fixed input controllerism - fixes #28

This commit is contained in:
Logsol 2013-07-30 18:13:39 +02:00
parent a59a258ad6
commit f5eacb6335
13 changed files with 163 additions and 223 deletions

View file

@ -1,9 +1,9 @@
define(["Game/Client/Control/Key"], function (Key) {
function KeyboardInput (keyboardController) {
function KeyboardInput (playerController) {
this._registry = {};
this._keyboardController = keyboardController;
this._playerController = playerController;
this.init();
}
@ -16,9 +16,9 @@ define(["Game/Client/Control/Key"], function (Key) {
KeyboardInput.prototype.registerKey = function (keyCode, onKeyDown, onKeyUp, onKeyFrame) {
var key = new Key();
key.setKeyDownFunction(onKeyDown);
key.setKeyUpFunction(onKeyUp);
key.setKeyFrameFunction(onKeyFrame);
if(onKeyDown) key.setKeyDownFunction(onKeyDown);
if(onKeyUp) key.setKeyUpFunction(onKeyUp);
if(onKeyFrame) key.setKeyFrameFunction(onKeyFrame);
this._registry[keyCode] = key;
}
@ -28,48 +28,39 @@ define(["Game/Client/Control/Key"], function (Key) {
KeyboardInput.prototype._onKeyDown = function (e) {
var key = this._getKeyByKeyCode(e.keyCode);
if (key && key.getActive() == false) {
key.setActivityUpdateStatus(true);
key.setActivityUpdateNeeded(true);
if (key && !key.getActive()) {
var callback = key.getKeyDownFunction();
if(callback) this._playerController[callback]();
key.setActive(true);
}
}
KeyboardInput.prototype._onKeyUp = function (e) {
var key = this._getKeyByKeyCode(e.keyCode);
if (key != null) {
key.setActivityUpdateStatus(false);
key.setActivityUpdateNeeded(true);
if (key && key.getActive()) {
var callback = key.getKeyUpFunction();
if(callback) this._playerController[callback]();
key.setActive(false);
}
}
/*
* If KeyFrameFunction was set, it is executed when key is active
*/
KeyboardInput.prototype.update = function () {
var callback = null;
var self = this;
for (var keyCode in this._registry) {
var key = this._registry[keyCode];
var key = this._getKeyByKeyCode(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._keyboardController[callback]();
} else {
if (key.getActive()) {
callback = key.getKeyFrameFunction();
if (callback) {
self._keyboardController[callback]();
}
if (key.getActive()) {
callback = key.getKeyFrameFunction();
if (callback) {
this._playerController[callback]();
}
}
callback = null;
}
}