mirror of
https://github.com/logsol/chuck.js.git
synced 2026-05-11 10:37:34 +00:00
fixed #97 chuck stops when he shouldnt, also removed f/g for handActionRequestLeft and Right, since we don't need it for DebugDraw anymore.
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parent
5f5fec5b10
commit
61e66f5796
3 changed files with 61 additions and 52 deletions
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@ -18,19 +18,7 @@ function (Parent, KeyboardInput, DomController, Settings, Swiper) {
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this.swiper = null;
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this.lastLookDirection = 1;
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this.playerController = playerController;
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this.keyboardInit();
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this.mouseInit();
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}
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KeyboardAndMouse.prototype = Object.create(Parent.prototype);
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KeyboardAndMouse.prototype.keyboardInit = function() {
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this.keyboardInput = new KeyboardInput();
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var self = this;
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var keys = {
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this.keys = {
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w:87,
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a:65,
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s:83,
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@ -56,29 +44,39 @@ function (Parent, KeyboardInput, DomController, Settings, Swiper) {
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zero: 48
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}
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this.playerController = playerController;
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this.keyboardInit();
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this.mouseInit();
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}
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KeyboardAndMouse.prototype = Object.create(Parent.prototype);
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KeyboardAndMouse.prototype.keyboardInit = function() {
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this.keyboardInput = new KeyboardInput();
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var self = this;
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function bind2Pc(methodName) {
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return self.playerController[methodName].bind(self.playerController);
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}
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this.keyboardInput.registerKey(keys.a, this.moveLeft.bind(this), bind2Pc('stop'));
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this.keyboardInput.registerKey(keys.left, this.moveLeft.bind(this), bind2Pc('stop'));
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this.keyboardInput.registerKey(keys.d, this.moveRight.bind(this), bind2Pc('stop'));
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this.keyboardInput.registerKey(keys.right, this.moveRight.bind(this), bind2Pc('stop'));
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this.keyboardInput.registerKey(keys.w, bind2Pc('jump'), bind2Pc('jumpStop'));
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this.keyboardInput.registerKey(keys.up, bind2Pc('jump'), bind2Pc('jumpStop'));
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this.keyboardInput.registerKey(keys.space, bind2Pc('jump'), bind2Pc('jumpStop'));
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this.keyboardInput.registerKey(keys.plus, bind2Pc('zoomIn'));
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this.keyboardInput.registerKey(keys.plusfx, bind2Pc('zoomIn'));
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this.keyboardInput.registerKey(keys.minus, bind2Pc('zoomOut'));
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this.keyboardInput.registerKey(keys.minusfx, bind2Pc('zoomOut'));
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this.keyboardInput.registerKey(keys.zero, bind2Pc('zoomReset'));
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this.keyboardInput.registerKey(keys.tab, bind2Pc('showInfo'), bind2Pc('hideInfo'));
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this.keyboardInput.registerKey(keys.f, bind2Pc('handActionLeft'));
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this.keyboardInput.registerKey(keys.g, bind2Pc('handActionRight'));
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this.keyboardInput.registerKey(keys.k, bind2Pc('suicide'));
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this.keyboardInput.registerKey(this.keys.a, this.moveLeft.bind(this), this.stop.bind(this));
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this.keyboardInput.registerKey(this.keys.left, this.moveLeft.bind(this), this.stop.bind(this));
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this.keyboardInput.registerKey(this.keys.d, this.moveRight.bind(this), this.stop.bind(this));
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this.keyboardInput.registerKey(this.keys.right, this.moveRight.bind(this), this.stop.bind(this));
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this.keyboardInput.registerKey(this.keys.w, bind2Pc('jump'), bind2Pc('jumpStop'));
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this.keyboardInput.registerKey(this.keys.up, bind2Pc('jump'), bind2Pc('jumpStop'));
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this.keyboardInput.registerKey(this.keys.space, bind2Pc('jump'), bind2Pc('jumpStop'));
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this.keyboardInput.registerKey(this.keys.plus, bind2Pc('zoomIn'));
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this.keyboardInput.registerKey(this.keys.plusfx, bind2Pc('zoomIn'));
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this.keyboardInput.registerKey(this.keys.minus, bind2Pc('zoomOut'));
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this.keyboardInput.registerKey(this.keys.minusfx, bind2Pc('zoomOut'));
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this.keyboardInput.registerKey(this.keys.zero, bind2Pc('zoomReset'));
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this.keyboardInput.registerKey(this.keys.tab, bind2Pc('showInfo'), bind2Pc('hideInfo'));
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this.keyboardInput.registerKey(this.keys.k, bind2Pc('suicide'));
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this.keyboardInput.registerKey(
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keys.shift,
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this.keys.shift,
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this.activateModifier.bind(this),
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this.deactivateModifier.bind(this)
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);
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@ -100,6 +98,27 @@ function (Parent, KeyboardInput, DomController, Settings, Swiper) {
