 0), k, d)
end
-- When following an object, this function sets a deadzone in which the camera can move freely in before having to go back to following the object
-- TODO: add STALKER-X documentation examples of all deadzones and lerping modes here
function Camera:set_deadzone(x, y, w, h)
self.deadzone = {x = x, y = y, w = w, h = h}
end
-- Sets the boundaries of the camera as a rectangle.
-- The camera's center will not be allowed to move outside the boundaries of this rectangle.
-- TODO: this doesn't seem to work when zooming levels are different than 1, fix it
function Camera:set_bounds(x, y, w, h)
self.bound = true
self.bounds_min = {x = x - w/2, y = y - h/2}
self.bounds_max = {x = x + w/2, y = y + h/2}
end
-- Tells the camera to follow the object
-- Previously set lerp, lead, follow styles and deadzone variables apply when following the object
function Camera:follow_object(obj)
self.target = obj
end
-- Returns the mouse's position in world coordinates
-- x, y = camera:get_mouse_position()
function Camera:get_mouse_position()
return self:get_world_coords(love.mouse.getPosition())
end
-- Returns the angle from a point to the mouse
-- x, y = camera:angle_to_mouse(point.x, point.y)
function Camera:angle_to_mouse(x, y)
local mx, my = self:get_mouse_position()
return math.angle(x, y, mx, my)
end
function Camera:apply_impulse(f, r)
self.impulse:set(f*math.cos(r), f*math.sin(r))
end

View File

@ -0,0 +1,67 @@
-- A canvas object for offscreen rendering.
Canvas = Object:extend()
function Canvas:init(w, h, opts)
local opts = opts or {}
self.w, self.h = w, h
self.canvas = love.graphics.newCanvas(self.w, self.h, {msaa = opts.msaa})
self.stencil = opts.stencil
end
-- Draws the canvas to the screen.
--[[
function init()
canvas = Canvas(gw, gh)
end
function draw()
canvas:draw_to(function()
-- draw your game
end)
canvas:draw(0, 0, 0, sx, sy)
end
]]--
function Canvas:draw(x, y, r, sx, sy, ox, oy)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setBlendMode("alpha", "premultiplied")
love.graphics.draw(self.canvas, x or 0, y or 0, r or 0, sx or 1, sy or 1, ox or 0, oy or 0)
love.graphics.setBlendMode("alpha")
end
function Canvas:draw2(x, y, r, sx, sy, ox, oy)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(self.canvas, x or 0, y or 0, r or 0, sx or 1, sy or 1, ox or 0, oy or 0)
end
-- Takes in a function and uses it to draw to this canvas.
-- canvas:draw_to(function()
-- graphics.rectangle(gw/2, gh/2, 50, 50)
-- end)
function Canvas:draw_to(action)
love.graphics.setCanvas({self.canvas, stencil = self.stencil})
love.graphics.clear()
action()
love.graphics.setCanvas()
end
-- Sets this canvas as the active one.
function Canvas:set()
current_canvas = self
love.graphics.setCanvas(self.canvas)
end
-- Unsets this canvas as the active one.
function Canvas:unset()
current_canvas = nil
love.graphics.setCanvas()
end
-- Clears this canvas' buffer.
function Canvas:clear()
love.graphics.clear()
end

View File

@ -0,0 +1,91 @@
-- A basic color object.
-- Colors can be created in 3 forms:
-- color = Color('#ffffff')
-- color = Color(255, 255, 255)
-- color = Color(1, 1, 1)
-- You can access the colors values via .r, .g, .b and .a.
-- You can create a copy of a color by calling color:clone().
Color = Object:extend()
function Color:init(r, g, b, a)
if type(r) == "string" then
local hex = r:gsub("#", "")
self.r = tonumber("0x" .. hex:sub(1, 2))/255
self.g = tonumber("0x" .. hex:sub(3, 4))/255
self.b = tonumber("0x" .. hex:sub(5, 6))/255
self.a = 1
else
if r > 1 or g > 1 or b > 1 then
self.r = r/255
self.g = g/255
self.b = b/255
self.a = (a or 255)/255
else
self.r = r
self.g = g
self.b = b
self.a = a or 1
end
end
end
function Color:clone()
return Color(self.r, self.g, self.b, self.a)
end
function Color:lighten(v)
local h, s, l = self:_to_hsl()
l = l + v
self.r, self.g, self.b = self:_to_rgb(h, s, l)
return self
end
function Color:darken(v)
local h, s, l = self:_to_hsl()
l = l - v
self.r, self.g, self.b = self:_to_rgb(h, s, l)
return self
end
function Color:fade(v)
self.a = self.a - v
return self
end
function Color:_to_hsl()
local max, min = math.max(self.r, self.g, self.b), math.min(self.r, self.g, self.b)
local h, s, l
l = (max + min)/2
if max == min then h, s = 0, 0
else
local d = max - min
if l > 0.5 then s = d/(2 - max - min) else s = d/(max + min) end
if max == self.r then
h = (self.g - self.b)/d
if self.g < self.b then h = h + 6 end
elseif max == self.g then h = (self.b - self.r)/d + 2
elseif max == self.b then h = (self.r - self.g)/d + 4 end
h = h/6
end
return h, s, l
end
function Color:_to_rgb(h, s, l)
if s == 0 then return math.clamp(l, 0, 1), math.clamp(l, 0, 1), math.clamp(l, 0, 1) end
local function to(p, q, t)
if t < 0 then t = t + 1 end
if t > 1 then t = t - 1 end
if t < .16667 then return p + (q - p)*6*t end
if t < .5 then return q end
if t < .66667 then return p + (q - p)*(.66667 - t)*6 end
return p
end
local q = l < .5 and l*(1 + s) or l + s - l*s
local p = 2*l - q
return math.clamp(to(p, q, h + .33334), 0, 1), math.clamp(to(p, q, h), 0, 1), math.clamp(to(p, q, h - .33334), 0, 1)
end

View File

@ -0,0 +1,16 @@
-- The base Font class.
Font = Object:extend()
function Font:init(asset_name, font_size)
self.font = love.graphics.newFont("assets/fonts/" .. asset_name .. ".ttf", font_size)
self.h = self.font:getHeight()
end
function Font:get_text_width(text)
return self.font:getWidth(text)
end
function Font:get_height()
return self.font:getHeight()
end

View File

@ -0,0 +1,370 @@
graphics = {}
graphics.debug_queries = {}
graphics.debug_draw = false
-- All operations after this is called will be affected by the transform.
function graphics.push(x, y, r, sx, sy)
love.graphics.push()
love.graphics.translate(x or 0, y or 0)
love.graphics.scale(sx or 1, sy or sx or 1)
love.graphics.rotate(r or 0)
love.graphics.translate(-x or 0, -y or 0)
end
-- All operations after this is called will not be affected by the transform set with graphics.push.
function graphics.pop()
love.graphics.pop()
end
function graphics.translate(x, y)
love.graphics.translate(x or 0, y or 0)
end
function graphics.rotate(r)
love.graphics.rotate(r or 0)
end
function graphics.scale(sx, sy)
love.graphics.scale(sx or 1, sy or sx or 1)
end
function graphics.update(dt)
for i = #self.debug_queries, 1, -1 do
local query = self.debug_queries[i]
query.frames = query.frames - 1
if query.frames <= 0 then table.remove(self.debug_queries, i) end
end
end
-- Adds a polygon to be drawn to the screen for a few frames. Useful when debugging visual shapes.
function graphics.add_polygon_debug_query(vertices, frames)
table.insert(self.debug_queries, {vertices = vertices, frames = frames, type = "polygon"})
end
function graphics.draw_debug_queries()
for _, query in ipairs(self.debug_queries) do
if query.type == "polygon" then
self:polygon(query.vertices)
end
end
end
-- Prints text to the screen, alternative to using a Text object.
function graphics.print(text, font, x, y, r, sx, sy, ox, oy, color)
local _r, g, b, a = love.graphics.getColor()
if color then love.graphics.setColor(color.r, color.g, color.b, color.a) end
love.graphics.print(text, font.font, x, y, r or 0, sx or 1, sy or 1, ox or 0, oy or 0)
if color then love.graphics.setColor(_r, g, b, a) end
end
-- Prints text to the screen centered on x, y, alternative to using a Text object.
function graphics.print_centered(text, font, x, y, r, sx, sy, ox, oy, color)
local _r, g, b, a = love.graphics.getColor()
if color then love.graphics.setColor(color.r, color.g, color.b, color.a) end
love.graphics.print(text, font.font, x, y, r or 0, sx or 1, sy or 1, (ox or 0) + font:get_text_width(text)/2, (oy or 0) + font.h/2)
if color then love.graphics.setColor(_r, g, b, a) end
end
function graphics.shape(shape, color, line_width, ...)
local r, g, b, a = love.graphics.getColor()
if not color and not line_width then love.graphics[shape]("line", ...)
elseif color and not line_width then
love.graphics.setColor(color.r, color.g, color.b, color.a)
love.graphics[shape]("fill", ...)
else
if color then love.graphics.setColor(color.r, color.g, color.b, color.a) end
love.graphics.setLineWidth(line_width)
love.graphics[shape]("line", ...)
love.graphics.setLineWidth(1)
end
love.graphics.setColor(r, g, b, a)
end
-- Draws a rectangle of size w, h centered on x, y.
-- If rx, ry are passed in, then the rectangle will have rounded corners with radius of that size.
-- If color is passed in then the rectangle will be filled with that color (color is Color object)
-- If line_width is passed in then the rectangle will not be filled and will instead be drawn as a set of lines of the given width.
function graphics.rectangle(x, y, w, h, rx, ry, color, line_width)
graphics.shape("rectangle", color, line_width, x - w/2, y - h/2, w, h, rx, ry)
end
-- Draws a rectangle of size w, h centered on x - w/2, y - h/2.
-- If rx, ry are passed in, then the rectangle will have rounded corners with radius of that size.
-- If color is passed in then the rectangle will be filled with that color (color is Color object)
-- If line_width is passed in then the rectangle will not be filled and will instead be drawn as a set of lines of the given width.
function graphics.rectangle2(x, y, w, h, rx, ry, color, line_width)
graphics.shape("rectangle", color, line_width, x, y, w, h, rx, ry)
end
-- Draws a dashed rectangle of size w, h centerd on x, y.
-- dash_size and gap_size correspond to the dimensions of the dashing behavior.
function graphics.dashed_rectangle(x, y, w, h, dash_size, gap_size, color, line_width)
graphics.dashed_line(x - w/2, y - h/2, x + w/2, y - h/2, dash_size, gap_size, color, line_width)
graphics.dashed_line(x - w/2, y - h/2, x - w/2, y + h/2, dash_size, gap_size, color, line_width)
graphics.dashed_line(x - w/2, y + h/2, x + w/2, y + h/2, dash_size, gap_size, color, line_width)
graphics.dashed_line(x + w/2, y - h/2, x + w/2, y + h/2, dash_size, gap_size, color, line_width)
end
-- Draws an isosceles triangle with size w, h centered on x, y pointed to the right (angle 0).
-- If color is passed in then the triangle will be filled with that color (color is Color object)
-- If line_width is passed in then the triangle will not be filled and will instead be drawn as a set of lines of the given width.
function graphics.triangle(x, y, w, h, color, line_width)
local x1, y1 = x + h/2, y
local x2, y2 = x - h/2, y - w/2
local x3, y3 = x - h/2, y + w/2
graphics.polygon({x1, y1, x2, y2, x3, y3}, color, line_width)
end
-- Draws an equilateral triangle with size w centered on x, y pointed to the right (angle 0).
-- If color is passed in then the triangle will be filled with that color (color is Color object)
-- If line_width is passed in then the triangle will not be filled and will instead be drawn as a set of lines of the given width.
function graphics.triangle_equilateral(x, y, w, color, line_width)
local h = math.sqrt(math.pow(w, 2) - math.pow(w/2, 2))
graphics.triangle(x, y, w, h, color, line_width)
end
-- Draws a circle of radius r centered on x, y.
-- If color is passed in then the circle will be filled with that color (color is Color object)
-- If line_width is passed in then the circle will not be filled and will instead be drawn as a set of lines of the given width.
function graphics.circle(x, y, r, color, line_width)
graphics.shape("circle", color, line_width, x, y, r)
end
-- Draws a polygon with the given points.
-- If color is passed in then the polygon will be filled with that color (color is Color object)
-- If line_width is passed in then the polygon will not be filled and will instead be drawn as a set of lines of the given width.
function graphics.polygon(vertices, color, line_width)
graphics.shape("polygon", color, line_width, vertices)
end
-- Draws a line with the given points.
function graphics.line(x1, y1, x2, y2, color, line_width)
local r, g, b, a = love.graphics.getColor()
if color then love.graphics.setColor(color.r, color.g, color.b, color.a) end
if line_width then love.graphics.setLineWidth(line_width) end
love.graphics.line(x1, y1, x2, y2)
love.graphics.setColor(r, g, b, a)
love.graphics.setLineWidth(1)
end
function graphics.polyline(color, line_width, ...)
local r, g, b, a = love.graphics.getColor()
if color then love.graphics.setColor(color.r, color.g, color.b, color.a) end
if line_width then love.graphics.setLineWidth(line_width) end
love.graphics.line(...)
love.graphics.setColor(r, g, b, a)
love.graphics.setLineWidth(1)
end
-- Draws a line with rounded ends with the given points.
-- If color is passed in then the line will be filled with that color (color is Color object)
-- If line_width is passed in then the line will not be filled and will instead be drawn as a set of lines of the given width.
function graphics.rounded_line(x1, y1, x2, y2, color, line_width)
love.graphics.push()
love.graphics.translate(x1, y1)
love.graphics.rotate(math.angle(x1, y1, x2, y2))
love.graphics.translate(-x1, -y1)
graphics.rectangle(x1, y1 - line_width/4, math.length(x2-x1, y2-y1), line_width/2, line_width/4, line_width/4, color)
love.graphics.pop()
end
-- Draws a dashed line with the given points.
-- dash_size and gap_size correspond to the dimensions of the dashing behavior.
-- If color is passed in then the lines will be filled with that color (color is Color object)
-- If line_width is passed in then the lines will not be filled and will instead be drawn as a set of lines of the given width.
function graphics.dashed_line(x1, y1, x2, y2, dash_size, gap_size, color, line_width)
local r, g, b, a = love.graphics.getColor()
if color then love.graphics.setColor(color.r, color.g, color.b, color.a) end
if line_width then love.graphics.setLineWidth(line_width) end
local dx, dy = x2-x1, y2-y1
local an, st = math.atan2(dy, dx), dash_size + gap_size
local len = math.sqrt(dx*dx + dy*dy)
local nm = (len-dash_size)/st
love.graphics.push()
love.graphics.translate(x1, y1)
love.graphics.rotate(an)
for i = 0, nm do love.graphics.line(i*st, 0, i*st + dash_size, 0) end
love.graphics.line(nm*st, 0, nm*st + dash_size, 0)
love.graphics.pop()
end
-- Draws a dashed line with rounded ends with the given points.
-- dash_size and gap_size correspond to the dimensions of the dashing behavior.
-- If color is passed in then the lines will be filled with that color (color is Color object)
-- If line_width is passed in then the lines will not be filled and will instead be drawn as a set of lines of the given width.
function graphics.dashed_rounded_line(x1, y1, x2, y2, dash_size, gap_size, color, line_width)
if color then love.graphics.setColor(color.r, color.g, color.b, color.a) end
if line_width then love.graphics.setLineWidth(line_width) end
local dx, dy = x2-x1, y2-y1
local an, st = math.atan2(dy, dx), dash_size + gap_size
local len = math.sqrt(dx*dx + dy*dy)
local nm = (len-dash_size)/st
love.graphics.push()
love.graphics.translate(x1, y1)
love.graphics.rotate(an)
for i = 0, nm do
love.graphics.push()
love.graphics.translate(i*st, 0)
love.graphics.rotate(math.angle(i*st, 0, i*st + dash_size, 0))
love.graphics.translate(-i*st, -0)
graphics.shape("rectangle", color, nil, i*st, 0, math.length((i*st + dash_size)-(i*st), 0-0), line_width/2, line_width/4, line_width/4)
love.graphics.pop()
end
love.graphics.push()
love.graphics.translate(nm*st, 0)
love.graphics.rotate(math.angle(nm*st, 0, nm*st + dash_size, 0))
love.graphics.translate(-nm*st, -0)
graphics.shape("rectangle", color, nil, nm*st, 0, math.length((nm*st + dash_size)-(nm*st), 0-0), line_width/2, line_width/4, line_width/4)
love.graphics.pop()
love.graphics.pop()
end
-- Draws an ellipse with radius rx, ry centered on x, y.
-- If color is passed in then the ellipse will be filled with that color (color is Color object)
-- If line_width is passed in then the ellipse will not be filled and will instead be drawn as a set of lines of the given width.
function graphics.ellipse(x, y, rx, ry, color, line_width)
graphics.shape("ellipse", color, line_width, x, y, rx, ry)
end
-- Sets the currently active shader, the passed in argument should be a Shader object.
function graphics.set_shader(shader)
if not shader then love.graphics.setShader()
else love.graphics.setShader(shader.shader) end
end
-- Sets the currently active color, the passed in argument should be a Color object.
function graphics.set_color(color)
love.graphics.setColor(color.r, color.g, color.b, color.a)
end
-- Sets the currently active background color, the passed in argument should be a Color object.
function graphics.set_background_color(color)
love.graphics.setBackgroundColor(color.r, color.g, color.b, color.a)
end
function graphics.set_line_width(line_width)
love.graphics.setLineWidth(line_width)
end
-- Sets the line style, possible values are 'rough' and 'smooth'.
function graphics.set_line_style(style)
love.graphics.setLineStyle(style)
end
-- Sets the default filter mode, possible values are 'nearest' and 'linear'.
function graphics.set_default_filter(min, max)
love.graphics.setDefaultFilter(min, max)
end
function graphics.set_mouse_visible(value)
love.mouse.setVisible(value)
end
function graphics.stencil(...)
love.graphics.stencil(...)
end
function graphics.set_stencil_test(...)
love.graphics.setStencilTest(...)
end
local stencil_mask_shader = love.graphics.newShader[[
vec4 effect(vec4 color, Image texture, vec2 tc, vec2 pc) {
vec4 t = Texel(texture, tc);
if (t.a == 0.0) {
discard;
}
return t;
}
]]
-- Draws the second image on top of the first but only the portions of it that aren't transparent are drawn.
-- action1 and action2 are functions that draw the images.
-- graphics.draw_intersection(function() player_image:draw(player.x, player.y) end, function() gradient_image:draw(player.x, player.y) end) -> draws the player with a gradient applied to it
function graphics.draw_intersection(action1, action2)
graphics.stencil(function() love.graphics.setShader(stencil_mask_shader); action1(); love.graphics.setShader() end, 'replace', 1)
graphics.set_stencil_test('greater', 0)
action2()
graphics.set_stencil_test()
end
-- A very specific function to be used with rtfx.bat to generated RTFX animations.
-- This is not very useful in contexts other than this very specific thing, so it should probably not be here.
-- TODO: some kind of plugin system for functions like these that are very specific and not generalizable but still useful.
function graphics.generate_rtfx_animation(w, h)
local files = system.enumerate_files("assets/frames")
if #files <= 0 then return end
local frames = {}
for _, file in ipairs(files) do table.insert(frames, love.image.newImageData(file)) end
local out_frames = {}
local idw, idh = frames[1]:getDimensions()
local tw, th = w or 4, h or 4
local ow, oh = idw/tw, idh/th
for k = 1, #frames do
local image_data = frames[k]
local out_image_data = love.image.newImageData(ow, oh)
for i = 1, image_data:getWidth(), tw do
for j = 1, image_data:getHeight(), th do
local yes_or_no = {}
for x = 0, tw-1 do
for y = 0, th-1 do
local r, g, b, a = image_data:getPixel(i+x-1, j+y-1)
-- if r >= 0.01 and g >= 0.01 and b >= 0.01 then table.insert(yes_or_no, 1) end
if a >= 0.5 then table.insert(yes_or_no, 1) end
end
end
if #yes_or_no >= (tw*th)/2 then
out_image_data:setPixel(math.floor((i-1)/tw), math.floor((j-1)/th), 1, 1, 1, 1)
end
end
end
table.insert(out_frames, out_image_data)
end
local spritesheet_data = love.image.newImageData(ow*#out_frames, oh)
for k = 1, #out_frames do
for i = 0, out_frames[k]:getWidth()-1 do
for j = 0, out_frames[k]:getHeight()-1 do
spritesheet_data:setPixel(i + (k-1)*ow, j, out_frames[k]:getPixel(i, j))
end
end
end
spritesheet_data:encode("png", "anim.png")
end

