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synced 2025-07-08 09:22:17 +02:00
added return type for ui-inputs
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@ -7,11 +7,14 @@ import {Setting, settingOptions} from "./system/settings";
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import SettingsUiHandler from "./ui/settings-ui-handler";
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import {Button} from "./enums/buttons";
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export interface ActionKeys {
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[key in Button]: () => void;
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}
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export class UiInputs {
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private scene: Phaser.Scene;
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private events;
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private inputsController;
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private events: Phaser.Events;
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private inputsController: InputsController;
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constructor(scene: Phaser.Scene, inputsController: InputsController) {
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this.scene = scene;
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@ -19,7 +22,7 @@ export class UiInputs {
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this.init();
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}
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init() {
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init(): void {
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this.events = this.inputsController.events;
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this.listenInputs();
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}
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@ -28,21 +31,22 @@ export class UiInputs {
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this.events.on('input_down', (event) => {
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const actions = this.getActionsKeyDown();
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if (!actions.hasOwnProperty(event.button)) return;
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const [inputSuccess, vibrationLength] = actions[event.button]();
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if (inputSuccess && this.scene.enableVibration && typeof navigator.vibrate !== 'undefined')
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navigator.vibrate(vibrationLength);
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actions[event.button]();
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}, this);
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this.events.on('input_up', (event) => {
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const actions = this.getActionsKeyUp();
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if (!actions.hasOwnProperty(event.button)) return;
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const [inputSuccess, vibrationLength] = actions[event.button]();
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if (inputSuccess && this.scene.enableVibration && typeof navigator.vibrate !== 'undefined')
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navigator.vibrate(vibrationLength);
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actions[event.button]();
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}, this);
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}
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getActionsKeyDown() {
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doVibration(inputSuccess: boolean, vibrationLength: number): void {
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if (inputSuccess && this.scene.enableVibration && typeof navigator.vibrate !== 'undefined')
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navigator.vibrate(vibrationLength);
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}
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getActionsKeyDown(): ActionKeys {
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const actions = {};
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actions[Button.UP] = () => this.buttonDirection(Button.UP);
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actions[Button.DOWN] = () => this.buttonDirection(Button.DOWN);
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@ -64,29 +68,27 @@ export class UiInputs {
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return actions;
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}
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getActionsKeyUp() {
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getActionsKeyUp(): ActionKeys {
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const actions = {};
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actions[Button.STATS] = () => this.buttonStats(false);
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return actions;
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}
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buttonDirection(direction): Array<boolean | number> {
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buttonDirection(direction: Button): void {
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const inputSuccess = this.scene.ui.processInput(direction);
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const vibrationLength = 5;
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return [inputSuccess, vibrationLength];
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this.doVibration(inputSuccess, vibrationLength);
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}
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buttonAb(button): Array<boolean | number> {
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const inputSuccess = this.scene.ui.processInput(button);
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return [inputSuccess, 0];
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buttonAb(button: Button): void {
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this.scene.ui.processInput(button);
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}
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buttonTouch(): Array<boolean | number> {
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const inputSuccess = this.scene.ui.processInput(Button.SUBMIT) || this.scene.ui.processInput(Button.ACTION);
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return [inputSuccess, 0];
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buttonTouch(): void {
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this.scene.ui.processInput(Button.SUBMIT) || this.scene.ui.processInput(Button.ACTION);
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}
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buttonStats(pressed = true): Array<boolean | number> {
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buttonStats(pressed: boolean = true): void {
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if (pressed) {
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for (let p of this.scene.getField().filter(p => p?.isActive(true)))
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p.toggleStats(true);
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@ -94,17 +96,15 @@ export class UiInputs {
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for (let p of this.scene.getField().filter(p => p?.isActive(true)))
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p.toggleStats(false);
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}
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return [true, 0];
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}
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buttonMenu(): Array<boolean | number> {
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let inputSuccess;
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buttonMenu(): void {
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if (this.scene.disableMenu)
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return [true, 0];
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return;
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switch (this.scene.ui?.getMode()) {
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case Mode.MESSAGE:
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if (!(this.scene.ui.getHandler() as MessageUiHandler).pendingPrompt)
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return [true, 0];
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return;
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case Mode.TITLE:
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case Mode.COMMAND:
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case Mode.FIGHT:
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@ -117,44 +117,38 @@ export class UiInputs {
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case Mode.CONFIRM:
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case Mode.OPTION_SELECT:
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this.scene.ui.setOverlayMode(Mode.MENU);
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inputSuccess = true;
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break;
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case Mode.MENU:
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case Mode.SETTINGS:
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case Mode.ACHIEVEMENTS:
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this.scene.ui.revertMode();
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this.scene.playSound('select');
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inputSuccess = true;
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break;
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default:
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return [true, 0];
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return
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}
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return [inputSuccess, 0];
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}
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buttonCycleOption(button): Array<boolean | number> {
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let inputSuccess;
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buttonCycleOption(button: Button): void {
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if (this.scene.ui?.getHandler() instanceof StarterSelectUiHandler) {
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inputSuccess = this.scene.ui.processInput(button);
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this.scene.ui.processInput(button);
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}
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return [inputSuccess, 0];
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}
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buttonSpeedChange(up = true): Array<boolean | number> {
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buttonSpeedChange(up = true): void {
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if (up) {
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if (this.scene.gameSpeed < 5) {
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this.scene.gameData.saveSetting(Setting.Game_Speed, settingOptions[Setting.Game_Speed].indexOf(`${this.scene.gameSpeed}x`) + 1);
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if (this.scene.ui?.getMode() === Mode.SETTINGS)
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(this.scene.ui.getHandler() as SettingsUiHandler).show([]);
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}
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return [0, 0];
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return;
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}
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if (this.scene.gameSpeed > 1) {
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this.scene.gameData.saveSetting(Setting.Game_Speed, Math.max(settingOptions[Setting.Game_Speed].indexOf(`${this.scene.gameSpeed}x`) - 1, 0));
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if (this.scene.ui?.getMode() === Mode.SETTINGS)
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(this.scene.ui.getHandler() as SettingsUiHandler).show([]);
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}
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return [0, 0];
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}
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}
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