Added rudimentary Gamepad controller code

This commit is contained in:
Jeena 2014-05-31 01:49:10 +02:00
parent 281cbdc3a4
commit ce0d0204ea
3 changed files with 90 additions and 2 deletions

View file

@ -0,0 +1,80 @@
define([
"Game/Client/Control/Input/XyInput",
"Game/Config/Settings",
"Lib/Utilities/NotificationCenter",
"Lib/Utilities/RequestAnimFrame"
],
function (Parent, Settings, Nc, requestAnimFrame) {
function GamepadInput(playerController) {
this.playerController = playerController;
Parent.call(this);
this.gamepad = null;
this.oldHoldingPressure = 0;
this.keyChanged = {
w: false,
a: false,
d: false
};
var self = this;
window.addEventListener("gamepadconnected", function(e) {
self.gamepad = e.gamepad;
});
window.addEventListener("gamepaddisconnected", function(e) {
self.gamepad = null;
});
}
GamepadInput.prototype = Object.create(Parent.prototype);
GamepadInput.prototype.update = function() {
if(this.gamepad) {
var x = this.gamepad.axes[2];
var y = -this.gamepad.axes[3];
// Looking direction
this.playerController.xyInput.onXyChange(x, y);
// Pointer finger holding item
var holdingPressure = this.gamepad.axes[5];
if((holdingPressure > 0 && this.oldHoldingPressure <= 0)
|| (holdingPressure <= 0 && this.oldHoldingPressure > 0)) {
this.playerController.handActionRequest(x, y);
}
this.oldHoldingPressure = holdingPressure;
this.simulateKeyboard();
}
};
GamepadInput.prototype.simulateKeyboard = function() {
// walking
/*
a:0 b:1 x:2 y:3
lb:4 rb:5 jl:6 jr:7
start:8 back:9 xbox:10
u:11 d:12 l:13 r:14
*/
this.key(11, 87);
this.key(13, 65);
this.key(14, 68);
};
GamepadInput.prototype.key = function(i, key) {
if(this.keyChanged[key] != this.gamepad.buttons[i].pressed) {
var evt = {keyCode:key}
if(this.gamepad.buttons[i].pressed) window.onkeydown(evt);
else window.onkeyup(evt)
this.keyChanged[key] = this.gamepad.buttons[i].pressed;
}
};
return GamepadInput;
});

View file

@ -2,10 +2,11 @@ define([
"Game/Core/Control/PlayerController", "Game/Core/Control/PlayerController",
"Game/Client/Control/KeyboardInput", "Game/Client/Control/KeyboardInput",
"Game/Client/Control/Input/MouseInput", "Game/Client/Control/Input/MouseInput",
"Lib/Utilities/NotificationCenter" "Lib/Utilities/NotificationCenter",
"Game/Client/Control/Input/GamepadInput",
], ],
function (Parent, KeyboardInput, MouseInput, Nc) { function (Parent, KeyboardInput, MouseInput, Nc, GamepadInput) {
function PlayerController (me) { function PlayerController (me) {
@ -13,6 +14,7 @@ function (Parent, KeyboardInput, MouseInput, Nc) {
this.keyboardInput = new KeyboardInput(this); this.keyboardInput = new KeyboardInput(this);
this.xyInput = new MouseInput(this); this.xyInput = new MouseInput(this);
this.gamepadInput = new GamepadInput(this);
this.ncTokens = [ this.ncTokens = [
Nc.on(Nc.ns.client.input.xy.change, this.setXY, this), Nc.on(Nc.ns.client.input.xy.change, this.setXY, this),
@ -44,6 +46,10 @@ function (Parent, KeyboardInput, MouseInput, Nc) {
PlayerController.prototype = Object.create(Parent.prototype); PlayerController.prototype = Object.create(Parent.prototype);
PlayerController.prototype.update = function() {
this.gamepadInput.update();
};
PlayerController.prototype.init = function (keys) { PlayerController.prototype.init = function (keys) {
this.keyboardInput.registerKey(keys.a, 'moveLeft', 'stop'); this.keyboardInput.registerKey(keys.a, 'moveLeft', 'stop');

View file

@ -50,6 +50,8 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, Nc, reque
this.animationRequestId = requestAnimFrame(this.update.bind(this)); this.animationRequestId = requestAnimFrame(this.update.bind(this));
if(this.me && this.me.playerController) this.me.playerController.update();
this.physicsEngine.update(); this.physicsEngine.update();
if(this.me) { if(this.me) {