View File

@ -0,0 +1,72 @@
-- The base Image class.
Image = Object:extend()
function Image:init(asset_name)
self.image = love.graphics.newImage("assets/images/" .. asset_name .. ".png")
self.w = self.image:getWidth()
self.h = self.image:getHeight()
end
function Image:draw(x, y, r, sx, sy, ox, oy, color)
local _r, g, b, a
if color then
_r, g, b, a = love.graphics.getColor()
graphics.set_color(color)
end
love.graphics.draw(self.image, x, y, r or 0, sx or 1, sy or sx or 1, self.w/2 + (ox or 0), self.h/2 + (oy or 0))
if color then love.graphics.setColor(_r, g, b, a) end
end
-- The base Quad class. Useful for loading pieces of images as independent Image objects. Every function that takes in an Image also takes in a Quad.
Quad = Object:extend()
function Quad:init(image, tile_w, tile_h, tile_coordinates)
self.image = image
self.quad = love.graphics.newQuad((tile_coordinates[1]-1)*tile_w, (tile_coordinates[2]-1)*tile_h, tile_w, tile_h, self.image.w, self.image.h)
self.w, self.h = tile_w, tile_h
end
function Quad:draw(x, y, r, sx, sy, ox, oy)
love.graphics.draw(self.image.image, self.quad, x, y, r or 0, sx or 1, sy or sx or 1, self.w/2 + (ox or 0), self.h/2 + (oy or 0))
end
-- A linear gradient image.
-- The first argument is the direction of the gradient and can be either 'horizontal' or 'vertical'.
GradientImage = Object:extend()
function GradientImage:init(direction, ...)
local colors = {...}
local mesh_data = {}
if direction == "horizontal" then
for i = 1, #colors do
local color = colors[i]
local x = (i-1)/(#colors-1)
table.insert(mesh_data, {x, 1, x, 1, color.r, color.g, color.b, color.a or 1})
table.insert(mesh_data, {x, 0, x, 0, color.r, color.g, color.b, color.a or 1})
end
elseif direction == "vertical" then
for i = 1, #colors do
local color = colors[i]
local y = (i-1)/(#colors-1)
table.insert(mesh_data, {1, y, 1, y, color.r, color.g, color.b, color.a or 1})
table.insert(mesh_data, {0, y, 0, y, color.r, color.g, color.b, color.a or 1})
end
end
self.mesh = love.graphics.newMesh(mesh_data, "strip", "static")
end
-- Draws the gradient image with size w, h centered on x, y.
function GradientImage:draw(x, y, w, h, r, sx, sy, ox, oy)
graphics.push(x, y, r)
love.graphics.draw(self.mesh, x - (sx or 1)*(w + (ox or 0))/2, y - (sy or 1)*(h + (oy or 0))/2, 0, w*(sx or 1), h*(sy or sx or 1))
graphics.pop()
end

View File

@ -0,0 +1,31 @@
-- The base Shader class.
Shader = Object:extend()
function Shader:init(vertex_name, fragment_name)
self.shader = love.graphics.newShader("assets/shaders/" .. (vertex_name or "default.vert"), "assets/shaders/" .. fragment_name)
end
-- Sets this shader as the active one.
function Shader:set()
current_shader = self
love.graphics.setShader(self.shader)
end
-- Unsets this shader as the active one.
function Shader:unset()
current_shader = nil
love.graphics.setShader()
end
-- Takes in a parameter and the data that corresponds to it and sends it to the shader.
-- shader:send('displacement_map', displacement_canvas)
function Shader:send(value, data)
if data:is(Canvas) then
self.shader:send(value, data.canvas)
elseif data:is(Image) then
self.shader:send(value, data.image)
else
self.shader:send(value, data)
end
end

View File

@ -0,0 +1,276 @@
-- A generic text object.
-- It implements a character based tagging system which should allow you to implement any kind of text effect possible, from setting a character's color to making it become visible, shake and play sounds.
-- You would use it like this:
--[[
yellow_text_tag = TextTag({
init = function(c, i, text)
text.yellow = Color(1, 0.5, 0, 1)
end,
draw = function(c, i, text)
graphics.set_color(text.yellow)
end
})
shaking_text_tag = TextTag({
init = function(c, i, text)
c.shaking_intensity = 8
end,
update = function(c, dt, i, text)
c.ox = random:float(-c.shaking_intensity, c.shaking_intensity)
c.oy = random:float(-c.shaking_intensity, c.shaking_intensity)
end
})
text = Text({
{text: '[yellow]This text is yellow', font: some_font, alignment: 'center', height_offset: -10}
{text: '[shaking]This text is shaking', font: some_other_font, alignment: 'center', height_multiplier: 1.2}
{text: 'This text is normal', font: yet_another_font, alignment: 'center', height_multiplier: 1.2}
{text: '[yellow, shaking]This text is yellow and shaking []while this text is normal', font: some_font, alignment: 'center'}
}, {yellow = yellow_text_tag, shaking = shaking_text_tag})
]]--
-- There are two main things happening in the example above: first we're creating TextTags and then we're creating a text object that uses those tags.
-- The way each tag works is fairly simple: a tag accepts 3 functions, init, update and draw, and each of those functions operates on the text's characters one at a time.
-- In the example above, the text without tags is 'This text is yellow while this text is shaking and this text is normal'
-- For each of the characters in that string, different functions will be applied based on what tags were previously applied to it.
-- init, update and draw functions take in 3 arguments in common:
-- c - the character in question, a table containing .x, .y, .r, .sx, .sy, .ox, .oy and .character attributes.
-- i - the index of character in the string
-- text - the reference to the text object
-- The update function also takes in dt as the second argument.
--
-- After we're done creating TextTags, we have to create the actual text object.
-- The way this is done is by specifying each line of the text object, along with its font, alignment, height multipliers and height offsets.
-- The first argument (text_data) is a table of tables containing all relevant info:
-- text - the actual string containing the text to be displayed, along with any tag information
-- font - the font to be used for the text
-- alignment (optional) - how the text should align itself, possible values are 'center', 'justified', 'right', if not specified then by default it's 'left'
-- height_offset (optional) - how many pixels the line below this one should be offset by
-- height_multiplier (optional) - multiplier over the font's height for placing the line below
-- The text object itself also has .w and .h which corresponds to the width of the biggest line and height of all lines + offsets, respectively.
-- If 'alignment_width' is set to a specific line then that line will be automatically set to that width, and if it is the biggest then .w will also be set to that value.
Text = Object:extend()
function Text:init(text_data, text_tags)
self.trigger = Trigger()
self.text_data = text_data
self.text_tags = text_tags
self.white = Color(1, 1, 1, 1)
self:set_text(text_data)
return self
end
function Text:update(dt)
self.trigger:update(dt)
self:format_text()
for _, line in ipairs(self.lines) do
for i, c in ipairs(line.characters) do
for k, v in pairs(self.text_tags) do
for _, tag in ipairs(c.tags) do
if tag == k then
if v.actions.update then
v.actions.update(c, dt, i, self)
end
end
end
end
end
end
end
-- Draws the text object centered at the specified location.
function Text:draw(x, y, r, sx, sy)
for _, line in ipairs(self.lines) do
for i, c in ipairs(line.characters) do
for k, v in pairs(self.text_tags) do
for _, tag in ipairs(c.tags) do
if tag == k then
if v.actions.draw then
v.actions.draw(c, i, self)
end
end
end
end
graphics.push(x, y, r, sx, sy)
graphics.print(c.character, line.font, x + c.x - self.w/2, y + c.y - self.h/2, c.r or 0, c.sx or 1, c.sy or c.sx or 1, c.ox or 0, c.oy or 0)
graphics.pop()
graphics.set_color(self.white)
end
end
end
function Text:format_text()
self.w = 0
for i, line in ipairs(self.lines) do
local line_width = math.max(line.font:get_text_width(line.raw_text), line.alignment_width or 0)
if line_width > self.w then
self.w = line_width
end
end
local x, y = 0, 0
for j, line in ipairs(self.lines) do
local h = (line.font.h*(line.height_multiplier or 1) + (line.height_offset or 0))*(line.sy or 1)
for i, c in ipairs(line.characters) do
c.x = x
c.y = y
c.sx = line.sx or 1
c.sy = line.sy or 1
x = x + line.font:get_text_width(c.character)
end
y = y + h
x = 0
end
self.h = y
for i, line in ipairs(self.lines) do
if line.alignment == "right" then
local text_width = 0
for _, c in ipairs(line.characters) do text_width = text_width + line.font:get_text_width(c.character) end
local left_over_width = self.w - (line.alignment_width or text_width)
for _, c in ipairs(line.characters) do c.x = c.x + left_over_width end
elseif line.alignment == "center" then
local text_width = 0
for _, c in ipairs(line.characters) do text_width = text_width + line.font:get_text_width(c.character) end
local left_over_width = self.w - (line.alignment_width or text_width)
for _, c in ipairs(line.characters) do c.x = c.x + left_over_width/2 end
elseif line.alignment == "justified" then
local text_width = 0
for _, c in ipairs(line.characters) do text_width = text_width + line.font:get_text_width(c.character) end
local left_over_width = self.w - (line.alignment_width or text_width)
local spaces_count = 0
for _, c in ipairs(line.characters) do
if c.character == " " then
spaces_count = spaces_count + 1
end
end
local added_width_to_each_space = math.floor(left_over_width/spaces_count)
local total_added_width = 0
for _, c in ipairs(characters) do
if c.character == " " then
c.x = c.x + added_width_to_each_space
total_added_width = total_added_width + added_width_to_each_space
else
c.x = c.x + total_added_width
end
end
end
end
end
function Text:parse(text_data)
for _, line in ipairs(text_data) do
local tags = {}
for i, tags_text, j in line.text:gmatch("()%[(.-)%]()") do
if tags_text == "" then
table.insert(tags, {i = tonumber(i), j = tonumber(j)-1})
line.tags = tags
else
local local_tags = {}
for tag in tags_text:gmatch("[%w_]+") do table.insert(local_tags, tag) end
table.insert(tags, {i = tonumber(i), j = tonumber(j)-1, tags = local_tags})
line.tags = tags
end
end
if not line.tags then line.tags = {} end
end
for _, line in ipairs(text_data) do
line.characters = {}
local current_tags = nil
for i = 1, #line.text do
local c = line.text:sub(i, i)
local inside_tags = false
for _, tag in ipairs(line.tags) do
if i >= tag.i and i <= tag.j then
inside_tags = true
current_tags = tag.tags
break
end
end
if not inside_tags then
table.insert(line.characters, {character = c, visible = true, tags = current_tags or {}})
end
end
end
for _, line in ipairs(text_data) do
local raw_text = ""
for _, character in ipairs(line.characters) do
raw_text = raw_text .. character.character
end
line.raw_text = raw_text
end
return text_data
end
-- Sets new text.
-- Reapplies all modifications (wrap width, justification, etc).
function Text:set_text(text_data)
self.lines = self:parse(text_data)
self:format_text()
for _, line in ipairs(self.lines) do
for i, c in ipairs(line.characters) do
for k, v in pairs(self.text_tags) do
for _, tag in ipairs(c.tags) do
if tag == k then
if v.actions.init then
v.actions.init(c, i, self)
end
end
end
end
end
end
end
-- Sets the line's alignment width.
-- This is used to align the text according to the alignment option
-- For instance, if the alignment width is 200 and the alignment is 'right', then the right edge used for this alignment will be 200 units to the right
function Text:set_alignment_width(line, alignment_width)
self.alignment_width = alignment_width
self:format_text()
return self
end
-- Sets the text's line height.
-- Lines are automatically placed vertically using the font's height for spacing, but you can increase or decrease this distance by setting these values.
function Text:set_line_height_data(line, offset, multiplier)
self.lines[line].height_offset = offset or 0
self.lines[line].height_multiplier = multiplier or 1
self:format_text()
return self
end
-- Sets the text's font. By default texts use the global font.
function Text:set_font(line, font)
self.lines[line].font = font
self:format_text()
return self
end
-- Sets the alignment behavior for the given line.
-- Possible behaviors are: 'right', 'center' and 'justified'
function Text:set_alignment(line, alignment)
self.lines[line].alignment = alignment
self:format_text()
return self
end
-- The text tag objects to be used with text instances.
TextTag = Object:extend()
function TextTag:init(actions)
self.actions = actions
end

View File

@ -0,0 +1,27 @@
-- The class responsible for loading and drawing tilesets.
-- This is primarily used by the Tilemap class.
Tileset = Object:extend()
function Tileset:init(image, tile_w, tile_h)
self.image = image
self.tile_w, self.tile_h = tile_w, tile_h
self.grid = Grid(math.floor(self.image.w/self.tile_w), math.floor(self.image.h/self.tile_h), 0)
self.w, self.h = self.grid.w, self.grid.h
for i = 1, self.grid.w do
for j = 1, self.grid.h do
self.grid:set(i, j, love.graphics.newQuad((i-1)*self.tile_w, (j-1)*self.tile_h, self.tile_w, self.tile_h, self.image.w, self.image.h))
end
end
end
-- Draws a tile based on its tileset 1D index.
-- If the tileset has width 10 (10 columns) then the index 11 corresponds to the first tile in the second row.
function Tileset:draw_tile(index, x, y, r, sx, sy, ox, oy)
love.graphics.draw(self.image.image, self:get_quad(index), x, y, r or 0, sx or 1, sy or sx or 1, ox or 0, oy or 0)
end
-- Returns the quad that represents the tile at the given index.
function Tileset:get_quad(index)
return self.grid:get(math.index_to_coordinates(index, self.w))
end

