chuck.js/app/Game/Client/Control/KeyboardInput.js
2013-07-30 18:13:39 +02:00

69 lines
No EOL
2 KiB
JavaScript
Executable file

define(["Game/Client/Control/Key"], function (Key) {
function KeyboardInput (playerController) {
this._registry = {};
this._playerController = playerController;
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();
if(onKeyDown) key.setKeyDownFunction(onKeyDown);
if(onKeyUp) key.setKeyUpFunction(onKeyUp);
if(onKeyFrame) 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()) {
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 && 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;
for (var keyCode in this._registry) {
var key = this._getKeyByKeyCode(keyCode);
if (key.getActive()) {
callback = key.getKeyFrameFunction();
if (callback) {
this._playerController[callback]();
}
}
callback = null;
}
}
return KeyboardInput;
});