-
Notifications
You must be signed in to change notification settings - Fork 11
/
easteregg.go
80 lines (69 loc) · 2.01 KB
/
easteregg.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
// Copyright 2021 Google LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package input
type easterEggKeyState int
const (
easterEggA easterEggKeyState = 1
easterEggX easterEggKeyState = 2
easterEggY easterEggKeyState = 4
)
var (
easterEggSequence = []easterEggKeyState{
easterEggA,
easterEggA,
easterEggA,
easterEggA,
easterEggX,
easterEggY,
}
easterEggSequencePos = 0 // Last pos we _have_.
easterEggSequenceFrame = 0 // Frames since last bump.
easterEggJustHit = false
easterEggPrevState easterEggKeyState = 0
)
const easterEggSequenceMaxFrames = 180 // 3 seconds should be enough to enter that.
func easterEggUpdate() {
easterEggJustHit = false
state := keyboardEasterEggKeyState() | gamepadEasterEggKeyState()
presses := state & ^easterEggPrevState
easterEggPrevState = state
// Count frames since start of sequence.
if easterEggSequencePos == 0 {
// Reset timer if at start.
easterEggSequenceFrame = 0
} else {
easterEggSequenceFrame++
// Too long ago = reset.
if easterEggSequenceFrame > easterEggSequenceMaxFrames {
easterEggSequencePos = 0
return
}
}
// Nothing pressed = no change.
if presses == 0 {
return
}
// Wrong key = reset.
if presses != easterEggSequence[easterEggSequencePos] {
easterEggSequencePos = 0
return
}
// Advance.
easterEggSequencePos++
// End of sequence = good.
if easterEggSequencePos == len(easterEggSequence) {
easterEggJustHit = true
easterEggSequencePos = 0
}
}