157
engine/init.lua 100644
View File

@ -0,0 +1,157 @@
local path = ...
if not path:find("init") then
require(path .. ".datastructures.string")
require(path .. ".datastructures.table")
require(path .. ".external")
require(path .. ".graphics.graphics")
require(path .. ".game.object")
require(path .. ".system")
require(path .. ".datastructures.graph")
require(path .. ".datastructures.grid")
require(path .. ".game.gameobject")
require(path .. ".game.group")
require(path .. ".game.state")
require(path .. ".game.physics")
require(path .. ".game.steering")
require(path .. ".graphics.animation")
require(path .. ".graphics.camera")
require(path .. ".graphics.canvas")
require(path .. ".graphics.color")
require(path .. ".graphics.font")
require(path .. ".graphics.image")
require(path .. ".graphics.shader")
require(path .. ".graphics.text")
require(path .. ".graphics.tileset")
require(path .. ".map.solid")
require(path .. ".map.tilemap")
require(path .. ".math.polygon")
require(path .. ".math.chain")
require(path .. ".math.circle")
require(path .. ".math.line")
require(path .. ".math.math")
require(path .. ".math.random")
require(path .. ".math.rectangle")
require(path .. ".math.spring")
require(path .. ".math.triangle")
require(path .. ".math.vector")
require(path .. ".game.trigger")
require(path .. ".game.input")
require(path .. ".sound")
require(path .. ".game.parent")
require(path .. ".game.springs")
require(path .. ".game.flashes")
require(path .. ".game.hitfx")
end
function engine_run(config)
if not web then
love.filesystem.setIdentity(config.game_name)
local _, _, flags = love.window.getMode()
local window_width, window_height = love.window.getDesktopDimensions(flags.display)
if config.window_width ~= 'max' then window_width = config.window_width end
if config.window_height ~= 'max' then window_height = config.window_height end
local limits = love.graphics.getSystemLimits()
local anisotropy = limits.anisotropy
msaa = limits.canvasmsaa
if config.msaa ~= 'max' then msaa = config.msaa end
if config.anisotropy ~= 'max' then anisotropy = config.anisotropy end
gw, gh = config.game_width or 480, config.game_height or 270
sx, sy = window_width/(config.game_width or 480), window_height/(config.game_height or 270)
ww, wh = window_width, window_height
love.window.setMode(window_width, window_height, {fullscreen = config.fullscreen, vsync = config.vsync, msaa = msaa or 0, display = config.display})
love.window.setTitle(config.game_name)
else
gw, gh = config.game_width or 480, config.game_height or 270
sx, sy = 2, 2
ww, wh = 960, 540
end
love.graphics.setBackgroundColor(0, 0, 0, 1)
love.graphics.setColor(1, 1, 1, 1)
love.joystick.loadGamepadMappings("engine/gamecontrollerdb.txt")
graphics.set_line_style(config.line_style or "rough")
graphics.set_default_filter(config.default_filter or "nearest", config.default_filter or "nearest", anisotropy or 0)
combine = Shader("default.vert", "combine.frag")
replace = Shader("default.vert", "replace.frag")
full_combine = Shader("default.vert", "full_combine.frag")
input = Input()
input:bind_all()
for k, v in pairs(config.input or {}) do input:bind(k, v) end
random = Random()
trigger = Trigger()
camera = Camera(gw/2, gh/2)
mouse = Vector(0, 0)
last_mouse = Vector(0, 0)
mouse_dt = Vector(0, 0)
init()
if love.timer then love.timer.step() end
if not web then
_, _, flags = love.window.getMode()
fixed_dt = 1/flags.refreshrate
else fixed_dt = 1/60 end
local accumulator = fixed_dt
local dt = 0
frame, time = 0, 0
if not web then refresh_rate = flags.refreshrate
else refresh_rate = 60 end
return function()
if love.event then
love.event.pump()
for name, a, b, c, d, e, f in love.event.poll() do
if name == "quit" then
if not love.quit or not love.quit() then
return a or 0
end
elseif name == "keypressed" then input.keyboard_state[a] = true; input.last_key_pressed = a
elseif name == "keyreleased" then input.keyboard_state[a] = false
elseif name == "mousepressed" then input.mouse_state[input.mouse_buttons[c]] = true; input.last_key_pressed = input.mouse_buttons[c]
elseif name == "mousereleased" then input.mouse_state[input.mouse_buttons[c]] = false
elseif name == "wheelmoved" then if b == 1 then input.mouse_state.wheel_up = true elseif b == -1 then input.mouse_state.wheel_down = true end
elseif name == "gamepadpressed" then input.gamepad_state[input.index_to_gamepad_button[b]] = true; input.last_key_pressed = input.index_to_gamepad_button[b]
elseif name == "gamepadreleased" then input.gamepad_state[input.index_to_gamepad_button[b]] = false
elseif name == "gamepadaxis" then input.gamepad_axis[input.index_to_gamepad_axis[b]] = c
elseif name == "textinput" then input:textinput(a) end
end
end
if love.timer then dt = love.timer.step() end
accumulator = accumulator + dt
while accumulator >= fixed_dt do
frame = frame + 1
input:update(fixed_dt)
trigger:update(fixed_dt)
camera:update(fixed_dt)
local mx, my = love.mouse.getPosition()
mouse:set(mx/sx, my/sy)
mouse_dt:set(mouse.x - last_mouse.x, mouse.y - last_mouse.y)
update(dt)
system.update()
input.last_key_pressed = nil
last_mouse:set(mouse.x, mouse.y)
accumulator = accumulator - fixed_dt
time = time + fixed_dt
end
if love.graphics and love.graphics.isActive() then
love.graphics.origin()
love.graphics.clear(love.graphics.getBackgroundColor())
draw()
love.graphics.present()
end
if love.timer then love.timer.sleep(0.001) end
end
end

Binary file not shown.

Binary file not shown.

View File

@ -0,0 +1,4 @@
call "C:\Program Files\7-Zip\7z.exe" a -r %1.zip -w ..\..\ -xr!engine/love -xr!builds -xr!.git -xr!*.moon
rename %1.zip %1.love
call love-js -c -m 268435456 -t %1 %2\engine\love\%1.love ..\..\builds\web
del %1.love

View File

@ -0,0 +1,14 @@
call "C:\Program Files\7-Zip\7z.exe" a -r %1.zip -w ..\..\ -xr!engine/love -xr!builds -xr!.git -xr!*.moon -xr!conf.lua
rename %1.zip %1.love
copy /b "love.exe"+"%1.love" "%1.exe"
del %1.love
mkdir %1
for %%I in (*.dll) do copy %%I %1\
for %%I in (*.txt) do copy %%I %1\
copy %1.exe %1\
del %1.exe
call "C:\Program Files\7-Zip\7z.exe" a %1.zip %1\
del /q %1\
rmdir /q %1\
copy %1.zip ..\..\builds\windows\
del %1.zip

File diff suppressed because it is too large Load Diff

Binary file not shown.

After

Width:  |  Height:  |  Size: 361 KiB

File diff suppressed because it is too large Load Diff

Binary file not shown.

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 361 KiB

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@ -0,0 +1,98 @@
LÖVE is an *awesome* framework you can use to make 2D games in Lua. It's free, open-source, and works on Windows, Mac OS X, Linux, Android, and iOS.
[![Build Status: Windows](https://ci.appveyor.com/api/projects/status/u1a69u5o5ej1pus4?svg=true)](https://ci.appveyor.com/project/AlexSzpakowski/love)
Documentation
-------------
We use our [wiki][wiki] for documentation.
If you need further help, feel free to ask on our [forums][forums], our [Discord server][discord], or our IRC channel [#love on OFTC][irc].
Compilation
-----------
### Windows
Follow the instructions at the [megasource][megasource] repository page.
### *nix
Run `platform/unix/automagic` from the repository root, then run ./configure and make.
$ platform/unix/automagic
$ ./configure
$ make
When using a source release, automagic has already been run, and the first step can be skipped.
### macOS
Download the required frameworks from [here][dependencies] and place them in `/Library/Frameworks/`.
Then use the Xcode project found at `platform/xcode/love.xcodeproj` to build the `love-macosx` target.
### iOS
Download the `ios-libraries` zip file corresponding to the LÖVE version being used from [here][dependencies-ios],
unzip it, and place the `include` and `libraries` subfolders into LÖVE's `platform/xcode/ios` folder.
Then use the Xcode project found at `platform/xcode/love.xcodeproj` to build the `love-ios` target.
See `readme-iOS.rtf` for more information.
### Android
Visit the [Android build repository][android-repository] for build instructions.
Repository information
----------------------
We use the 'default' branch for development, and therefore it should not be considered stable.
Also used is the 'minor' branch, which is used for features in the next minor version and it is
not our development target (which would be the next revision - version numbers are formatted major.minor.revision.)
We tag all our releases (since we started using mercurial), and have binary downloads available for them.
Experimental changes are developed in the separate [love-experiments][love-experiments] repository.
Contributing
------------
The best places to contribute are through the Bitbucket issue tracker and the official Discord server or IRC channel.
For code contributions, pull requests and patches are welcome. Be sure to read the [source code style guide][codestyle].
Builds
------
Releases are found in the 'downloads' section on bitbucket, are linked on [the site][site],
and there's a ppa for ubuntu, [ppa:bartbes/love-stable][stableppa].
There are also unstable/nightly builds:
- Most can be found [here][builds].
- For ubuntu linux they are in [ppa:bartbes/love-unstable][unstableppa]
- For arch linux there's [love-hg][aur] in the AUR.
Dependencies
------------
- SDL2
- OpenGL 2.1+ / OpenGL ES 2+
- OpenAL
- Lua / LuaJIT / LLVM-lua
- FreeType
- ModPlug
- mpg123
- Vorbisfile
- Theora
[site]: http://love2d.org
[wiki]: http://love2d.org/wiki
[forums]: http://love2d.org/forums
[discord]: https://discord.gg/rhUets9
[irc]: irc://irc.oftc.net/love
[dependencies]: http://love2d.org/sdk
[dependencies-ios]: https://bitbucket.org/rude/love/downloads/
[megasource]: https://bitbucket.org/rude/megasource
[builds]: http://love2d.org/builds
[stableppa]: https://launchpad.net/~bartbes/+archive/love-stable
[unstableppa]: https://launchpad.net/~bartbes/+archive/love-unstable
[aur]: http://aur.archlinux.org/packages/love-hg
[love-experiments]: https://bitbucket.org/bartbes/love-experiments
[codestyle]: https://love2d.org/wiki/Code_Style
[android-repository]: https://bitbucket.org/MartinFelis/love-android-sdl2

View File

@ -0,0 +1,19 @@
Solid = Object:extend()
Solid:implement(GameObject)
Solid:implement(Physics)
function Solid:init(args)
self:init_game_object(args)
self:set_as_chain(true, self.vertices, 'static', 'solid')
end
function Solid:update(dt)
self:update_game_object(dt)
end
function Solid:draw()
self:draw_game_object()
end

View File

@ -0,0 +1,66 @@
-- A tilemap class responsible for the loading and drawing of maps made of tiles.
-- The x, y coordinates passed in represent the center of the map.
-- A tileset object containing the tileset to be used by the map must be passed in, as well as a grid object containing the map itself.
-- If tile_rules is also passed in, then the grid instance must contain its values in relation to what the tiling rules expect.
-- If no tiling rules are present then the grid will contain the 1D index of each tile in the tileset, so if the tileset has 5 columns, the first element in the second row will be numbered 6 in the grid.
-- If solid_rules is passed in, then the that function should receive a tile index and return true on those that are supposed to form a solid object, for instance:
-- function(index) return index ~= 0 end would make every tile index that isn't 0 into a solid object.
-- The created solids are stored in .solids after the tilemap instance is created. They should be added to the same group that you want gameplay objects to collide with the map's solid walls.
-- Solids are evaluated before tile rules are applied to the tile grid.
Tilemap = Object:extend()
function Tilemap:init(x, y, tileset, tile_grid, tile_rules, solid_rules)
self.tileset = tileset
self.grid = tile_grid
self.x, self.y = x, y
self.w, self.h = self.grid.w*self.tileset.tile_w, self.grid.h*self.tileset.tile_h
self.tile_rules = tile_rules
self.solid_rules = solid_rules
-- Create solids from the tile grid
local tw, th = self.tileset.tile_w, self.tileset.tile_h
if self.solid_rules then
local ox, oy = self.x - self.w/2, self.y - self.h/2
local tile_polygons = {}
for i = 1, self.grid.w do
for j = 1, self.grid.h do
if self.solid_rules(self.grid:get(i, j)) then
table.insert(tile_polygons, Polygon({ox + (i-1)*tw, oy + (j-1)*th, ox + i*tw, oy + (j-1)*th, ox + i*tw, oy + j*th, ox + (i-1)*tw, oy + j*th}))
end
end
end
self.solids_vertices = {}
for _, solid in ipairs(Polygon.merge_polygons(tile_polygons)) do
table.insert(self.solids_vertices, solid)
end
end
if self.tile_rules:is(TilekitRules) then
self.grid = Grid(self.grid.w, self.grid.h, self.tile_rules.process({w = self.grid.w, h = self.grid.h, data = self.grid.grid}).data)
end
-- Create spritebatch
self.spritebatch = love.graphics.newSpriteBatch(self.tileset.image.image, 8192, 'static')
for i = 1, self.grid.w do
for j = 1, self.grid.h do
local v = self.grid:get(i, j)
if v ~= 0 then
self.spritebatch:add(self.tileset:get_quad(v), (i-1)*tw, (j-1)*th)
end
end
end
end
function Tilemap:draw(r, sx, sy, ox, oy)
love.graphics.draw(self.spritebatch, self.x - self.w/2, self.y - self.h/2, r or 0, sx or 1, sy or sx or 1, ox or 0, oy or 0)
end
-- This class is responsible for loading tile rules exported by rxi's Tilekit https://rxi.itch.io/tilekit
-- An instance of this class should be passed in as the third argument for a Tilemap instance
TilekitRules = Object:extend()
function TilekitRules:init(rules_filename)
self.process = require('assets/maps/' .. rules_filename)
end

View File

@ -0,0 +1,115 @@
-- A chain class. If loop is true then this is the same as a polygon, otherwise its a collection of connected lines (an open polygon).
-- Implements every function that Polygon does.
Chain = Object:extend()
Chain:implement(Polygon)
function Chain:init(loop, vertices)
self.loop = loop
self.vertices = vertices
self:get_size()
self:get_bounds()
self:get_centroid()
end
-- Draws the chain of lines with the given color and width.
function Chain:draw(color, line_width)
if self.loop and not line_width then
graphics.polygon(self.vertices, color, line_width)
else
for i = 1, #self.vertices-2, 2 do
graphics.line(self.vertices[i], self.vertices[i+1], self.vertices[i+2], self.vertices[i+3], color, line_width)
if self.loop and i == #self.vertices-2 then
graphics.line(self.vertices[i], self.vertices[i+1], self.vertices[1], self.vertices[2], color, line_width)
end
end
end
end
-- If loop is true, returns true if the point is inside the polygon.
-- If loop is false, returns true if the point lies on any of the chain's lines.
-- colliding = chain:is_colliding_with_point(x, y)
function Chain:is_colliding_with_point(x, y)
if self.loop then
return mlib.polygon.checkPoint(x, y, self.vertices)
else
for i = 1, #self.vertices-2, 2 do
if mlib.segment.checkPoint(x, y, self.vertices[i], self.vertices[i+1], self.vertices[i+2], self.vertices[i+3]) then
return true
end
end
end
end
-- If loop is true, returns true if the line is colliding with the polygon.
-- If loop is false, returns true if the line is colliding with any of the chain's lines.
-- colliding = chain:is_colliding_with_line(line)
function Chain:is_colliding_with_line(line)
if self.loop then
return mlib.polygon.isSegmentInside(line.x1, line.y1, line.x2, line.y2, self.vertices)
else
for i = 1, #self.vertices-2, 2 do
if mlib.segment.getIntersection(self.vertices[i], self.vertices[i+1], self.vertices[i+2], self.vertices[i+3], line.x1, line.y1, line.x2, line.y2) then
return true
end
end
end
end
-- If loop is true for both chains, returns true if the polygon is colliding with the polygon.
-- If loop is false for both chains, returns true if any of the lines of one chain are colliding with any of the lines of the other chain.
-- If one is true and the other is false, returns true if the one that's a polygon is colliding with any of the lines of the one that is a chain.
-- colliding = chain:is_colliding_with_chain(other_chain)
function Chain:is_colliding_with_chain(chain)
if self.loop and chain.loop then
return mlib.polygon.isPolygonInside(self.vertices, chain.vertices) or mlib.polygon.isPolygonInside(chain.vertices, self.vertices)
elseif self.loop and not chain.loop then
return chain:is_colliding_with_polygon(self)
elseif not self.loop and chain.loop then
return self:is_colliding_with_polygon(chain)
else
for i = 1, #self.vertices-2, 2 do
for j = 1, #chain.vertices-2, 2 do
if mlib.segment.getIntersection(self.vertices[i], self.vertices[i+1], self.vertices[i+2], self.vertices[i+3], chain.vertices[j], chain.vertices[j+1], chain.vertices[j+2], chain.vertices[j+3]) then
return true
end
end
end
end
end
-- If loop is true, returns true if the circle is colliding with the polygon.
-- If loop is false, returns true if the circle is colliding with any of the chain's lines.
-- colliding = chain:is_colliding_with_circle(circle)
function Chain:is_colliding_with_circle(circle)
if self.loop then
return mlib.polygon.isCircleCompletelyInside(circle.x, circle.y, circle.rs, self.vertices) or
mlib.circle.isPolygonCompletelyInside(circle.x, circle.y, circle.rs, self.vertices) or
mlib.polygon.getCircleIntersection(circle.x, circle.y, circle.rs, self.vertices)
else
for i = 1, #self.vertices-2, 2 do
if mlib.circle.getSegmentIntersection(circle.x, circle.y, circle.rs, self.vertices[i], self.vertices[i+1], self.vertices[i+2], self.vertices[i+3]) then
return true
end
end
end
end
-- If loop is true, returns true if the polygon is colliding with the polygon.
-- If loop is false, returns true if the polygon is colliding with any of the chain's lines.
-- colliding = chain:is_colliding_with_polygon(polygon)
function Chain:is_colliding_with_polygon(polygon)
if self.loop then
return mlib.polygon.isPolygonInside(self.vertices, polygon.vertices) or mlib.polygon.isPolygonInside(polygon.vertices, self.vertices)
else
for i = 1, #self.vertices-2, 2 do
if mlib.polygon.getSegmentIntersection(self.vertices[i], self.vertices[i+1], self.vertices[i+2], self.vertices[i+3], polygon.vertices) then
return true
end
end
end
end