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this.playerController.moveRight();
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};
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KeyboardAndMouse.prototype.stop = function(e) {
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var isMovingLeft = this.keyboardInput.getKeyByKeyCode(this.keys.a).getActive()
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|| this.keyboardInput.getKeyByKeyCode(this.keys.left).getActive();
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var isMovingRight = this.keyboardInput.getKeyByKeyCode(this.keys.d).getActive()
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|| this.keyboardInput.getKeyByKeyCode(this.keys.right).getActive();
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if (isMovingLeft) {
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this.moveLeft();
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return;
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}
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if (isMovingRight) {
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this.moveRight();
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return;
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}
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this.playerController.stop();
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};
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KeyboardAndMouse.prototype.mouseInit = function() {
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var canvas = DomController.getCanvas();
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var self = this;
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@ -5,46 +5,46 @@ define([
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function (Key) {
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function KeyboardInput () {
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this._registry = {};
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this.registry = {};
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this.init();
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}
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KeyboardInput.prototype.init = function () {
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// Using window is ok here because it only runs in the browser
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window.onkeydown = this._onKeyDown.bind(this);
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window.onkeyup = this._onKeyUp.bind(this);
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window.onkeydown = this.onKeyDown.bind(this);
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window.onkeyup = this.onKeyUp.bind(this);
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}
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KeyboardInput.prototype.registerKey = function (keyCode, onKeyDown, onKeyUp) {
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var key = new Key();
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if(onKeyDown) key.setKeyDownFunction(onKeyDown);
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if(onKeyUp) key.setKeyUpFunction(onKeyUp);
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this._registry[keyCode] = key;
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this.registry[keyCode] = key;
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}
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KeyboardInput.prototype._getKeyByKeyCode = function (keyCode) {
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return this._registry[keyCode];
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KeyboardInput.prototype.getKeyByKeyCode = function (keyCode) {
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return this.registry[keyCode];
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}
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KeyboardInput.prototype._onKeyDown = function (e) {
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var key = this._getKeyByKeyCode(e.keyCode);
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KeyboardInput.prototype.onKeyDown = function (e) {
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var key = this.getKeyByKeyCode(e.keyCode);
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if (key && !key.getActive()) {
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var callback = key.getKeyDownFunction();
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if(callback) callback();
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key.setActive(true);
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if(callback) callback();
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}
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// Prevent tab from changing focus
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if(e.keyCode == 9) return false;
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}
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KeyboardInput.prototype._onKeyUp = function (e) {
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var key = this._getKeyByKeyCode(e.keyCode);
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KeyboardInput.prototype.onKeyUp = function (e) {
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var key = this.getKeyByKeyCode(e.keyCode);
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if (key && key.getActive()) {
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var callback = key.getKeyUpFunction();
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if(callback) callback();
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key.setActive(false);
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if(callback) callback();
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}
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// Prevent tab from changing focus
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@ -62,16 +62,6 @@ function (Parent, Nc, KeyboardAndMouse, Gamepad, PointerLockManager) {
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Nc.trigger(Nc.ns.client.to.server.gameCommand.send, 'lookAt', options);
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};
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PlayerController.prototype.handActionLeft = function() {
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if (!PointerLockManager.isLocked()) return;
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this.handActionRequest(-0.5, 0.5);
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};
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PlayerController.prototype.handActionRight = function() {
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if (!PointerLockManager.isLocked()) return;
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this.handActionRequest(0.5, 0.5);
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};
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PlayerController.prototype.suicide = function() {
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if (!PointerLockManager.isLocked()) return;
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Nc.trigger(Nc.ns.client.to.server.gameCommand.send, "suicide");
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