tab -> spaces what about now github ?

This commit is contained in:
Greenlamp 2024-05-03 18:58:07 +02:00
parent 1d2bc88cab
commit 62e4ff7b33
3 changed files with 65 additions and 66 deletions

View File

@ -200,7 +200,7 @@ export default class BattleScene extends SceneBase {
this.load.atlas(key, `images/pokemon/${variant ? 'variant/' : ''}${experimental ? 'exp/' : ''}${atlasPath}.png`, `images/pokemon/${variant ? 'variant/' : ''}${experimental ? 'exp/' : ''}${atlasPath}.json`);
}
async preload() {
async preload() {
this.load.scenePlugin('inputController', InputsController);
this.load.scenePlugin('uiInputs', UiInputs);
if (DEBUG_RNG) {

View File

@ -1,4 +1,4 @@
import Phaser, { Time } from "phaser";
import Phaser, {Time} from "phaser";
import * as Utils from "./utils";
import {initTouchControls} from './touch-controls';
import pad_generic from "#app/configs/pad_generic";
@ -26,19 +26,20 @@ export enum Button {
SPEED_UP,
SLOW_DOWN
}
const repeatInputDelayMillis = 250;
export class InputsController extends Phaser.Plugins.ScenePlugin {
private game: Phaser.Game;
private buttonKeys: Phaser.Input.Keyboard.Key[][];
private gamepads: Array<string> = new Array();
private scene: Phaser.Scene;
private game: Phaser.Game;
private buttonKeys: Phaser.Input.Keyboard.Key[][];
private gamepads: Array<string> = new Array();
private scene: Phaser.Scene;
// buttonLock ensures only a single movement key is firing repeated inputs
// (i.e. by holding down a button) at a time
private buttonLock: Button;
private interactions: Map<Button, Map<string, boolean>> = new Map();
private time: Time;
// buttonLock ensures only a single movement key is firing repeated inputs
// (i.e. by holding down a button) at a time
private buttonLock: Button;
private interactions: Map<Button, Map<string, boolean>> = new Map();
private time: Time;
constructor(scene: Phaser.Scene, pluginManager: Phaser.Plugins.PluginManager, pluginKey: string) {
super(scene, pluginManager, pluginKey);
@ -57,7 +58,7 @@ export class InputsController extends Phaser.Plugins.ScenePlugin {
delete this.interactions[Button.MENU];
}
boot() {
boot() {
this.eventEmitter = this.systems.events;
this.events = new Phaser.Events.EventEmitter();
this.game.events.on(Phaser.Core.Events.STEP, this.update, this);
@ -79,13 +80,13 @@ export class InputsController extends Phaser.Plugins.ScenePlugin {
this.systems.input.gamepad.on('down', this.gamepadButtonDown, this);
this.systems.input.gamepad.on('up', this.gamepadButtonUp, this);
}
}
// Keyboard
this.setupKeyboardControls();
}
// Keyboard
this.setupKeyboardControls();
}
update() {
update() {
for (const b of Utils.getEnumValues(Button)) {
if (!this.interactions.hasOwnProperty(b)) continue;
if (this.repeatInputDurationJustPassed(b)) {
@ -96,17 +97,17 @@ export class InputsController extends Phaser.Plugins.ScenePlugin {
this.setLastProcessedMovementTime(b);
}
}
}
}
setupGamepad(thisGamepad): void {
setupGamepad(thisGamepad): void {
let gamepadID = thisGamepad.id.toLowerCase();
const mappedPad = this.mapGamepad(gamepadID);
this.player = {
'mapping': mappedPad.gamepadMapping,
}
}
}
refreshGamepads() :void {
refreshGamepads(): void {
// Sometimes, gamepads are undefined. For some reason.
this.gamepads = this.systems.input.gamepad.gamepads.filter(function (el) {
return el != null;
@ -115,9 +116,9 @@ export class InputsController extends Phaser.Plugins.ScenePlugin {
for (const [index, thisGamepad] of this.gamepads.entries()) {
thisGamepad.index = index; // Overwrite the gamepad index, in case we had undefined gamepads earlier
}
}
}
getActionGamepadMapping() {
getActionGamepadMapping() {
const gamepadMapping = {};
gamepadMapping[this.player.mapping.LC_N] = Button.UP;
gamepadMapping[this.player.mapping.LC_S] = Button.DOWN;
@ -138,9 +139,9 @@ export class InputsController extends Phaser.Plugins.ScenePlugin {
gamepadMapping[this.player.mapping.RS] = Button.SLOW_DOWN;
return gamepadMapping;
}
}
gamepadButtonDown(pad, button, value): void {
gamepadButtonDown(pad, button, value): void {
const actionMapping = this.getActionGamepadMapping();
const buttonDown = actionMapping.hasOwnProperty(button.index) && actionMapping[button.index];
if (buttonDown !== undefined) {
@ -150,9 +151,9 @@ export class InputsController extends Phaser.Plugins.ScenePlugin {
});
this.setLastProcessedMovementTime(buttonDown);
}
}
}
gamepadButtonUp(pad, button, value): void {
gamepadButtonUp(pad, button, value): void {
const actionMapping = this.getActionGamepadMapping();
const buttonUp = actionMapping.hasOwnProperty(button.index) && actionMapping[button.index];
if (buttonUp !== undefined) {
@ -162,9 +163,9 @@ export class InputsController extends Phaser.Plugins.ScenePlugin {
});
this.delLastProcessedMovementTime(buttonUp);
}
}
}
setupKeyboardControls(): void {
setupKeyboardControls(): void {
const keyCodes = Phaser.Input.Keyboard.KeyCodes;
const keyConfig = {
[Button.UP]: [keyCodes.UP, keyCodes.W],
@ -198,9 +199,9 @@ export class InputsController extends Phaser.Plugins.ScenePlugin {
initTouchControls(mobileKeyConfig);
this.listenInputKeyboard();
}
}
listenInputKeyboard(): void {
listenInputKeyboard(): void {
this.buttonKeys.forEach((row, index) => {
for (const key of row) {
key.on('down', () => {
@ -219,7 +220,7 @@ export class InputsController extends Phaser.Plugins.ScenePlugin {
});
}
});
}
}
mapGamepad(id) {
id = id.toLowerCase();
@ -227,23 +228,21 @@ export class InputsController extends Phaser.Plugins.ScenePlugin {
if (id.includes('081f') && id.includes('e401')) {
padConfig = pad_unlicensedSNES;
}
else if (id.includes('xbox') && id.includes('360')) {
} else if (id.includes('xbox') && id.includes('360')) {
padConfig = pad_xbox360;
}
else if (id.includes('054c')) {
} else if (id.includes('054c')) {
padConfig = pad_dualshock;
}
return padConfig;
}
/**
* repeatInputDurationJustPassed returns true if @param button has been held down long
* enough to fire a repeated input. A button must claim the buttonLock before
* firing a repeated input - this is to prevent multiple buttons from firing repeatedly.
*/
repeatInputDurationJustPassed(button: Button): boolean {
/**
* repeatInputDurationJustPassed returns true if @param button has been held down long
* enough to fire a repeated input. A button must claim the buttonLock before
* firing a repeated input - this is to prevent multiple buttons from firing repeatedly.
*/
repeatInputDurationJustPassed(button: Button): boolean {
if (this.buttonLock === null || this.buttonLock !== button) {
return false;
}
@ -251,17 +250,17 @@ export class InputsController extends Phaser.Plugins.ScenePlugin {
this.buttonLock = null;
return true;
}
}
}
setLastProcessedMovementTime(button: Button): void {
setLastProcessedMovementTime(button: Button): void {
if (!this.interactions.hasOwnProperty(button)) return;
this.buttonLock = button;
this.interactions[button].pressTime = this.time.now;
}
}
delLastProcessedMovementTime(button: Button): void {
delLastProcessedMovementTime(button: Button): void {
if (!this.interactions.hasOwnProperty(button)) return;
this.buttonLock = null;
this.interactions[button].pressTime = null;
}
}
}