View File

@ -0,0 +1,85 @@
-- A circle class.
Circle = Object:extend()
function Circle:init(x, y, rs)
self.x, self.y = x, y
self.rs = rs
self.w, self.h = 2*self.rs, 2*self.rs
self.x1, self.y1, self.x2, self.y2 = self.x - self.rs, self.y - self.rs, self.x + self.rs, self.y + self.rs
end
-- Draws the circle .
-- If color is passed in then the circle will be filled with that color (color is a Color instance)
-- If line_width is passed in then the circle will not be filled and will instead be drawn as a set of lines of the given width.
function Circle:draw(color, line_width)
graphics.circle(self.x, self.y, self.rs, color, line_width)
end
-- Moves the circle directly to the given position.
-- circle:move_to(20, 20) -> moves the circle to position 20, 20
function Circle:move_to(x, y)
self.x, self.y = x, y
end
-- Returns true if this polygon is colliding with the given shape.
-- colliding = polygon:is_colliding_with_shape(shape)
function Circle:is_colliding_with_shape(shape)
if shape:is(Line) then
return self:is_colliding_with_line(shape)
elseif shape:is(Chain) then
return self:is_colliding_with_chain(shape)
elseif shape:is(Circle) then
return self:is_colliding_with_circle(shape)
elseif shape:is(Polygon) then
return self:is_colliding_with_polygon(shape)
elseif shape:is(Rectangle) then
return self:is_colliding_with_polygon(shape)
elseif shape:is(EmeraldRectangle) then
return self:is_colliding_with_polygon(shape)
elseif shape:is(Triangle) then
return self:is_colliding_with_polygon(shape)
elseif shape:is(EquilateralTriangle) then
return self:is_colliding_with_polygon(shape)
end
end
-- Returns true if the point is inside the circle.
-- colliding = polygon:is_colliding_with_point(x, y)
function Circle:is_colliding_with_point(x, y)
return mlib.circle.checkPoint(x, y, self.x, self.y, self.rs)
end
-- Returns true if the line is colliding with this circle.
-- colliding = circle:is_colliding_with_line(line)
function Circle:is_colliding_with_line(line)
return mlib.circle.getSegmentIntersection(self.x, self.y, self.rs, line.x1, line.y1, line.x2, line.y2)
end
-- Returns true if the chain is colliding with this circle.
-- colliding = circle:is_colliding_with_chain(chain)
function Circle:is_colliding_with_chain(chain)
return chain:is_colliding_with_circle(self)
end
-- Returns true if the circle is colliding with this circle.
-- colliding = circle:is_colliding_with_circle(other_circle)
function Circle:is_colliding_with_circle(circle)
return mlib.circle.isCircleCompletelyInside(self.x, self.y, self.rs, circle.x, circle.y, circle.rs) or
mlib.circle.isCircleCompletelyInside(circle.x, circle.y, circle.rs, self.x, self.y, self.rs) or
mlib.circle.getCircleIntersection(self.x, self.y, self.rs, circle.x, circle.y, circle.rs)
end
-- Returns true if the polygon is colliding with this circle.
-- colliding = circle:is_colliding_with_polygon(polygon)
function Circle:is_colliding_with_polygon(polygon)
return mlib.polygon.isCircleCompletelyInside(self.x, self.y, self.rs, polygon.vertices) or
mlib.circle.isPolygonCompletelyInside(self.x, self.y, self.rs, polygon.vertices) or
mlib.polygon.getCircleIntersection(self.x, self.y, self.rs, polygon.vertices)
end

View File

@ -0,0 +1,96 @@
-- A line class.
-- Implements every function that Polygon does.
Line = Object:extend()
Line:implement(Polygon)
function Line:init(x1, y1, x2, y2)
self.x1, self.y1, self.x2, self.y2 = x1, y1, x2, y2
self.x, self.y = (self.x1 + self.x2)/2, (self.y1 + self.y2)/2
self.vertices = {x1, y1, x2, y2}
self:get_size()
self:get_bounds()
self:get_centroid()
end
-- Draws the line with the given color and width.
function Line:draw(color, line_width)
graphics.line(self.x1, self.y1, self.x2, self.y2, color, line_width)
end
-- Noisifies the line, returning a Chain instance with the results.
-- offset corresponds to the maximum amount of perpendicular offseting each line will have
-- generations corresponds to the number of times the line will be subdivided
-- The higher the number of generations, the higher the number of final lines generates and the more granular the noisification will be
-- line:noisify(15, 4) -> noisifies the line with 15 maximum units of offseting with 4 generations
function Line:noisify(offset, generations)
local lines = {}
local generations = generations or 4
local offset = offset or 8
table.insert(lines, {x1 = self.x1, y1 = self.y1, x2 = self.x2, y2 = self.y2})
for i = 1, generations do
for i = #lines, 1, -1 do
local spx, spy = lines[i].x1, lines[i].y1
local epx, epy = lines[i].x2, lines[i].y2
table.remove(lines, i)
local mpx, mpy = (spx + epx)/2, (spy + epy)/2
local pnx, pny = Vector(epx - spx, epy - spy):normalize():perpendicular():unpack()
mpx = mpx + pnx*random:float(-offset, offset)
mpy = mpy + pny*random:float(-offset, offset)
table.insert(lines, i, {x1 = spx, y1 = spy, x2 = mpx, y2 = mpy})
table.insert(lines, i+1, {x1 = mpx, y1 = mpy, x2 = epx, y2 = epy})
end
offset = offset/2
end
local vertices = {}
for i, line in ipairs(lines) do
if i == #lines then
table.insert(vertices, line.x1)
table.insert(vertices, line.y1)
table.insert(vertices, line.x2)
table.insert(vertices, line.y2)
else
table.insert(vertices, line.x1)
table.insert(vertices, line.y1)
end
end
return Chain(false, vertices)
end
-- Returns true if the point lies on the line.
-- colliding = line:is_colliding_with_point(x, y)
function Line:is_colliding_with_point(x, y)
return mlib.segment.checkPoint(x, y, self.x1, self.y1, self.x2, self.y2)
end
-- Returns true if the line is colliding with this line.
-- colliding = line:is_colliding_with_line(other_line)
function Line:is_colliding_with_line(line)
return mlib.segment.getIntersection(self.x1, self.y1, self.x2, self.y2, line.x1, line.y1, line.x2, line.y2)
end
-- Returns true if the chain is colliding with this line.
-- colliding = line:is_colliding_with_chain(chain)
function Line:is_colliding_with_chain(chain)
return chain:is_colliding_with_line(self)
end
-- Returns true if the circle is colliding with this line.
-- colliding = line:is_colliding_with_circle(circle)
function Line:is_colliding_with_circle(circle)
return mlib.circle.getSegmentIntersection(circle.x, circle.y, circle.rs, self.x1, self.y1, self.x2, self.y2)
end
-- Returns true if the polygon is colliding with this line .
-- colliding = line:is_colliding_with_polygon(polygon)
function Line:is_colliding_with_polygon(polygon)
return mlib.polygon.getSegmentIntersection(self.x1, self.y1, self.x2, self.y2, polygon.vertices)
end

