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fixed input controllerism - fixes #28
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a59a258ad6
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13 changed files with 163 additions and 223 deletions
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@ -1,9 +1,9 @@
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define(["Game/Client/Control/Key"], function (Key) {
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function KeyboardInput (keyboardController) {
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function KeyboardInput (playerController) {
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this._registry = {};
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this._keyboardController = keyboardController;
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this._playerController = playerController;
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this.init();
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}
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@ -16,9 +16,9 @@ define(["Game/Client/Control/Key"], function (Key) {
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KeyboardInput.prototype.registerKey = function (keyCode, onKeyDown, onKeyUp, onKeyFrame) {
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var key = new Key();
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key.setKeyDownFunction(onKeyDown);
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key.setKeyUpFunction(onKeyUp);
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key.setKeyFrameFunction(onKeyFrame);
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if(onKeyDown) key.setKeyDownFunction(onKeyDown);
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if(onKeyUp) key.setKeyUpFunction(onKeyUp);
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if(onKeyFrame) key.setKeyFrameFunction(onKeyFrame);
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this._registry[keyCode] = key;
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}
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@ -28,48 +28,39 @@ define(["Game/Client/Control/Key"], function (Key) {
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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() == false) {
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key.setActivityUpdateStatus(true);
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key.setActivityUpdateNeeded(true);
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if (key && !key.getActive()) {
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var callback = key.getKeyDownFunction();
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if(callback) this._playerController[callback]();
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key.setActive(true);
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}
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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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if (key != null) {
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key.setActivityUpdateStatus(false);
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key.setActivityUpdateNeeded(true);
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if (key && key.getActive()) {
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var callback = key.getKeyUpFunction();
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if(callback) this._playerController[callback]();
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key.setActive(false);
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}
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}
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/*
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* If KeyFrameFunction was set, it is executed when key is active
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*/
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KeyboardInput.prototype.update = function () {
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var callback = null;
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var self = this;
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for (var keyCode in this._registry) {
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var key = this._registry[keyCode];
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var key = this._getKeyByKeyCode(keyCode);
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if (key.getActivityUpdateNeeded()) {
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if (key.getActivityUpdateStatus() == true) {
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callback = key.getKeyDownFunction();
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key.setActive(true);
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} else {
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callback = key.getKeyUpFunction();
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key.setActive(false);
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}
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key.setActivityUpdateNeeded(false);
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}
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if (callback) {
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self._keyboardController[callback]();
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} else {
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if (key.getActive()) {
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callback = key.getKeyFrameFunction();
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if (callback) {
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self._keyboardController[callback]();
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}
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if (key.getActive()) {
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callback = key.getKeyFrameFunction();
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if (callback) {
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this._playerController[callback]();
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}
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}
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callback = null;
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}
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}
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