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