View File

@ -0,0 +1,635 @@
-- Returns the 2D coordinates of a given index with a grid of a given width
-- math.index_to_coordinates(11, 10) -> 1, 2
-- math.index_to_coordinates(2, 4) -> 2, 1
-- math.index_to_coordinates(17, 7) -> 3, 3
-- math.index_to_coordinates(17, 4) -> 1, 5
-- math.index_to_coordinates(4, 4) -> 4, 1
function math.index_to_coordinates(n, w)
local i, j = n % w, math.ceil(n/w)
if i == 0 then i = w end
return i, j
end
-- Returns the 1D index of the given 2D coordinates with a grid of a given width
-- math.coordinates_to_index(1, 2, 10) -> 11
-- math.coordinates_to_index(2, 1, 4) -> 2
-- math.coordinates_to_index(3, 3, 7) -> 17
-- math.coordinates_to_index(1, 5, 4) -> 17
-- math.coordinates_to_index(4, 1, 4) -> 4
function math.coordinates_to_index(i, j, w)
return i + (j-1)*w
end
-- Returns rectangle vertices based on top-left and bottom-right coordinates
-- math.to_rectangle_vertices(0, 0, 40, 40) -> vertices for a rectangle centered on 20, 20
function math.to_rectangle_vertices(x1, y1, x2, y2)
return {x1, y1, x2, y1, x2, y2, x1, y2}
end
-- Rotates the point by r radians with ox, oy as pivot.
-- x, y = math.rotate_point(player.x, player.y, math.pi/4)
function math.rotate_point(x, y, r, ox, oy)
return x*math.cos(r) - y*math.sin(r) + ox - ox*math.cos(r) + oy*math.sin(r), x*math.sin(r) + y*math.cos(r) + oy - oy*math.cos(r) - ox*math.sin(r)
end
-- Scales the point by sx, sy with ox, oy as pivot.
-- x, y = math.scale_point(player.x, player.y, 2, 2, player.x - player.w/2, player.y - player.h/2)
function math.scale_point(x, y, sx, sy, ox, oy)
return x*sx + ox - ox*sx, y*sy + oy - oy*sy
end
-- Rotates and scales the point by r radians and sx, sy with ox, oy as pivot.
-- x, y = math.rotate_scale_point(player.x, player.y, math.pi/4, 2, 2, player.x - player.w/2, player.y - player.h/2)
function math.rotate_scale_point(x, y, r, sx, sy, ox, oy)
local rx, ry = math.rotate_point(x, y, r, ox, oy)
return math.scale_point(rx, ry, sx, sy, ox, oy)
end
-- Returns -1 if the angle is on either left quadrants and 1 if its on either right quadrants.
-- h = math.angle_to_horizontal(math.pi/4) -> 1
-- h = math.angle_to_horizontal(-math.pi/4) -> 1
-- h = math.angle_to_horizontal(-3*math.pi/4) -> -1
-- h = math.angle_to_horizontal(3*math.pi/4) -> -1
function math.angle_to_horizontal(r)
if r > math.pi/2 or r < -math.pi/2 then return -1
elseif r <= math.pi/2 and r >= -math.pi/2 then return 1 end
end
-- Returns -1 if the angle is on either bottom quadrants and 1 if its on either top quadrants.
-- h = math.angle_to_horizontal(math.pi/4) -> -1
-- h = math.angle_to_horizontal(-math.pi/4) -> 1
-- h = math.angle_to_horizontal(-3*math.pi/4) -> 1
-- h = math.angle_to_horizontal(3*math.pi/4) -> -1
function math.angle_to_vertical(r)
if r > 0 and r < math.pi then return -1
elseif r <= 0 and r >= -math.pi then return 1 end
end
-- Snaps the value v to the closest number divisible by x and then centers it. This is useful when doing calculations for grids where each cell would be of size x, for instance.
-- v = math.snap_center(12, 16) -> 8
-- v = math.snap_center(17, 16) -> 24
-- v = math.snap_center(12, 12) -> 6
-- v = math.snap_center(13, 12) -> 18
function math.snap_center(v, x)
return math.ceil(v/x)*x - x/2
end
-- Returns the squared distance between both points.
-- d = math.distance(player.x, player.y, enemy.x, enemy)
function math.distance(x1, y1, x2, y2)
return math.sqrt((x2-x1)*(x2-x1) + (y2-y1)*(y2-y1))
end
-- Loops value t such that is never higher than length and never lower than 0.
-- v = math.loop(3, 2.5) -> 0.5
-- v = math.loop(3*math.pi, 2*math.pi) -> math.pi
function math.loop(t, length)
return math.clamp(t-math.floor(t/length)*length, 0, length)
end
-- Clamps the value to between 0 and 1.
-- v = math.clamp01(-0.1) -> 0
-- v = math.clamp01(1.1) -> 1
function math.clamp01(v)
if v < 0 then return 0
elseif v > 1 then return 1
else return v end
end
-- Rounds the number n to p digits of precision.
-- n = math.round(10.94, 1) -> 10.9
-- n = math.round(45.321, 0) -> 45
-- n = math.round(101.9157289403, 5) -> 101.91572
function math.round(n, p)
local m = 10^(p or 0)
return math.floor(n*m+0.5)/m
end
-- Floors value v to the closest number divisible by x.
-- v = math.snap(15, 16) -> 0
-- v = math.snap(17, 16) -> 16
-- v = math.snap(13, 4) -> 12
function math.snap(v, x)
return math.round(v/x, 0)*x
end
-- Clamps value v between min and max.
-- v = math.clamp(-4, 0, 10) -> 0
-- v = math.clamp(83, 0, 10) -> 10
-- v = math.clamp(0, -10, -4) -> -4
function math.clamp(v, min, max)
return math.min(math.max(v, min), max)
end
-- Returns the squared length of x, y.
-- l = math.length(x, y)
function math.length(x, y)
return math.sqrt(x*x + y*y)
end
-- Returns the normalized values of x, y.
-- nx, ny = math.normalize(x, y)
function math.normalize(x, y)
if math.abs(x) < 0.0001 and math.abs(y) < 0.0001 then return x, y end
local l = math.length(x, y)
return x/l, y/l
end
-- Returns the sign of value v.
-- s = math.sign(10) -> 1
-- s = math.sign(-10) -> -1
-- s = math.sign(0) -> 0
function math.sign(v)
if v > 0 then return 1
elseif v < 0 then return -1
else return 0 end
end
-- Returns the angle between point x, y and point px, py.
-- r = math.angle(player.x, player.y, enemy.x, enemy)
function math.angle(x, y, px, py)
return math.atan2(py - y, px - x)
end
-- Remaps value v using its previous range of old_min, old_max into the new range new_min, new_max.
-- v = math.remap(10, 0, 20, 0, 1) -> 0.5 because 10 is 50% of 0, 20 and thus 0.5 is 50% of 0, 1
-- v = math.remap(3, 0, 3, 0, 100) -> 100
-- v = math.remap(2.5, -5, 5, -100, 100) -> 50
function math.remap(v, old_min, old_max, new_min, new_max)
return ((v - old_min)/(old_max - old_min))*(new_max - new_min) + new_min
end
-- TODO: fix this since it doesn't work properly for some reason
-- Lerp corrected for usage with delta time, see more here https://www.construct.net/en/blogs/ashleys-blog-2/using-lerp-delta-time-924
-- f is a value between 0 and 1 that corresponds to how much of the distance between src and dst will be covered per second, regardless of frame rate.
-- math.lerp_dt(0.25, dt, self.x, self.x + 100) -> will cover 75% of the distance between self.x and self.x + 100 per second
function math.lerp_dt(f, dt, src, dst)
return math.lerp((1-f^dt), src, dst)
end
-- Same as math.lerp_angle except correted for usage with delta time.
-- math.lerp_angle_dt(0.1, dt, enemy.r, enemy:angle_to_object(player)) -> will cover 90% of the distance between enemy.r and and the enemy's angle to the player per second
function math.lerp_angle_dt(f, dt, src, dst)
return math.lerp_angle((1-f^dt), src, dst)
end
-- Lerps src to dst with lerp value.
-- v = math.lerp(0.2, self.x, self.x + 100)
function math.lerp(value, src, dst)
return src*(1 - value) + dst*value
end
-- Lerps the src angle towards dst using value as the lerp amount.
-- enemy.r = math.lerp_angle(0.2, enemy.r, enemy:angle_to_object(player))
function math.lerp_angle(value, src, dst)
local dt = math.loop((dst-src), 2*math.pi)
if dt > math.pi then dt = dt - 2*math.pi end
return src + dt*math.clamp01(value)
end
local PI = math.pi
local PI2 = math.pi/2
local LN2 = math.log(2)
local LN210 = 10*math.log(2)
function math.linear(t)
return t
end
function math.sine_in(t)
if t == 0 then return 0
elseif t == 1 then return 1
else return 1 - math.cos(t*PI2) end
end
function math.sine_out(t)
if t == 0 then return 0
elseif t == 1 then return 1
else return math.sin(t*PI2) end
end
function math.sine_in_out(t)
if t == 0 then return 0
elseif t == 1 then return 1
else return -0.5*(math.cos(t*PI) - 1) end
end
function math.sine_out_in(t)
if t == 0 then return 0
elseif t == 1 then return 1
elseif t < 0.5 then return 0.5*math.sin((t*2)*PI2)
else return -0.5*math.cos((t*2-1)*PI2) + 1 end
end
function math.quad_in(t)
return t*t
end
function math.quad_out(t)
return -t*(t-2)
end
function math.quad_in_out(t)
if t < 0.5 then
return 2*t*t
else
t = t - 1
return -2*t*t + 1
end
end
function math.quad_out_in(t)
if t < 0.5 then
t = t*2
return -0.5*t*(t-2)
else
t = t*2 - 1
return 0.5*t*t + 0.5
end
end
function math.cubic_in(t)
return t*t*t
end
function math.cubic_out(t)
t = t - 1
return t*t*t + 1
end
function math.cubic_in_out(t)
t = t*2
if t < 1 then
return 0.5*t*t*t
else
t = t - 2
return 0.5*(t*t*t + 2)
end
end
function math.cubic_out_in(t)
t = t*2 - 1
return 0.5*(t*t*t + 1)
end
function math.quart_in(t)
return t*t*t*t
end
function math.quart_out(t)
t = t - 1
t = t*t
return 1 - t*t
end
function math.quart_in_out(t)
t = t*2
if t < 1 then
return 0.5*t*t*t*t
else
t = t - 2
t = t*t
return -0.5*(t*t - 2)
end
end
function math.quart_out_in(t)
if t < 0.5 then
t = t*2 - 1
t = t*t
return -0.5*t*t + 0.5
else
t = t*2 - 1
t = t*t
return 0.5*t*t + 0.5
end
end
function math.quint_in(t)
return t*t*t*t*t
end
function math.quint_out(t)
t = t - 1
return t*t*t*t*t + 1
end
function math.quint_in_out(t)
t = t*2
if t < 1 then
return 0.5*t*t*t*t*t
else
t = t - 2
return 0.5*t*t*t*t*t + 1
end
end
function math.quint_out_in(t)
t = t*2 - 1
return 0.5*(t*t*t*t*t + 1)
end
function math.expo_in(t)
if t == 0 then return 0
else return math.exp(LN210*(t - 1)) end
end
function math.expo_out(t)
if t == 1 then return 1
else return 1 - math.exp(-LN210*t) end
end
function math.expo_in_out(t)
if t == 0 then return 0
elseif t == 1 then return 1 end
t = t*2
if t < 1 then return 0.5*math.exp(LN210*(t - 1))
else return 0.5*(2 - math.exp(-LN210*(t - 1))) end
end
function math.expo_out_in(t)
if t < 0.5 then return 0.5*(1 - math.exp(-20*LN2*t))
elseif t == 0.5 then return 0.5
else return 0.5*(math.exp(20*LN2*(t - 1)) + 1) end
end
function math.circ_in(t)
if t < -1 or t > 1 then return 0
else return 1 - math.sqrt(1 - t*t) end
end
function math.circ_out(t)
if t < 0 or t > 2 then return 0
else return math.sqrt(t*(2 - t)) end
end
function math.circ_in_out(t)
if t < -0.5 or t > 1.5 then return 0.5
else
t = t*2
if t < 1 then return -0.5*(math.sqrt(1 - t*t) - 1)
else
t = t - 2
return 0.5*(math.sqrt(1 - t*t) + 1)
end
end
end
function math.circ_out_in(t)
if t < 0 then return 0
elseif t > 1 then return 1
elseif t < 0.5 then
t = t*2 - 1
return 0.5*math.sqrt(1 - t*t)
else
t = t*2 - 1
return -0.5*((math.sqrt(1 - t*t) - 1) - 1)
end
end
function math.bounce_in(t)
t = 1 - t
if t < 1/2.75 then return 1 - (7.5625*t*t)
elseif t < 2/2.75 then
t = t - 1.5/2.75
return 1 - (7.5625*t*t + 0.75)
elseif t < 2.5/2.75 then
t = t - 2.25/2.75
return 1 - (7.5625*t*t + 0.9375)
else
t = t - 2.625/2.75
return 1 - (7.5625*t*t + 0.984375)
end
end
function math.bounce_out(t)
if t < 1/2.75 then return 7.5625*t*t
elseif t < 2/2.75 then
t = t - 1.5/2.75
return 7.5625*t*t + 0.75
elseif t < 2.5/2.75 then
t = t - 2.25/2.75
return 7.5625*t*t + 0.9375
else
t = t - 2.625/2.75
return 7.5625*t*t + 0.984375
end
end
function math.bounce_in_out(t)
if t < 0.5 then
t = 1 - t*2
if t < 1/2.75 then return (1 - (7.5625*t*t))*0.5
elseif t < 2/2.75 then
t = t - 1.5/2.75
return (1 - (7.5625*t*t + 0.75))*0.5
elseif t < 2.5/2.75 then
t = t - 2.25/2.75
return (1 - (7.5625*t*t + 0.9375))*0.5
else
t = t - 2.625/2.75
return (1 - (7.5625*t*t + 0.984375))*0.5
end
else
t = t*2 - 1
if t < 1/2.75 then return (7.5625*t*t)*0.5 + 0.5
elseif t < 2/2.75 then
t = t - 1.5/2.75
return (7.5625*t*t + 0.75)*0.5 + 0.5
elseif t < 2.5/2.75 then
t = t - 2.25/2.75
return (7.5625*t*t + 0.9375)*0.5 + 0.5
else
t = t - 2.625/2.75
return (7.5625*t*t + 0.984375)*0.5 + 0.5
end
end
end
function math.bounce_out_in(t)
if t < 0.5 then
t = t*2
if t < 1/2.75 then return (7.5625*t*t)*0.5
elseif t < 2/2.75 then
t = t - 1.5/2.75
return (7.5625*t*t + 0.75)*0.5
elseif t < 2.5/2.75 then
t = t - 2.25/2.75
return (7.5625*t*t + 0.9375)*0.5
else
t = t - 2.625/2.75
return (7.5625*t*t + 0.984375)*0.5
end
else
t = 1 - (t*2 - 1)
if t < 1/2.75 then return 0.5 - (7.5625*t*t)*0.5 + 0.5
elseif t < 2/2.75 then
t = t - 1.5/2.75
return 0.5 - (7.5625*t*t + 0.75)*0.5 + 0.5
elseif t < 2.5/2.75 then
t = t - 2.25/2.75
return 0.5 - (7.5625*t*t + 0.9375)*0.5 + 0.5
else
t = t - 2.625/2.75
return 0.5 - (7.5625*t*t + 0.984375)*0.5 + 0.5
end
end
end
local overshoot = 1.70158
function math.back_in(t)
if t == 0 then return 0
elseif t == 1 then return 1
else return t*t*((overshoot + 1)*t - overshoot) end
end
function math.back_out(t)
if t == 0 then return 0
elseif t == 1 then return 1
else
t = t - 1
return t*t*((overshoot + 1)*t + overshoot) + 1
end
end
function math.back_in_out(t)
if t == 0 then return 0
elseif t == 1 then return 1
else
t = t*2
if t < 1 then return 0.5*(t*t*(((overshoot*1.525) + 1)*t - overshoot*1.525))
else
t = t - 2
return 0.5*(t*t*(((overshoot*1.525) + 1)*t + overshoot*1.525) + 2)
end
end
end
function math.back_out_in(t)
if t == 0 then return 0
elseif t == 1 then return 1
elseif t < 0.5 then
t = t*2 - 1
return 0.5*(t*t*((overshoot + 1)*t + overshoot) + 1)
else
t = t*2 - 1
return 0.5*t*t*((overshoot + 1)*t - overshoot) + 0.5
end
end
local amplitude = 1
local period = 0.0003
function math.elastic_in(t)
if t == 0 then return 0
elseif t == 1 then return 1
else
t = t - 1
return -(amplitude*math.exp(LN210*t)*math.sin((t*0.001 - period/4)*(2*PI)/period))
end
end
function math.elastic_out(t)
if t == 0 then return 0
elseif t == 1 then return 1
else return math.exp(-LN210*t)*math.sin((t*0.001 - period/4)*(2*PI)/period) + 1 end
end
function math.elastic_in_out(t)
if t == 0 then return 0
elseif t == 1 then return 1
else
t = t*2
if t < 1 then
t = t - 1
return -0.5*(amplitude*math.exp(LN210*t)*math.sin((t*0.001 - period/4)*(2*PI)/period))
else
t = t - 1
return amplitude*math.exp(-LN210*t)*math.sin((t*0.001 - period/4)*(2*PI)/period)*0.5 + 1
end
end
end
function math.elastic_out_in(t)
if t < 0.5 then
t = t*2
if t == 0 then return 0
else return (amplitude/2)*math.exp(-LN210*t)*math.sin((t*0.001 - period/4)*(2*PI)/period) + 0.5 end
else
if t == 0.5 then return 0.5
elseif t == 1 then return 1
else
t = t*2 - 1
t = t - 1
return -((amplitude/2)*math.exp(LN210*t)*math.sin((t*0.001 - period/4)*(2*PI)/period)) + 0.5
end
end
end

View File

@ -0,0 +1,227 @@
-- A polygon class.
Polygon = Object:extend()
function Polygon:init(vertices)
self.vertices = vertices
self:get_size()
self:get_bounds()
self:get_centroid()
end
-- Draws the polygon.
-- If color is passed in then the polygon will be filled with that color (color is a Color instance)
-- If line_width is passed in then the polygon will not be filled and will instead be drawn as a set of lines of the given width.
function Polygon:draw(color, line_width)
graphics.polygon(self.vertices, color, line_width)
end
-- Noisifies each line that makes up the polygon.
-- offset corresponds to the maximum amount of perpendicular offseting each line will have
-- generations corresponds to the number of times the line will be subdivided
-- The higher the number of generations, the higher the number of final lines generates and the more granular the noisification will be
-- polygon:noisify(15, 4) -> noisifies the polygon with 15 maximum units of offseting with 4 generations
function Polygon:noisify(offset, generations)
local noisified_vertices = {}
for i = 1, #self.vertices, 2 do
local x1, y1 = vs[i], vs[i+1]
local x2, y2 = vs[i+2], vs[i+3]
if not x2 and not y2 then x2, y2 = vs[1], vs[2] end
local noisified_line = math.noisify_line(x1, y1, x2, y2, offset, generations)
table.insert(noisified_vertices, noisified_line)
end
local flattened = table.flatten(noisified_vertices)
local final_vertices = {}
for i = 1, #flattened, 2 do
local x1, y1 = flattened[i], flattened[i+1]
local x2, y2 = flattened[i+2], flattened[i+3]
if not x2 and not y2 then x2, y2 = flattened[1], flattened[2] end
if math.distance(x1, y1, x2, y2) > 0.025 then
table.insert(final_vertices, x1)
table.insert(final_vertices, y1)
end
end
self.vertices = final_vertices
end
local path_to_polygon = function(path)
local vs = {}
for i = 1, path:size() do
local p = path:get(i)
table.insert(vs, tonumber(p.x))
table.insert(vs, tonumber(p.y))
end
return vs
end
local polygon_to_path = function(vs)
local path = clipper.Path()
for i = 1, #vs, 2 do path:add(vs[i], vs[i+1]) end
return path
end
-- Inflates the polygon around its center.
-- polygon:inflate(10) -> inflates the polygon by 10 units
function Polygon:inflate(s)
self.vertices = path_to_polygon(clipper.ClipperOffset():offsetPath(polygon_to_path(self.vertices), s, 'miter', 'closedPolygon'):get(1))
end
-- Moves the polygon directly to the given position.
-- polygon:move_to(20, 20) -> moves the polygon to position 20, 20
function Polygon:move_to(x, y)
if self.x and self.y then self:translate(x - self.x, y - self.y) end
self.x, self.y = x, y
end
-- Translates the polygon by the given amount.
-- polygon:translate(20, 20) -> moves the polygon by 20, 20 units
function Polygon:translate(x, y)
for i = 1, #self.vertices, 2 do
self.vertices[i] = self.vertices[i] + x
self.vertices[i+1] = self.vertices[i+1] + y
end
end
-- Scales the polygon by the given amount around the given pivot.
-- polygon:scale(2) -> scales the polygon by 2 around its center (if set) or 0
function Polygon:scale(sx, sy, ox, oy)
for i = 1, #self.vertices, 2 do
self.vertices[i], self.vertices[i+1] = math.scale_point(self.vertices[i], self.vertices[i+1], sx or 1, sy or sx or 1, ox or self.cx or 0, oy or self.cy or 0)
end
end
-- Rotates the polygon by the given amount around the given pivot.
-- polygon:rotate(math.pi/4) -> rotates the polygon by 45 degrees around its center (if set) or 0
function Polygon:rotate(r, ox, oy)
for i = 1, #self.vertices, 2 do
self.vertices[i], self.vertices[i+1] = math.rotate_point(self.vertices[i], self.vertices[i+1], r, ox or self.cx or 0, oy or self.cy or 0)
end
end
-- Returns the polygons size.
-- This calculates the bounding box of the polygon and sets that size to the .w, .h attributes.
-- w, h = polygon:get_size()
function Polygon:get_size()
local min_x, min_y, max_x, max_y = 1000000, 1000000, -1000000, -1000000
for i = 1, #self.vertices, 2 do
if self.vertices[i] < min_x then min_x = self.vertices[i] end
if self.vertices[i] > max_x then max_x = self.vertices[i] end
if self.vertices[i+1] < min_y then min_y = self.vertices[i+1] end
if self.vertices[i+1] > max_y then max_y = self.vertices[i+1] end
end
self.w, self.h = math.abs(max_x - min_x), math.abs(max_y - min_y)
return self.w, self.h
end
-- Returns the polygons bounding box top-left and bottom-right positions.
-- This calculates the bounding box of the polygon and sets those positions to the .x1, .y1, .x2, .y2 attributes.
-- x1, y1, x2, y2 = polygon:get_bounds()
function Polygon:get_bounds()
local min_x, min_y, max_x, max_y = 1000000, 1000000, -1000000, -1000000
for i = 1, #self.vertices, 2 do
if self.vertices[i] < min_x then min_x = self.vertices[i] end
if self.vertices[i] > max_x then max_x = self.vertices[i] end
if self.vertices[i+1] < min_y then min_y = self.vertices[i+1] end
if self.vertices[i+1] > max_y then max_y = self.vertices[i+1] end
end
self.x1, self.y1, self.x2, self.y2 = min_x, min_y, max_x, max_y
return self.x1, self.y1, self.x2, self.y2
end
-- Returns the centroid of the polygon.
-- This calculates the centroid (average of all points) and sets it to the .x, .y attributes.
-- x, y = polygon:get_centroid()
-- TODO: implement get_visual_center https://github.com/mapbox/polylabel/blob/master/polylabel.js
function Polygon:get_centroid()
local sum_x, sum_y = 0, 0
for i = 1, #self.vertices, 2 do
sum_x = sum_x + self.vertices[i]
sum_y = sum_y + self.vertices[i+1]
end
self.cx, self.cy = sum_x/(#self.vertices/2), sum_y/(#self.vertices/2)
return self.cx, self.cy
end
-- Returns true if this polygon is colliding with the given shape.
-- colliding = polygon:is_colliding_with_shape(shape)
function Polygon:is_colliding_with_shape(shape)
if shape:is(Line) then
return self:is_colliding_with_line(shape)
elseif shape:is(Chain) then
return self:is_colliding_with_chain(shape)
elseif shape:is(Circle) then
return self:is_colliding_with_circle(shape)
elseif shape:is(Polygon) then
return self:is_colliding_with_polygon(shape)
elseif shape:is(Rectangle) then
return self:is_colliding_with_polygon(shape)
elseif shape:is(EmeraldRectangle) then
return self:is_colliding_with_polygon(shape)
elseif shape:is(Triangle) then
return self:is_colliding_with_polygon(shape)
elseif shape:is(EquilateralTriangle) then
return self:is_colliding_with_polygon(shape)
end
end
-- Returns true if the point is inside the polygon.
-- colliding = polygon:is_colliding_with_point(x, y)
function Polygon:is_colliding_with_point(x, y)
return mlib.polygon.checkPoint(x, y, self.vertices)
end
-- Returns true if the line is colliding with this polygon.
-- colliding = polygon:is_colliding_with_line(line)
function Polygon:is_colliding_with_line(line)
return mlib.polygon.isSegmentInside(line.x1, line.y1, line.x2, line.y2, self.vertices)
end
-- Returns true if the chain is colliding with this polygon.
-- colliding = polygon:is_colliding_with_chain(chain)
function Polygon:is_colliding_with_chain(chain)
return chain:is_colliding_with_polygon(self)
end
-- Returns true if the circle is colliding with this circle.
-- colliding = polygon:is_colliding_with_circle(circle)
function Polygon:is_colliding_with_circle(circle)
return mlib.polygon.isCircleCompletelyInside(circle.x, circle.y, circle.rs, self.vertices) or
mlib.circle.isPolygonCompletelyInside(circle.x, circle.y, circle.rs, self.vertices) or
mlib.polygon.getCircleIntersection(circle.x, circle.y, circle.rs, self.vertices)
end
-- Returns true if the polygon is colliding with this polygon.
-- colliding = polygon:is_colliding_with_polygon(other_polygon)
function Polygon:is_colliding_with_polygon(polygon)
return mlib.polygon.isPolygonInside(self.vertices, polygon.vertices) or mlib.polygon.isPolygonInside(polygon.vertices, self.vertices)
end
-- Returned results can be either the merged polygons or the holes inside them (or a polygon inside a hole, or a hole inside that polygon, and so on...)
-- Unfortunately for now it doesn't really report which polygons are which, so this function has some limited utility.
function Polygon.merge_polygons(polygons)
local cl = clipper.Clipper()
local paths = clipper.Paths()
for _, polygon in ipairs(polygons) do paths:add(polygon_to_path(polygon.vertices)) end
cl:addPaths(paths, 'subject')
local out = cl:execute('union')
local out_polygons = {}
for i = 1, out:size() do table.insert(out_polygons, path_to_polygon(out:get(i))) end
return out_polygons
end

