some more renaming

This commit is contained in:
logsol 2012-07-21 21:37:24 +02:00
parent 9de3147406
commit bd45f538c7
34 changed files with 0 additions and 0 deletions

61
app/Game/Client/Control/Key.js Executable file
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define(function(){
function Key () {
this._active = false;
this._activityUpdateStatus = false;
this._activityUpdateNeeded = false;
this._keyDownFunction = null;
this._keyUpFunction = null;
this._keyFrameFunction = null;
}
Key.prototype.setActivityUpdateStatus = function(active) {
this._activityUpdateStatus = active;
}
Key.prototype.getActivityUpdateStatus = function() {
return this._activityUpdateStatus;
}
Key.prototype.setActivityUpdateNeeded = function(need) {
this._activityUpdateNeeded = need;
}
Key.prototype.getActivityUpdateNeeded = function() {
return this._activityUpdateNeeded;
}
Key.prototype.setActive = function(active) {
this._active = active;
}
Key.prototype.getActive = function() {
return this._active;
}
Key.prototype.setKeyDownFunction = function(f) {
this._keyDownFunction = f;
}
Key.prototype.getKeyDownFunction = function() {
return this._keyDownFunction;
}
Key.prototype.setKeyUpFunction = function(f) {
this._keyUpFunction = f;
}
Key.prototype.getKeyUpFunction = function() {
return this._keyUpFunction;
}
Key.prototype.setKeyFrameFunction = function(f) {
this._keyFrameFunction = f;
}
Key.prototype.getKeyFrameFunction = function() {
return this._keyFrameFunction;
}
return Key;
});

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define(["Chuck/Control/InputController", "Chuck/Control/KeyboardInput"], function(InputController, KeyboardInput){
function InputControlUnit(me, clientProcessor) {
this.clientProcessor = clientProcessor;
this.inputController = new InputController(me);
this.keyboardInput = new KeyboardInput(this);
var keys = {
w:87,
a:65,
s:83,
d:68,
up: 38,
left: 37,
down: 40,
right: 39
}
this.init(keys);
}
InputControlUnit.prototype.init = function(keys) {
this.keyboardInput.registerKey(keys.a, 'moveLeft', 'stop', 'moveLeft');
this.keyboardInput.registerKey(keys.left, 'moveLeft', 'stop', 'moveLeft');
this.keyboardInput.registerKey(keys.d, 'moveRight', 'stop', 'moveRight');
this.keyboardInput.registerKey(keys.right, 'moveRight', 'stop', 'moveRight');
this.keyboardInput.registerKey(keys.w, 'jump', 'jumped', 'jumping');
this.keyboardInput.registerKey(keys.up, 'jump', 'jumped', 'jumping');
this.keyboardInput.registerKey(keys.s, 'duck', 'standUp', 'duck');
this.keyboardInput.registerKey(keys.down, 'duck', 'standUp', 'duck');
this.keyboardInput.registerKey(keys.s, 'activateShift', 'activateShift', 'deactivateShift');
this.keyboardInput.registerKey(keys.down, 'activateShift', 'activateShift', 'deactivateShift');
}
InputControlUnit.prototype.moveLeft = function() {
this.inputController.moveLeft();
this.clientProcessor.sendGameCommand('moveLeft');
}
InputControlUnit.prototype.moveRight = function() {
this.inputController.moveRight();
this.clientProcessor.sendGameCommand('moveRight');
}
InputControlUnit.prototype.stop = function() {
this.inputController.stop();
this.clientProcessor.sendGameCommand('stop');
}
InputControlUnit.prototype.jump = function() {
this.inputController.jump();
this.clientProcessor.sendGameCommand('jump');
}
InputControlUnit.prototype.jumped = function() {
this.inputController.jumped();
}
InputControlUnit.prototype.jumping = function() {
this.inputController.jumping();
}
InputControlUnit.prototype.duck = function() {
this.inputController.duck();
this.clientProcessor.sendGameCommand('duck');
}
InputControlUnit.prototype.standUp = function() {
this.inputController.standUp();
}
InputControlUnit.prototype.activateShift = function() {
this.inputController.activateShift();
this.clientProcessor.sendGameCommand('activateShift');
}
InputControlUnit.prototype.deactivateShift = function() {
this.inputController.deactivateShift();
}
InputControlUnit.prototype.update = function() {
this.keyboardInput.update();
}
return InputControlUnit;
});

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define(["Chuck/Control/Key"], function(Key){
function KeyboardInput (inputControlUnit) {
this._registry = {};
this._inputControlUnit = inputControlUnit;
this.init();
}
KeyboardInput.prototype.init = function() {
// Using window is ok here because it only runs in the browser
window.onkeydown = this._onKeyDown.bind(this);
window.onkeyup = this._onKeyUp.bind(this);
}
KeyboardInput.prototype.registerKey = function(keyCode, onKeyDown, onKeyUp, onKeyFrame) {
var key = new Key();
key.setKeyDownFunction(onKeyDown);
key.setKeyUpFunction(onKeyUp);
key.setKeyFrameFunction(onKeyFrame);
this._registry[keyCode] = key;
}
KeyboardInput.prototype._getKeyByKeyCode = function(keyCode) {
return this._registry[keyCode];
}
KeyboardInput.prototype._onKeyDown = function(e) {
var key = this._getKeyByKeyCode(e.keyCode);
if (key && key.getActive() == false) {
key.setActivityUpdateStatus(true);
key.setActivityUpdateNeeded(true);
}
}
KeyboardInput.prototype._onKeyUp = function(e) {
var key = this._getKeyByKeyCode(e.keyCode);
if (key != null) {
key.setActivityUpdateStatus(false);
key.setActivityUpdateNeeded(true);
}
}
KeyboardInput.prototype.update = function() {
var callback = null;
var self = this;
for (var keyCode in this._registry) {
var key = this._registry[keyCode];
if (key.getActivityUpdateNeeded()) {
if (key.getActivityUpdateStatus() == true) {
callback = key.getKeyDownFunction();
key.setActive(true);
} else {
callback = key.getKeyUpFunction();
key.setActive(false);
}
key.setActivityUpdateNeeded(false);
}
if (callback) {
self._inputControlUnit[callback]();
} else {
if (key.getActive()) {
callback = key.getKeyFrameFunction();
if (callback) {
self._inputControlUnit[callback]();
}
}
}
callback = null;
}
}
return KeyboardInput;
});