use existing direction inputs

This commit is contained in:
Will McCambley 2024-05-03 08:42:41 -07:00
parent 6d8df79195
commit 8071af00ea

View File

@ -93,11 +93,7 @@ export enum Button {
CYCLE_NATURE,
CYCLE_VARIANT,
SPEED_UP,
SLOW_DOWN,
LEFT_STICK_UP,
LEFT_STICK_DOWN,
LEFT_STICK_LEFT,
LEFT_STICK_RIGHT
SLOW_DOWN
}
export interface PokeballCounts {
@ -1459,10 +1455,10 @@ export default class BattleScene extends SceneBase {
}
private analogStickDirections = {
[Button.LEFT_STICK_UP]: false,
[Button.LEFT_STICK_DOWN]: false,
[Button.LEFT_STICK_LEFT]: false,
[Button.LEFT_STICK_RIGHT]: false
[Button.UP]: false,
[Button.DOWN]: false,
[Button.LEFT]: false,
[Button.RIGHT]: false
};
handleAnalogStick(): void {
@ -1476,40 +1472,40 @@ export default class BattleScene extends SceneBase {
if (Math.abs(leftStickX) > Math.abs(leftStickY)) {
if (leftStickX < -this.analogStickThreshold) {
// Left analog stick moved to the left
this.handleAnalogStickDirection(Button.LEFT_STICK_LEFT, Button.LEFT);
this.handleAnalogStickDirection(Button.LEFT);
} else if (leftStickX > this.analogStickThreshold) {
// Left analog stick moved to the right
this.handleAnalogStickDirection(Button.LEFT_STICK_RIGHT, Button.RIGHT);
this.handleAnalogStickDirection(Button.RIGHT);
} else {
// Left analog stick is in the neutral position horizontally
this.analogStickDirections[Button.LEFT_STICK_LEFT] = false;
this.analogStickDirections[Button.LEFT_STICK_RIGHT] = false;
this.analogStickDirections[Button.LEFT] = false;
this.analogStickDirections[Button.RIGHT] = false;
}
} else {
if (leftStickY < -this.analogStickThreshold) {
// Left analog stick moved up
this.handleAnalogStickDirection(Button.LEFT_STICK_UP, Button.UP);
this.handleAnalogStickDirection(Button.UP);
} else if (leftStickY > this.analogStickThreshold) {
// Left analog stick moved down
this.handleAnalogStickDirection(Button.LEFT_STICK_DOWN, Button.DOWN);
this.handleAnalogStickDirection(Button.DOWN);
} else {
// Left analog stick is in the neutral position vertically
this.analogStickDirections[Button.LEFT_STICK_UP] = false;
this.analogStickDirections[Button.LEFT_STICK_DOWN] = false;
this.analogStickDirections[Button.UP] = false;
this.analogStickDirections[Button.DOWN] = false;
}
}
}
private handleAnalogStickDirection(analogStickButton: Button, direction: Button): void {
if (!this.analogStickDirections[analogStickButton]) {
private handleAnalogStickDirection(button: Button): void {
if (!this.analogStickDirections[button]) {
// First button press
this.ui.processInput(direction);
this.setLastProcessedMovementTime(analogStickButton);
this.analogStickDirections[analogStickButton] = true;
} else if (this.repeatInputDurationJustPassed(analogStickButton)) {
this.ui.processInput(button);
this.setLastProcessedMovementTime(button);
this.analogStickDirections[button] = true;
} else if (this.repeatInputDurationJustPassed(button)) {
// Subsequent holds
this.ui.processInput(direction);
this.setLastProcessedMovementTime(analogStickButton);
this.ui.processInput(button);
this.setLastProcessedMovementTime(button);
}
}
/**
@ -1534,7 +1530,7 @@ export default class BattleScene extends SceneBase {
buttonJustPressed(button: Button): boolean {
const gamepad = this.input.gamepad?.gamepads[0];
return this.buttonKeys[button].some(k => Phaser.Input.Keyboard.JustDown(k)) || this.gamepadButtonJustDown(gamepad?.buttons[this.gamepadKeyConfig[button]]);
return this.buttonKeys[button].some(k => Phaser.Input.Keyboard.JustDown(k)) || this.gamepadButtonJustDown(gamepad?.buttons[this.gamepadKeyConfig[button]])
}
/**
@ -1564,8 +1560,8 @@ export default class BattleScene extends SceneBase {
return false;
}
const isAnalogStickButton = button >= Button.LEFT_STICK_UP && button <= Button.LEFT_STICK_RIGHT;
const isButtonPressed = isAnalogStickButton || this.buttonKeys[button]?.some(k => k.isDown);
const analogStickHeld = this.analogStickDirections[button];
const isButtonPressed = analogStickHeld || this.buttonKeys[button]?.some(k => k.isDown);
if (!isButtonPressed && this.gamepadButtonStates.every(b => b == false)) {
this.movementButtonLock = null;