View File

@ -0,0 +1,94 @@
-- The base random class.
-- You can create a new Random object with its own seed by passing it in on the constructor.
-- A global instance of this called "random" is available by default.
Random = Object:extend()
function Random:init(seed)
seed = seed or os.time()
self.generator = love.math.newRandomGenerator(seed)
end
-- Returns true at the given chance.
-- random:bool(50) -> returns true 50% of the time
-- random:bool(25) -> returns true 25% of the time
-- random:bool(3) -> returns true 3% of the time
function Random:bool(chance)
if self.generator:random(1, 1000) < 10*(chance or 50) then
return true
end
end
-- Returns a random real number between the range.
-- random:bool(0, 1) -> returns a random number between 0 and 1, like 0.432
-- random:bool(-100, 45.2) -> returns a random number between -100 and 45.2, like -99.7
function Random:float(min, max)
min = min or 0
max = max or 1
return (min > max and (self.generator:random()*(min - max) + max)) or (self.generator:random()*(max - min) + min)
end
-- Returns a random integer number between the range.
-- random:int(1, 7) -> returns a random integer between 1 and 7, like 4
-- random:int(-2, 0) -> returns a random integer between -2 and 0, like -2
function Random:int(min, max)
return self.generator:random(min or 0, max or 1)
end
-- Returns a random value of the table.
-- a = {7, 6, 5, 4}
-- random:table(a) -> returns either 7, 6, 5 or 4 randomly
function Random:table(t)
return t[self.generator:random(1, #t)]
end
-- Returns a random value of the table and also removes it.
-- a = {7, 6, 5, 4}
-- random:table(a) -> returns either 7, 6, 5 or 4 randomly and removes it from the table as well
function Random:table_remove(t)
return table.remove(t, self.generator:random(1, #t))
end
-- Returns a 1 at the given chance, otherwise returns -1.
-- random:sign(65) -> returns 1 65% of the time and -1 35% of the time
-- random:sign(20) -> returns 1 20% of the time and -1 80% of the time
function Random:sign(chance)
if self.generator:random(1, 1000) < 10*(chance or 50) then return 1
else return -1 end
end
-- Returns a random index at the given weights.
-- random:weighted_pick(50, 30, 20) -> will return 1 50% of the time, 2 30% of the time and 3 20% of the time
-- random:weighted_pick(10, 8, 2) -> will return 1 50% of the time, 2 40% of the time and 3 10% of the time
-- random:weighted_pick(2, 1) -> will return 1 66% of the time, will return 2 33% of the time
function Random:weighted_pick(...)
local weights = {...}
local total_weight = 0
local pick = 0
for _, weight in ipairs(weights) do total_weight = total_weight + weight end
total_weight = self:float(0, total_weight)
for i = 1, #weights do
if total_weight < weights[i] then
pick = i
break
end
total_weight = total_weight - weights[i]
end
return pick
end
-- Returns a unique identifier.
function Random:uid()
local fn = function(x)
local r = self:int(1, 16) - 1
r = (x == "x") and (r + 1) or (r % 4) + 9
return ("0123456789abcdef"):sub(r, r)
end
return (("xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx"):gsub("[xy]", fn))
end

View File

@ -0,0 +1,39 @@
-- A rectangle class.
-- Implements every function that Polygon does.
Rectangle = Object:extend()
Rectangle:implement(Polygon)
function Rectangle:init(x, y, w, h, r)
self.x, self.y, self.w, self.h, self.r = x, y, w, h, r
local x1, y1 = math.rotate_point(x - w/2, y - h/2, r or 0, x, y)
local x2, y2 = math.rotate_point(x + w/2, y - h/2, r or 0, x, y)
local x3, y3 = math.rotate_point(x + w/2, y + h/2, r or 0, x, y)
local x4, y4 = math.rotate_point(x - w/2, y + h/2, r or 0, x, y)
self.vertices = {x1, y1, x2, y2, x3, y3, x4, y4}
self:get_size()
self:get_bounds()
self:get_centroid()
end
-- An emerald rectangle class. This is a rectangle with its corners cut by the given rx, ry amount.
-- Implements every function that Polygon does.
EmeraldRectangle = Object:extend()
EmeraldRectangle:implement(Polygon)
function EmeraldRectangle:init(x, y, w, h, rx, ry, r)
self.x, self.y, self.w, self.h, self.r = x, y, w, h, r
self.rx, self.ry = rx, ry
local x1, y1 = math.rotate_scale_point(x - w/2, y - h/2 + ry, r or 0, x, y)
local x2, y2 = math.rotate_scale_point(x - w/2 + rx, y - h/2, r or 0, x, y)
local x3, y3 = math.rotate_scale_point(x + w/2 - rx, y - h/2, r or 0, x, y)
local x4, y4 = math.rotate_scale_point(x + w/2, y - h/2 + ry, r or 0, x, y)
local x5, y5 = math.rotate_scale_point(x + w/2, y + h/2 - ry, r or 0, x, y)
local x6, y6 = math.rotate_scale_point(x + w/2 - rx, y + h/2, r or 0, x, y)
local x7, y7 = math.rotate_scale_point(x - w/2 + rx, y + h/2, r or 0, x, y)
local x8, y8 = math.rotate_scale_point(x - w/2, y + h/2 - ry, r or 0, x, y)
self.vertices = {x1, y1, x2, y2, x3, y3, x4, y4, x5, y5, x6, y6, x7, y7, x8, y8}
self:get_size()
self:get_bounds()
self:get_centroid()
end

View File

@ -0,0 +1,70 @@
-- A Spring class. This is extremely useful for juicing things up.
-- See this article https://github.com/a327ex/blog/issues/60 for more details.
-- The argument passed in are: the initial value of the spring, its stiffness and damping.
Spring = Object:extend()
function Spring:init(x, k, d)
self.x = x or 0
self.k = k or 100
self.d = d or 10
self.target_x = self.x
self.v = 0
end
function Spring:update(dt)
local a = -self.k*(self.x - self.target_x) - self.d*self.v
self.v = self.v + a*dt
self.x = self.x + self.v*dt
end
-- Pull the spring with a certain amount of force. This force should be related to the initial value you set to the spring.
function Spring:pull(f, k, d)
if k then self.k = k end
if d then self.d = d end
self.x = self.x + f
end
-- Animates the spring such that it reaches the target value in a smoothy springy motion.
-- Unlike pull, which tugs on the spring so that it bounces around the anchor, this changes that anchor itself.
function Spring:animate(x, k, d)
if k then self.k = k end
if d then self.d = d end
self.target_x = x
end
--[[
NSpring = Object:extend()
function NSpring:new(x, z, o)
self.x = x or 0
self.z = z or 0.5
self.o = o or 2*math.pi
self.target_x = self.x
self.v = 0
end
function NSpring:update(dt)
local f = 1 + 2*dt*self.z*self.o
local oo = self.o*self.o
local hoo = dt*oo
local hhoo = dt*hoo
local det_inv = 1/(f+hhoo)
local det_x = f*self.x + dt*self.v + hhoo*self.target_x
local det_v = self.v + hoo*(self.target_x - self.x)
self.x = det_x*det_inv
self.v = det_v*det_inv
end
function NSpring:animate(target_x, pd, td)
self.z = math.log(pd)/(self.o*td)
self.target_x = target_x
end
]]--

View File

@ -0,0 +1,31 @@
-- An isosceles triangle class. This is a triangle with size w, h centered on x, y pointed to the right (angle 0).
-- Implements every function that Polygon does.
Triangle = Object:extend()
Triangle:implement(Polygon)
function Triangle:init(x, y, w, h)
self.x, self.y, self.w, self.h = x, y, w, h
local x1, y1 = x + h/2, y
local x2, y2 = x - h/2, y - w/2
local x3, y3 = x - h/2, y + w/2
self.vertices = {x1, y1, x2, y2, x3, y3}
self:get_size()
self:get_bounds()
self:get_centroid()
end
-- An equilateral triangle class. This is a tringle with size w centered on x, y pointed to the right (angle 0).
-- Implements every function that Polygon does.
EquilateralTriangle = Object:extend()
EquilateralTriangle:implement(Polygon)
function EquilateralTriangle:init(x, y, w)
self.x, self.y, self.w = x, y, w
local h = math.sqrt(math.pow(w, 2) - math.pow(w/2, 2))
local x1, y1 = x + h/2, y
local x2, y2 = x - h/2, y - w/2
local x3, y3 = x - h/2, y + w/2
self.vertices = {x1, y1, x2, y2, x3, y3}
self:get_size()
self:get_bounds()
self:get_centroid()
end

View File

@ -0,0 +1,253 @@
-- The base Vector class.
local EPSILON = 0.0001
local EPSILON_SQUARED = EPSILON*EPSILON
Vector = Object:extend()
function Vector:init(x, y)
self.x = x or 0
self.y = y or x or 0
end
function Vector:clone()
return Vector(self.x, self.y)
end
function Vector:unpack()
return self.x, self.y
end
function Vector.__tostring(self)
return "(" .. tonumber(self.x) .. ", " .. tonumber(self.y) .. ")"
end
function Vector:set(x, y)
if not y then
self.x = x.x
self.y = x.y
else
self.x = x
self.y = y
end
return self
end
function Vector:add(x, y)
if not y then
self.x = self.x + x.x
self.y = self.y + x.y
else
self.x = self.x + x
self.y = self.y + y
end
return self
end
function Vector:sub(x, y)
if not y then
self.x = self.x - x.x
self.y = self.y - x.y
else
self.x = self.x - x
self.y = self.y - y
end
return self
end
function Vector:mul(s)
if type(s) == "table" then
self.x = self.x*s.x
self.y = self.y*s.y
else
self.x = self.x*s
self.y = self.y*s
end
return self
end
function Vector:div(s)
if type(s) == "table" then
self.x = self.x*s.x
self.y = self.y*s.y
else
self.x = self.x/s
self.y = self.y/s
end
return self
end
function Vector:scale(k)
self.x = self.x*k
self.y = self.y*k
return self
end
function Vector:rotate(p, r)
local cos = math.cos(r)
local sin = math.sin(r)
local dx = self.x - p.x
local dy = self.y - p.y
self.x = dx*cos - sin*dy + p.x
self.y = sin*dx + cos*dy + p.y
return self
end
function Vector:floor()
self.x = math.floor(self.x)
self.y = math.floor(self.y)
return self
end
function Vector:ceil()
self.x = math.ceil(self.x)
self.y = math.ceil(self.y)
return self
end
function Vector:round(p)
self.x = math.round(self.x, p)
self.y = math.round(self.y, p)
return self
end
function Vector:dot(v)
return self.x*v.x + self.y*v.y
end
function Vector:is_perpendicular(v)
return math.abs(self:dot(v)) < EPSILON_SQUARED
end
function Vector:cross(v)
return self.x*v.y - self.y*v.x
end
function Vector:is_parallel(v)
return math.abs(self:cross(v)) < EPSILON_SQUARED
end
function Vector:is_set()
return self.x or self.y
end
function Vector:is_zero()
return math.abs(self.x) < EPSILON and math.abs(self.y) < EPSILON
end
function Vector:zero()
self.x = 0
self.y = 0
return self
end
function Vector:length()
return math.sqrt(self.x*self.x + self.y*self.y)
end
function Vector:length_squared()
return self.x*self.x + self.y*self.y
end
function Vector:normalize()
if self:is_zero() then return self end
return self:scale(1/self:length())
end
function Vector:perpendicular()
return Vector(-self.y, self.x)
end
function Vector:left_normal()
return Vector(self.y, -self.x)
end
function Vector:invert()
self.x = self.x*-1
self.y = self.y*-1
return self
end
function Vector:project_to(v)
local lsq = v:length_squared()
local dp = self:dot(v)
return Vector(dp*v.x/lsq, dp*v.y/lsq)
end
function Vector:truncate(max)
local s = max*max/self:length_squared()
s = (s > 1 and 1) or math.sqrt(s)
self.x = self.x*s
self.y = self.y*s
return self
end
function Vector:angle_to(v)
return math.atan2(v.y - self.y, v.x - self.x)
end
function Vector:angle()
return math.atan2(self.y, self.x)
end
function Vector:distance_squared(v)
local dx = v.x - self.x
local dy = v.y - self.y
return dx*dx + dy*dy
end
function Vector:distance(v)
return math.sqrt(self:distance_squared(v))
end
function Vector:bounce(normal, bounce_coefficient)
local d = (1 + (bounce_coefficient or 1))*self:dot(normal)
self.x = self.x - d*normal.x
self.y = self.y - d*normal.y
return self
end
function Vector:overlaps_with_circle(cx, cy, r)
return mlib.circle.checkPoint(self.x, self.y, cx, cy, r)
end
function Vector:overlaps_with_polygon(vs)
return mlib.polygon.checkPoint(self.x, self.y, vs)
end
function Vector:overlaps_with_rectangle(x, y, w, h)
return mlib.polygon.checkPoint(self.x, self.y, x - w/2, y - h/2, x + w/2, y - h/2, x + w/2, y + h/2, x - w/2, y + h/2)
end

4
engine/sound.lua 100644
View File

@ -0,0 +1,4 @@
-- TODO: actually implement this later, for now ripple works fine with just name swaps on top of it for naming consistency.
Sound = function(asset_name, options) return ripple.newSound(love.audio.newSource('assets/sounds/' .. asset_name, 'static'), options) end
SoundTag = ripple.newTag
Effect = love.audio.setEffect

154
engine/system.lua 100644
View File

@ -0,0 +1,154 @@
system = {}
local state_path = love.filesystem.getSaveDirectory() .. "/state"
function system.update(dt)
if input.f12.pressed then
for k, v in pairs(system.type_count()) do
print(k, v)
end
print("-- " .. math.round(tonumber(collectgarbage("count"))/1024, 3) .. "MB --")
print()
end
end
global_type_table = nil
function system.type_name(o)
if global_type_table == nil then
global_type_table = {}
for k, v in pairs(_G) do
global_type_table[v] = k
end
global_type_table[0] = "table"
end
return global_type_table[getmetatable(o) or 0] or "Unknown"
end
function system.count_all(f)
local seen = {}
local count_table
count_table = function(t)
if seen[t] then return end
f(t)
seen[t] = true
for k, v in pairs(t) do
if type(v) == "table" then count_table(v)
elseif type(v) == "userdata" then f(v) end
end
end
count_table(_G)
end
function system.type_count()
local counts = {}
local enumerate = function(o)
local t = system.type_name(o)
counts[t] = (counts[t] or 0) + 1
end
system.count_all(enumerate)
return counts
end
function system.enumerate_files(path, filter)
local function recursive_enumerate(path, files)
local items = love.filesystem.getDirectoryItems(path)
for _, item in ipairs(items) do
local file = path .. "/" .. item
local info = love.filesystem.getInfo(file)
if info.type == "file" then
table.insert(files, file)
elseif info.type == "directory" then
recursive_enumerate(file, files)
end
end
end
local files = {}
recursive_enumerate(path, files)
if filter then
local filtered_files = {}
for _, file in ipairs(files) do
if file:find(filter) then
table.insert(filtered_files, file:left(filter):right(path .. "/"))
end
end
return filtered_files
else
return files
end
end
function system.does_file_exist(path)
local file = io.open(path, "r")
if file then
file:close()
return true
end
end
function system.load_files(path, filter, exclude_table)
local exclude_table = {unpack(exclude_table or {})}
for _, file in ipairs(system.enumerate_files(path, filter)) do
if not table.contains(exclude_table, file) then
require(path .. "." .. file)
end
end
end
function system.save_file(filename, data)
binser.w(filename, data)
end
function system.load_file(filename)
return binser.r(filename)[1]
end
function system.save_state()
if not system.does_file_exist(love.filesystem.getSaveDirectory()) then love.filesystem.createDirectory("") end
binser.w(state_path, state)
end
function system.load_state()
if not system.does_file_exist(state_path) then system.save_state() end
state = binser.r(state_path)[1]
end
function system.get_main_directory()
return love.filesystem.getSource()
end
function system.get_save_directory()
return love.filesystem.getSaveDirectory()
end
function system.filedropped(file)
game:filedropped(love.filesystem.newFileData(file:read()))
end
function system.rename(old_path, new_path)
os.rename(old_path, new_path)
end
function system.execute(cmd)
os.execute(cmd)
end
function system.remove(path)
os.remove(path)
end