View File

@ -19,7 +19,7 @@ export class UiInputs extends Phaser.Plugins.ScenePlugin {
this.events = this.scene.inputController.events
}
boot() {
boot() {
this.listenInputs();
}
@ -41,7 +41,7 @@ export class UiInputs extends Phaser.Plugins.ScenePlugin {
}, this);
}
getActionsKeyDown() {
getActionsKeyDown() {
const actions = {};
actions[Button.UP] = () => this.buttonDirection(Button.UP);
actions[Button.DOWN] = () => this.buttonDirection(Button.DOWN);
@ -61,31 +61,31 @@ export class UiInputs extends Phaser.Plugins.ScenePlugin {
actions[Button.SPEED_UP] = () => this.buttonSpeedChange();
actions[Button.SLOW_DOWN] = () => this.buttonSpeedChange(false);
return actions;
}
}
getActionsKeyUp() {
getActionsKeyUp() {
const actions = {};
actions[Button.STATS] = () => this.buttonStats(false);
return actions;
}
}
buttonDirection(direction): Array<boolean | number> {
buttonDirection(direction): Array<boolean | number> {
const inputSuccess = this.scene.ui.processInput(direction);
const vibrationLength = 5;
return [inputSuccess, vibrationLength];
}
}
buttonAb(button): Array<boolean | number> {
buttonAb(button): Array<boolean | number> {
const inputSuccess = this.scene.ui.processInput(button);
return [inputSuccess, 0];
}
}
buttonTouch(): Array<boolean | number> {
buttonTouch(): Array<boolean | number> {
const inputSuccess = this.scene.ui.processInput(Button.SUBMIT) || this.scene.ui.processInput(Button.ACTION);
return [inputSuccess, 0];
}
}
buttonStats(pressed = true): Array<boolean | number> {
buttonStats(pressed = true): Array<boolean | number> {
if (pressed) {
for (let p of this.scene.getField().filter(p => p?.isActive(true)))
p.toggleStats(true);
@ -94,9 +94,9 @@ export class UiInputs extends Phaser.Plugins.ScenePlugin {
p.toggleStats(false);
}
return [true, 0];
}
}
buttonMenu(): Array<boolean | number> {
buttonMenu(): Array<boolean | number> {
let inputSuccess;
if (this.scene.disableMenu)
return [true, 0];
@ -129,17 +129,17 @@ export class UiInputs extends Phaser.Plugins.ScenePlugin {
return [true, 0];
}
return [inputSuccess, 0];
}
}
buttonCycleOption(button): Array<boolean | number> {
buttonCycleOption(button): Array<boolean | number> {
let inputSuccess;
if (this.scene.ui?.getHandler() instanceof StarterSelectUiHandler) {
inputSuccess = this.scene.ui.processInput(button);
}
return [inputSuccess, 0];
}
}
buttonSpeedChange(up= true): Array<boolean | number> {
buttonSpeedChange(up = true): Array<boolean | number> {
if (up) {
if (this.scene.gameSpeed < 5) {
this.scene.gameData.saveSetting(Setting.Game_Speed, settingOptions[Setting.Game_Speed].indexOf(`${this.scene.gameSpeed}x`) + 1);
@ -154,6 +154,6 @@ export class UiInputs extends Phaser.Plugins.ScenePlugin {
(this.scene.ui.getHandler() as SettingsUiHandler).show([]);
}
return [0, 0];
}
}
}