39
main.lua 100644
View File

@ -0,0 +1,39 @@
require 'engine'
require 'shared'
require 'arena'
require 'objects'
function init()
shared_init()
input:bind('move_left', {'a', 'left'})
input:bind('move_right', {'d', 'right'})
input:bind('move_up', {'w', 'up'})
input:bind('move_down', {'s', 'down'})
main = Main()
main:add(Arena'arena')
main:go_to'arena'
end
function update(dt)
main:update(dt)
end
function draw()
shared_draw(function()
main:draw()
end)
end
function love.run()
return engine_run({
game_name = 'SNAKRX',
window_width = 480*3,
window_height = 270*3,
})
end

208
objects.lua 100644
View File

@ -0,0 +1,208 @@
Unit = Object:extend()
Unit:implement(GameObject)
Unit:implement(Physics)
function Unit:init(args)
self:init_game_object(args)
self:set_as_rectangle(9, 9, 'dynamic', (self.player and 'player') or (self.enemy and 'enemy'))
if self.character == 'vagrant' then
self.color = fg[0]
self.visual_shape = 'triangle'
self.classes = {'ranger', 'warrior', 'mage'}
end
self:calculate_stats()
self.r = 0
self.hfx:add('hit', 1)
self.hp = self.max_hp
if self.leader then
self.previous_positions = {}
self.followers = {}
self.t:every(0.01, function()
table.insert(self.previous_positions, 1, {x = self.x, y = self.y, r = self.r})
if #self.previous_positions > 256 then self.previous_positions[257] = nil end
end)
end
end
function Unit:update(dt)
self:update_game_object(dt)
self:calculate_stats()
if self.player and self.leader then
if input.move_left.down then self.r = self.r - 1.66*math.pi*dt end
if input.move_right.down then self.r = self.r + 1.66*math.pi*dt end
self:set_velocity(self.v*math.cos(self.r), self.v*math.sin(self.r))
local vx, vy = self:get_velocity()
local hd = math.remap(math.abs(self.x - gw/2), 0, 192, 1, 0)
local vd = math.remap(math.abs(self.y - gh/2), 0, 108, 1, 0)
camera.x = camera.x + math.remap(vx, -100, 100, -24*hd, 24*hd)*dt
camera.y = camera.y + math.remap(vy, -100, 100, -8*vd, 8*vd)*dt
if input.move_right.down then camera.r = math.lerp_angle_dt(0.01, dt, camera.r, math.pi/256)
elseif input.move_left.down then camera.r = math.lerp_angle_dt(0.01, dt, camera.r, -math.pi/256)
elseif input.move_down.down then camera.r = math.lerp_angle_dt(0.01, dt, camera.r, math.pi/256)
elseif input.move_up.down then camera.r = math.lerp_angle_dt(0.01, dt, camera.r, -math.pi/256)
else camera.r = math.lerp_angle_dt(0.005, dt, camera.r, 0) end
end
if not self.leader then
local d = math.ceil(self.v*0.1)*self.follower_index
local p = self.parent.previous_positions[d]
if p then
self:set_position(p.x, p.y)
self.r = p.r
end
end
self:set_angle(self.r)
end
function Unit:draw()
graphics.push(self.x, self.y, self.r, self.hfx.hit.x, self.hfx.hit.x)
if self.visual_shape == 'triangle' then
graphics.triangle(self.x, self.y, self.shape.w, self.shape.h, self.hfx.hit.f and fg[0] or self.color)
elseif self.visual_shape == 'rectangle' then
graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 2, 2, self.hfx.hit.f and fg[0] or self.color)
end
graphics.pop()
graphics.push(self.x, self.y, 0, self.hfx.hit.x, self.hfx.hit.x)
if self.show_hp then
graphics.line(self.x - 0.5*self.shape.w, self.y - self.shape.h, self.x + 0.5*self.shape.w, self.y - self.shape.h, bg[-3], 2)
local n = math.remap(self.hp, 0, self.max_hp, 0, 1)
graphics.line(self.x - 0.5*self.shape.w, self.y - self.shape.h, self.x - 0.5*self.shape.w + n*self.shape.w, self.y - self.shape.h, self.hfx.hit.f and fg[0] or ((self.player and green[0]) or (self.enemy and red[0])), 2)
end
graphics.pop()
end
function Unit:on_collision_enter(other, contact)
if other:is(Wall) and self.leader then
self.hfx:use('hit', 0.5, 200, 10, 0.1)
camera:spring_shake(2, math.pi - self.r)
for i, unit in ipairs(self.followers) do
self.t:after((i-1)*self.v*0.00185, function()
unit.hfx:use('hit', 0.25, 200, 10, 0.1)
end)
end
local nx, ny = contact:getNormal()
local vx, vy = self:get_velocity()
if nx == 0 then
self:set_velocity(vx, -vy)
self.r = 2*math.pi - self.r
end
if ny == 0 then
self:set_velocity(-vx, vy)
self.r = math.pi - self.r
end
end
end
function Unit:add_follower(unit)
table.insert(self.followers, unit)
unit.parent = self
unit.follower_index = #self.followers
end
function Unit:calculate_damage(dmg)
if self.def >= 0 then dmg = dmg*(100/(100+self.def))
else dmg = dmg*(2 - 100/(100+self.def)) end
return dmg
end
function Unit:calculate_stats()
self.base_hp = 100
self.base_dmg = 10
self.base_aspd = 1
self.base_cycle = 2
self.base_def = 0
self.base_mvspd = 75
self.class_hp_a = 0
self.class_dmg_a = 0
self.class_aspd_a = 0
self.class_cycle_a = 0
self.class_def_a = 0
self.class_mvspd_a = 0
self.class_hp_m = 1
self.class_dmg_m = 1
self.class_aspd_m = 1
self.class_cycle_m = 1
self.class_def_m = 1
self.class_mvspd_m = 1
self.buff_hp_a = 0
self.buff_dmg_a = 0
self.buff_aspd_a = 0
self.buff_cycle_a = 0
self.buff_def_a = 0
self.buff_mvspd_a = 0
self.buff_hp_m = 1
self.buff_dmg_m = 1
self.buff_aspd_m = 1
self.buff_cycle_m = 1
self.buff_def_m = 1
self.buff_mvspd_m = 1
for _, class in ipairs(self.classes) do
if class == 'warrior' then self.class_hp_m = self.class_hp_m*1.4
elseif class == 'ranger' then self.class_hp_m = self.class_hp_m*1
elseif class == 'mage' then self.class_hp_m = self.class_hp_m*0.6
elseif class == 'healer' then self.class_hp_m = self.class_hp_m*1.1
elseif class == 'cycler' then self.class_hp_m = self.class_hp_m*0.9 end
end
self.max_hp = (self.base_hp + self.class_hp_a + self.buff_hp_a)*self.class_hp_m*self.buff_hp_m
for _, class in ipairs(self.classes) do
if class == 'warrior' then self.class_dmg_m = self.class_dmg_m*1.1
elseif class == 'ranger' then self.class_dmg_m = self.class_dmg_m*1.2
elseif class == 'mage' then self.class_dmg_m = self.class_dmg_m*1.4
elseif class == 'healer' then self.class_dmg_m = self.class_dmg_m*1
elseif class == 'cycler' then self.class_dmg_m = self.class_dmg_m*1 end
end
self.dmg = (self.base_dmg + self.class_dmg_a + self.buff_dmg_a)*self.class_dmg_m*self.buff_dmg_m
for _, class in ipairs(self.classes) do
if class == 'warrior' then self.class_aspd_m = self.class_aspd_m*0.9
elseif class == 'ranger' then self.class_aspd_m = self.class_aspd_m*1.4
elseif class == 'mage' then self.class_aspd_m = self.class_aspd_m*1
elseif class == 'healer' then self.class_aspd_m = self.class_aspd_m*0.5
elseif class == 'cycler' then self.class_aspd_m = self.class_aspd_m*1 end
end
self.aspd = 1/((self.base_aspd + self.class_aspd_a + self.buff_aspd_a)*self.class_aspd_m*self.buff_aspd_m)
for _, class in ipairs(self.classes) do
if class == 'warrior' then self.class_cycle_m = self.class_cycle_m*1
elseif class == 'ranger' then self.class_cycle_m = self.class_cycle_m*1
elseif class == 'mage' then self.class_cycle_m = self.class_cycle_m*1.25
elseif class == 'healer' then self.class_cycle_m = self.class_cycle_m*1.1
elseif class == 'cycler' then self.class_cycle_m = self.class_cycle_m*1.5 end
end
self.cycle = (self.base_cycle + self.class_cycle_a + self.buff_cycle_a)*self.class_cycle_m*self.buff_cycle_m
for _, class in ipairs(self.classes) do
if class == 'warrior' then self.class_def_m = self.class_def_m*1.25
elseif class == 'ranger' then self.class_def_m = self.class_def_m*1.1
elseif class == 'mage' then self.class_def_m = self.class_def_m*1.5
elseif class == 'healer' then self.class_def_m = self.class_def_m*1.2
elseif class == 'cycler' then self.class_def_m = self.class_def_m*1 end
end
self.def = (self.base_def + self.class_def_a + self.buff_def_a)*self.class_def_m*self.buff_def_m
for _, class in ipairs(self.classes) do
if class == 'warrior' then self.class_mvspd_m = self.class_mvspd_m*0.9
elseif class == 'ranger' then self.class_mvspd_m = self.class_mvspd_m*1.2
elseif class == 'mage' then self.class_mvspd_m = self.class_mvspd_m*1
elseif class == 'healer' then self.class_mvspd_m = self.class_mvspd_m*1
elseif class == 'cycler' then self.class_mvspd_m = self.class_mvspd_m*1 end
end
self.v = (self.base_mvspd + self.class_mvspd_a + self.buff_mvspd_a)*self.class_mvspd_m*self.buff_mvspd_m
end

4
run.sh 100644
View File

@ -0,0 +1,4 @@
#!/bin/bash
cd E:/a327ex/SNAKRX # change to the directory of the current project
engine/love/love.exe --console .

635
shared.lua 100644
View File

@ -0,0 +1,635 @@
function shared_init()
local colors = {
white = ColorRamp(Color(1, 1, 1, 1), 0.025),
black = ColorRamp(Color(0, 0, 0, 1), 0.025),
bg = ColorRamp(Color'#303030', 0.025),
fg = ColorRamp(Color'#dadada', 0.025),
fg_alt = ColorRamp(Color'#b0a89f', 0.025),
yellow = ColorRamp(Color'#facf00', 0.025),
orange = ColorRamp(Color'#f07021', 0.025),
blue = ColorRamp(Color'#019bd6', 0.025),
green = ColorRamp(Color'#8bbf40', 0.025),
red = ColorRamp(Color'#e91d39', 0.025),
purple = ColorRamp(Color'#8e559e', 0.025),
}
for name, color in pairs(colors) do _G[name] = color end
modal_transparent = Color(0.1, 0.1, 0.1, 0.5)
fg_transparent = Color(fg[0].r, fg[0].g, fg[0].b, 0.5)
graphics.set_background_color(bg[0])
graphics.set_color(fg[0])
slow_amount = 1
sfx = SoundTag()
sfx.volume = 0.5
music = SoundTag()
music.volume = 0.5
fat_font = Font('FatPixelFont', 8)
pixul_font = Font('PixulBrush', 8)
main_canvas = Canvas(gw, gh, {stencil = true})
shadow_canvas = Canvas(gw, gh)
shadow_shader = Shader(nil, 'shadow.frag')
end
function shared_draw(draw_action)
main_canvas:draw_to(function()
draw_action()
if flashing then graphics.rectangle(gw/2, gh/2, gw, gh, nil, nil, flash_color) end
end)
shadow_canvas:draw_to(function()
graphics.set_color(white[0])
shadow_shader:set()
main_canvas:draw2(0, 0, 0, 1, 1)
shadow_shader:unset()
end)
shadow_canvas:draw(6, 6, 0, sx, sy)
main_canvas:draw(0, 0, 0, sx, sy)
end
SpawnEffect = Object:extend()
SpawnEffect:implement(GameObject)
function SpawnEffect:init(args)
self:init_game_object(args)
self.target_color = self.color or red[0]
self.color = fg[0]
self.rs = 0
self.t:tween(0.1, self, {rs = 6}, math.cubic_in_out, function()
if self.action then self.action(self.x, self.y) end
self.spring:pull(1)
for i = 1, random:int(6, 8) do HitParticle{group = main.current.effects, self.x, self.y, color = self.target_color, duration = random:float(0.3, 0.5), w = random:float(5, 8), v = random:float(150, 200)} end
self.t:tween(0.25, self, {rs = 0}, math.linear, function() self.dead = true end)
self.t:after(0.15, function() self.color = self.target_color end)
end)
end
function SpawnEffect:update(dt)
self:update_game_object(dt)
end
function SpawnEffect:draw()
graphics.circle(self.x, self.y, random:float(0.9, 1.1)*self.rs*self.spring.x, self.color)
end
-- Mixin to be added to a state so it can have nodemap creation, saving and manipulating capabilities.
Nodemap = Object:extend()
-- nodemap is a table that contains the definition of the skill tree or overmap.
-- Each node in it should have the following attributes defined:
-- .x, .y, .neighbors or .links. Optionally: .rs, .color, .visited, .can_be_visited, .on_visit, .on_draw, .data
-- An example would look like this:
-- nodemap = {
-- [1] = {x = x, y = y, visited = true, links = {2, 3, 4, 5}}
-- [2] = {x = x, y = y - 64, links = {1}}
-- [3] = {x = x + 64, y = y, links = {1}}
-- [4] = {x = x, y = y + 64, links = {1}}
-- [5] = {x = x - 64, y = y, links = {1}}
-- }
-- .data can be a table that contains other attributes. These will be automatically added to the Node object when it's created.
-- .on_visit should be defined if you want the button to do something when it's clicked. Example:
-- [2] = {x = x, y = y - 64, links = {1}, on_visit = function(visited_node) state.goto'level_2' end}
-- .on_draw should be used when you want to draw the node in some specific way rather than the default one.
-- color_mode can be nil or 'skill_tree', if it's the latter then nodes and edges will change colors according to if they were a part of a skill tree:
-- Unvisitable nodes are gray, visitable nodes are white, visited nodes are their default color
-- This is opposed to the default color mode, where all nodes and edges have their their default colors, and when they're visited they turn gray instead.
function Nodemap:generate_nodemap(group, nodemap, color_mode)
for id, node in pairs(nodemap) do
Node{group = group, x = node.x, y = node.y, node_id = id, neighbors = node.links, rs = node.rs, visited = node.visited, can_be_visited = node.can_be_visited, color = node.color, label = node.label, data = node.data,
on_visit = node.on_visit, on_draw = node.on_draw, color_mode = color_mode}
end
for id, node in pairs(nodemap) do
for _, node_id in ipairs(node.links) do
if nodemap[node_id] then
Edge{group = group, x = 0, y = 0, node1_id = id, node2_id = node_id, color_mode = color_mode}
end
end
end
end
Node = Object:extend()
Node:implement(GameObject)
function Node:init(args)
self:init_game_object(args)
for k, v in pairs(self.data) do self[k] = v end
self.data = nil
self.rs = self.rs or 6
self.shape = Circle(self.x, self.y, 1.5*self.rs)
self.interact_with_mouse = true
self.src_color = self.color
if self.color_mode == 'skill_tree' then
self.color = bg[5]
if self.visited then self.color = fg[0] end
end
self.t:every_immediate(1.4, function()
if self.can_be_visited then
self.t:tween(0.7, self, {sx = 0.9, sy = 0.9}, math.linear, function()
self.t:tween(0.7, self, {sx = 1.1, sy = 1.1}, math.linear, nil, 'visit_pulse_1')
end, 'visit_pulse_2')
end
end, nil, nil, 'visit_pulse')
if self.label then self.label_r = 0 end
self.t:after(0.01, function()
if self.label then
local xs, ys = 0, 0
for _, neighbor_id in ipairs(self.neighbors) do
local neighbor = self.group:get_object_by_property('node_id', neighbor_id)
local r = math.angle(self.x, self.y, neighbor.x, neighbor.y)
x, y = math.cos(r), math.sin(r)
xs = xs + x
ys = ys + y
end
self.label_r = Vector(-xs, -ys):angle()
self.label_color = self.color
end
self.edges = {}
for _, neighbor_id in ipairs(self.neighbors) do
local edge = nil
edge = self.group:get_object_by_properties({'node1_id', 'node2_id'}, {self.node_id, neighbor_id})
if not edge then edge = self.group:get_object_by_properties({'node1_id', 'node2_id'}, {neighbor_id, self.node_id}) end
if edge then table.insert(self.edges, edge) end
end
end)
end
function Node:update(dt)
self:update_game_object(dt)
if not self.visited then
for _, neighbor_id in ipairs(self.neighbors) do
local neighbor = self.group:get_object_by_property('node_id', neighbor_id)
if neighbor and neighbor.visited then
self.can_be_visited = true
end
end
end
if self.color_mode == 'skill_tree' then
if self.can_be_visited then
self.color = bg[10]
if self.label then self.label_color = bg[10] end
if self.hot then
self.color = fg[0]
if self.label then self.label_color = fg[0] end
end
end
end
if self.hot and self.can_be_visited and not self.visited and input.m1.pressed then
self.t:cancel'visit_pulse'
self.t:cancel'visit_pulse_1'
self.t:cancel'visit_pulse_2'
self.sx, self.sy = 1, 1
self.spring:pull(0.25)
self.can_be_visited = false
self.visited = true
self.hot = false
if self.color_mode == 'skill_tree' then
self.color = self.src_color
if self.label then self.label_color = self.src_color end
else
self.color = bg[5]
if self.label then self.label_color = bg[5] end
end
if self.label then self.label_color = self.color end
if self.on_visit then self:on_visit() end
end
end
function Node:draw()
if self.on_draw then
self:on_draw()
else
graphics.push(self.x, self.y, 0, self.spring.x*self.sx, self.spring.x*self.sy)
if self.hot and self.can_be_visited then graphics.circle(self.x, self.y, 1.15*self.shape.rs, self.color)
else graphics.circle(self.x, self.y, self.shape.rs, self.color, 3) end
graphics.pop()
end
if self.label then
local w = pixul_font:get_text_width(self.label)
local s = math.remap(self.rs, 6, 12, 3.5, 2.5)
graphics.print_centered(self.label, pixul_font, self.x + (w/6)*math.cos(self.label_r) + s*self.rs*math.cos(self.label_r), self.y + s*self.rs*math.sin(self.label_r), 0, self.spring.x*self.sx, self.spring.x*self.sy, nil, nil, self.label_color)
end
end
function Node:on_mouse_enter()
self.hot = true
self.spring:pull(0.2, 200, 10)
for _, edge in ipairs(self.edges) do edge.spring:pull(0.15, 200, 10) end
end
function Node:on_mouse_exit()
self.hot = false
self.spring:pull(0.05, 200, 10)
for _, edge in ipairs(self.edges) do edge.spring:pull(0.05, 200, 10) end
end
Edge = Object:extend()
Edge:implement(GameObject)
function Edge:init(args)
self:init_game_object(args)
self.node1 = self.group:get_object_by_property('node_id', self.node1_id)
self.node2 = self.group:get_object_by_property('node_id', self.node2_id)
local r = math.angle(self.node1.x, self.node1.y, self.node2.x, self.node2.y)
self.x1, self.y1 = self.node1.x + 2.75*self.node1.rs*math.cos(r), self.node1.y + 2.75*self.node1.rs*math.sin(r)
self.x2, self.y2 = self.node2.x + 2.75*self.node2.rs*math.cos(r - math.pi), self.node2.y + 2.75*self.node2.rs*math.sin(r - math.pi)
if self.color_mode == 'skill_tree' then self.color = bg[5]
else self.color = fg[0] end
end
function Edge:update(dt)
self:update_game_object(dt)
if self.color_mode == 'skill' then
self.color = bg[5]
if (self.node1.visited and self.node2.can_be_visited) or (self.node2.visited and self.node1.can_be_visited) then self.color = bg[10] end
if (self.node1.visited and self.node2.visited) or (self.node1.visited and self.node2.hot) or (self.node2.visited and self.node1.hot) then self.color = fg[0] end
else
if self.node1.visited and self.node2.visited then self.color = bg[5] end
end
--[[
self.color = bg[5]
if (self.node1.visited and self.node2.can_be_visited) or (self.node2.visited and self.node1.can_be_visited) then self.color = bg[10] end
if (self.node1.visited and self.node2.visited) or (self.node1.visited and self.node2.hot) or (self.node2.visited and self.node1.hot) then self.color = fg[0] end
]]--
end
function Edge:draw()
graphics.push((self.x1+self.x2)/2, (self.y1+self.y2)/2, 0, self.spring.x, self.spring.x)
graphics.line(self.x1, self.y1, self.x2, self.y2, self.color, 4)
graphics.circle(self.x1, self.y1, 2, self.color)
graphics.circle(self.x2, self.y2, 2, self.color)
graphics.pop()
end
HoverCrosshair = Object:extend()
HoverCrosshair:implement(GameObject)
function HoverCrosshair:init(args)
self:init_game_object(args)
self.ox, self.oy = 0, 0
self.sx, self.sy = 0, 0
self.line_width = 2
self.w, self.h = 10, 10
end
function HoverCrosshair:update(dt)
self:update_game_object(dt)
if self.animation then self.animation:update(dt) end
end
function HoverCrosshair:draw()
graphics.push(self.x, self.y, 0, self.sx*self.spring.x, self.sy*self.spring.x)
graphics.polyline(fg[0], self.line_width, self.x - self.ox, self.y - self.oy + 0.4*self.h, self.x - self.ox, self.y - self.oy, self.x - self.ox + 0.4*self.w, self.y - self.oy)
graphics.polyline(fg[0], self.line_width, self.x - self.ox, self.y + self.oy - 0.4*self.h, self.x - self.ox, self.y + self.oy, self.x - self.ox + 0.4*self.w, self.y + self.oy)
graphics.polyline(fg[0], self.line_width, self.x + self.ox - 0.4*self.w, self.y - self.oy, self.x + self.ox, self.y - self.oy, self.x + self.ox, self.y - self.oy + 0.4*self.h)
graphics.polyline(fg[0], self.line_width, self.x + self.ox - 0.4*self.w, self.y + self.oy, self.x + self.ox, self.y + self.oy, self.x + self.ox, self.y + self.oy - 0.4*self.h)
graphics.pop()
end
function HoverCrosshair:activate(x, y, w, h, line_width)
w, h = 10, 10
line_width = 2
self.x, self.y = camera:get_local_coords(x, y)
self.t:cancel'deactivate'
self.t:tween(0.1, self, {sx = 1, sy = 1}, math.cubic_in_out, function() self.sx, self.sy = 1, 1 end, 'activate')
if self.w <= 10 and self.h <= 10 then
self.animation = AnimationLogic(0.075, 3, 'bounce', {
function() self.ox, self.oy = 0.6*self.w, 0.6*self.h end,
function() self.ox, self.oy = 0.8*self.w, 0.8*self.h end,
function() self.ox, self.oy = self.w, self.h end,
})
else
self.animation = AnimationLogic(0.075, 3, 'bounce', {
function() self.ox, self.oy = 0.8*self.w, 0.8*self.h end,
function() self.ox, self.oy = 0.9*self.w, 0.9*self.h end,
function() self.ox, self.oy = self.w, self.h end,
})
end
end
function HoverCrosshair:deactivate()
self.t:cancel'activate'
self.t:tween(0.05, self, {sx = 0, sy = 0}, math.linear, function() self.sx, self.sy = 0, 0 end, 'deactivate')
end
TransitionEffect = Object:extend()
TransitionEffect:implement(GameObject)
function TransitionEffect:init(args)
self:init_game_object(args)
if not self.text then error('TransitionEffect must have a Text object defined to the .text attribute') end
self.rs = 0
self.text_sx, self.text_sy = 0, 0
self.t:after(0.25, function()
self.t:after(0.1, function()
self.t:tween(0.1, self, {text_sx = 1, text_sy = 1}, math.cubic_in_out)
end)
self.t:tween(0.75, self, {rs = gw}, math.linear, function()
if self.transition_action then self.transition_action(unpack(self.transition_action_args)) end
self.t:after(0.5, function()
self.x, self.y = gw/2, gh/2
self.t:after(0.7, function() self.t:tween(0.05, self, {text_sx = 0, text_sy = 0}, math.cubic_in_out) end)
self.t:tween(0.75, self, {rs = 0}, math.linear, function() self.text = nil; self.dead = true end)
end)
end)
end)
end
function TransitionEffect:update(dt)
self:update_game_object(dt)
if self.text then self.text:update(dt) end
end
function TransitionEffect:draw()
graphics.push(self.x, self.y, 0, self.sx, self.sy)
graphics.circle(self.x, self.y, self.rs, self.color)
graphics.pop()
if self.text then self.text:draw(gw/2, gh/2, 0, self.text_sx, self.text_sy) end
end
global_text_tags = {
red = TextTag{draw = function(c, i, text) graphics.set_color(red[0]) end},
orange = TextTag{draw = function(c, i, text) graphics.set_color(orange[0]) end},
yellow = TextTag{draw = function(c, i, text) graphics.set_color(yellow[0]) end},
green = TextTag{draw = function(c, i, text) graphics.set_color(green[0]) end},
purple = TextTag{draw = function(c, i, text) graphics.set_color(purple[0]) end},
blue = TextTag{draw = function(c, i, text) graphics.set_color(blue[0]) end},
bg = TextTag{draw = function(c, i, text) graphics.set_color(bg[0]) end},
fg = TextTag{draw = function(c, i, text) graphics.set_color(fg[0]) end},
wavy = TextTag{update = function(c, dt, i, text) c.oy = 2*math.sin(4*time + i) end},
}
InfoText = Object:extend()
InfoText:implement(GameObject)
function InfoText:init(args)
self:init_game_object(args)
self.sx, self.sy = 0, 0
self.ox, self.oy = 0, 0
self.ow, self.oh = 0, 0
self.text = Text({}, global_text_tags)
end
function InfoText:update(dt)
self:update_game_object(dt)
end
function InfoText:draw()
graphics.push(self.x + self.ox, self.y + self.oy, 0, self.sx*self.spring.x, self.sy*self.spring.x)
graphics.rectangle(self.x + self.ox, self.y + self.oy, self.text.w + self.ow, self.text.h + self.oh, self.text.h/4, self.text.h/4, bg[-2])
self.text:draw(self.x + self.ox, self.y + self.oy + self.text.h/2)
graphics.pop()
end
function InfoText:activate(text, ox, oy, sx, sy, ow, oh)
ox, oy = 0, 0
sx, sy = 1, 1
ow, oh = 16, 4
self.text:set_text(text)
self.t:cancel'deactivate'
self.t:tween(0.1, self, {sx = sx, sy = sy}, math.cubic_in_out, function() self.sx, self.sy = sx, sy end, 'activate_1')
self.t:after(0.075, function() self.spring:pull(0.1, 200, 10) end, 'activate_2')
end
function InfoText:deactivate()
self.t:cancel'activate_1'
self.t:cancel'activate_2'
self.t:tween(0.05, self, {sy = 0}, math.linear, function() self.sy = 0 end, 'deactivate')
end
ColorRamp = Object:extend()
function ColorRamp:init(color, step)
self.color = color
self.step = step
for i = -10, 10 do
if i < 0 then
self[i] = self.color:clone():lighten(i*self.step)
elseif i > 0 then
self[i] = self.color:clone():lighten(i*self.step)
else
self[i] = self.color:clone()
end
end
end
RefreshEffect = Object:extend()
RefreshEffect:implement(GameObject)
RefreshEffect:implement(Parent)
function RefreshEffect:init(args)
self:init_game_object(args)
self.oy = self.h/3
self.t:tween(0.15, self, {h = 0}, math.linear, function() self.dead = true end)
end
function RefreshEffect:update(dt)
self:update_game_object(dt)
self:follow_parent_exclusively()
end
function RefreshEffect:draw()
graphics.push(self.x, self.y, self.r)
graphics.rectangle2(self.x - self.w/2, self.y - self.oy, self.w, self.h, nil, nil, fg[0])
graphics.pop()
end
function flash(duration, color)
flashing = true
flash_color = color or fg[0]
t:after(duration, function() flashing = false end, 'flash')
end
function slow(amount, duration, tween_method)
amount = amount or 0.5
duration = duration or 0.5
tween_method = tween_method or math.cubic_in_out
slow_amount = amount
t:tween(duration, _G, {slow_amount = 1}, tween_method, function() slow_amount = 1 end, 'slow')
end
HitCircle = Object:extend()
HitCircle:implement(GameObject)
function HitCircle:init(args)
self:init_game_object(args)
self.rs = self.rs or 8
self.duration = self.duration or 0.05
self.color = self.color or white
self.t:after(self.duration, function() self.dead = true end, 'die')
return self
end
function HitCircle:update(dt)
self:update_game_object(dt)
end
function HitCircle:draw()
graphics.circle(self.x, self.y, self.rs, self.color)
end
function HitCircle:scale_down(duration)
duration = duration or 0.2
self.t:cancel'die'
self.t:tween(self.duration, self, {rs = 0}, math.cubic_in_out, function() self.dead = true end)
return self
end
function HitCircle:change_color(delay_multiplier, target_color)
delay_multiplier = delay_multiplier or 0.5
self.t:after(delay_multiplier*self.duration, function() self.color = target_color end)
return self
end
HitParticle = Object:extend()
HitParticle:implement(GameObject)
function HitParticle:init(args)
self:init_game_object(args)
self.v = self.v or random:float(50, 150)
self.r = args.r or random:float(0, 2*math.pi)
self.duration = self.duration or random:float(0.2, 0.6)
self.w = self.w or random:float(3.5, 7)
self.h = self.h or self.w/2
self.color = self.color or white
self.t:tween(self.duration, self, {w = 2, h = 2, v = 0}, math.cubic_in_out, function() self.dead = true end)
end
function HitParticle:update(dt)
self:update_game_object(dt)
self.x = self.x + self.v*math.cos(self.r)*dt
self.y = self.y + self.v*math.sin(self.r)*dt
end
function HitParticle:draw()
graphics.push(self.x, self.y, self.r)
graphics.rectangle(self.x, self.y, self.w, self.h, 2, 2, self.color)
graphics.pop()
end
function HitParticle:change_color(delay_multiplier, target_color)
delay_multiplier = delay_multiplier or 0.5
self.t:after(delay_multiplier*self.duration, function() self.color = target_color end)
return self
end
AnimationEffect = Object:extend()
AnimationEffect:implement(GameObject)
function AnimationEffect:init(args)
self:init_game_object(args)
self.animation = Animation(self.delay, self.frames, 'once', {[0] = function() self.dead = true end})
self.color = self.color or white
end
function AnimationEffect:update(dt)
self:update_game_object(dt)
self.animation:update(dt)
if self.linear_movement then
self.x = self.x + self.v*math.cos(self.r)*dt
self.y = self.y + self.v*math.sin(self.r)*dt
end
end
function AnimationEffect:draw()
self.animation:draw(self.x + (self.ox or 0), self.y + (self.ox or 0), self.r + (self.oa or 0), (self.flip_sx or 1)*self.sx, (self.flip_sy or 1)*self.sy, nil, nil, self.color)
end
function AnimationEffect:set_linear_movement(v, r)
self.v = v
self.r = r
self.linear_movement = true
local duration = self.animation.size*self.delay
self.t:after(2*duration/3, function() self.t:tween(duration/3, self, {v = 0}, math.cubic_in_out) end)
end
Wall = Object:extend()
Wall:implement(GameObject)
Wall:implement(Physics)
function Wall:init(args)
self:init_game_object(args)
self:set_as_chain(true, self.vertices, 'static', 'solid')
self.color = self.color or fg[0]
end
function Wall:update(dt)
self:update_game_object(dt)
end
function Wall:draw()
self.shape:draw(self.color)
end

19
todo 100644
View File

@ -0,0 +1,19 @@
Vagrant: shoots an ethereal projectile at any nearby enemy that deals physical and magical damage, medium range
Scout: throws a knife at any nearby enemy that deals physical damage and chains, small range
Cleric: heals every unit when any one drops below 50% HP
Swordsman: deals physical damage in an area around the unit, small range
Archer: shoots an arrow at any nearby enemy in front of the unit, long range
Wizard: shoots a projectile at any nearby enemy and deals AoE magical damage on contact, small range
Ranger: yellow, buff attack speed
Warrior: orange, buff attack damage
Healer: green, buff healing effectiveness
Mage: blue, debuff enemy magic resistance
Cycler: purple, buff cycle speed
HP
Damage
Attack speed -> stacks additively, capped at minimum 0.125s or +300%
Cycle speed -> stacks additively, capped at minimum 0.5s or +300%
Armor -> if armor >= 0 then dmg_m = 100/(100+armor) else dmg_m = 2-100/(100-armor)
Magic resistance -> if mr >= 0 then dmg_m = 100/(100+mr) else dmg_m = 2-100/(100-mr)