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add SnesInput class to represent controller input

separate input handling (from keyboard and gamepad) from the results
thereof
main
Colin McMillen 5 years ago
parent
commit
02c1907d26
  1. 176
      main.js

176
main.js

@ -12,7 +12,7 @@ function bound(low, x, high) {
return Math.max(low, Math.min(x, high));
}
class Input {
class SnesInput {
constructor() {
this.up = false;
this.down = false;
@ -26,72 +26,21 @@ class Input {
this.r = false;
this.select = false;
this.start = false;
this.keysPressed = {};
window.addEventListener('gamepadconnected', this.gamepadConnected);
window.addEventListener('gamepaddisconnected', this.gamepadDisconnected);
document.addEventListener('keydown', (e) => this.keyDown(e));
document.addEventListener('keyup', (e) => this.keyUp(e));
}
keyDown(e) {
this.keysPressed[e.key] = true;
}
keyUp(e) {
this.keysPressed[e.key] = false;
}
update() {
// Default ZSNES keybindings. See:
// http://zsnes-docs.sourceforge.net/html/readme.htm#default_keys
this.up = this.keysPressed['ArrowUp'];
this.down = this.keysPressed['ArrowDown'];
this.left = this.keysPressed['ArrowLeft'];
this.right = this.keysPressed['ArrowRight'];
this.start = this.keysPressed['Enter'];
this.select = this.keysPressed['Shift'];
this.a = this.keysPressed['x'];
this.b = this.keysPressed['z'];
this.x = this.keysPressed['s'];
this.y = this.keysPressed['a'];
this.l = this.keysPressed['d'];
this.r = this.keysPressed['c'];
const gamepad = navigator.getGamepads()[0];
if (gamepad == null || !gamepad.connected || gamepad.axes.length < 2 ||
gamepad.buttons.length < 12) {
return;
}
// TODO: have a config screen instead of hard-coding the 8Bitdo SNES30 pad.
// TODO: handle connects / disconnects more correctly.
this.up |= gamepad.axes[1] < 0;
this.down |= gamepad.axes[1] > 0;
this.left |= gamepad.axes[0] < 0;
this.right |= gamepad.axes[0] > 0;
this.a |= gamepad.buttons[0].pressed;
this.b |= gamepad.buttons[1].pressed;
this.x |= gamepad.buttons[3].pressed;
this.y |= gamepad.buttons[4].pressed;
this.l |= gamepad.buttons[6].pressed;
this.r |= gamepad.buttons[7].pressed;
this.select |= gamepad.buttons[10].pressed;
this.start |= gamepad.buttons[11].pressed;
debug(this.toString());
}
gamepadConnected(e) {
debug('gamepad connected! :)');
console.log('gamepad connected @ index %d: %d buttons, %d axes\n[%s]',
e.gamepad.index, e.gamepad.buttons.length, e.gamepad.axes.length,
e.gamepad.id);
}
gamepadDisconnected(e) {
debug('gamepad disconnected :(');
console.log('gamepad disconnected @ index %d:\n[%s]', e.gamepad.index,
e.gamepad.id);
copyFrom(other) {
this.up = other.up;
this.down = other.down;
this.left = other.left;
this.right = other.right;
this.a = other.a;
this.b = other.b;
this.x = other.x;
this.y = other.y;
this.l = other.l;
this.r = other.r;
this.select = other.select;
this.start = other.start;
}
toString() {
@ -143,6 +92,89 @@ class Input {
}
}
class InputHandler {
constructor() {
this.up = false;
this.down = false;
this.left = false;
this.right = false;
this.a = false;
this.b = false;
this.x = false;
this.y = false;
this.l = false;
this.r = false;
this.select = false;
this.start = false;
this.keysPressed = {};
window.addEventListener('gamepadconnected', this.gamepadConnected);
window.addEventListener('gamepaddisconnected', this.gamepadDisconnected);
document.addEventListener('keydown', (e) => this.keyDown(e));
document.addEventListener('keyup', (e) => this.keyUp(e));
}
keyDown(e) {
this.keysPressed[e.key] = true;
}
keyUp(e) {
this.keysPressed[e.key] = false;
}
update(input) {
// Default ZSNES keybindings. See:
// http://zsnes-docs.sourceforge.net/html/readme.htm#default_keys
input.up = this.keysPressed['ArrowUp'];
input.down = this.keysPressed['ArrowDown'];
input.left = this.keysPressed['ArrowLeft'];
input.right = this.keysPressed['ArrowRight'];
input.start = this.keysPressed['Enter'];
input.select = this.keysPressed['Shift'];
input.a = this.keysPressed['x'];
input.b = this.keysPressed['z'];
input.x = this.keysPressed['s'];
input.y = this.keysPressed['a'];
input.l = this.keysPressed['d'];
input.r = this.keysPressed['c'];
const gamepad = navigator.getGamepads()[0];
if (gamepad == null || !gamepad.connected || gamepad.axes.length < 2 ||
gamepad.buttons.length < 12) {
return;
}
// TODO: have a config screen instead of hard-coding the 8Bitdo SNES30 pad.
// TODO: handle connects / disconnects more correctly.
input.up |= gamepad.axes[1] < 0;
input.down |= gamepad.axes[1] > 0;
input.left |= gamepad.axes[0] < 0;
input.right |= gamepad.axes[0] > 0;
input.a |= gamepad.buttons[0].pressed;
input.b |= gamepad.buttons[1].pressed;
input.x |= gamepad.buttons[3].pressed;
input.y |= gamepad.buttons[4].pressed;
input.l |= gamepad.buttons[6].pressed;
input.r |= gamepad.buttons[7].pressed;
input.select |= gamepad.buttons[10].pressed;
input.start |= gamepad.buttons[11].pressed;
debug(input.toString());
}
gamepadConnected(e) {
debug('gamepad connected! :)');
console.log('gamepad connected @ index %d: %d buttons, %d axes\n[%s]',
e.gamepad.index, e.gamepad.buttons.length, e.gamepad.axes.length,
e.gamepad.id);
}
gamepadDisconnected(e) {
debug('gamepad disconnected :(');
console.log('gamepad disconnected @ index %d:\n[%s]', e.gamepad.index,
e.gamepad.id);
}
}
class Graphics {
constructor(canvas) {
this.canvas_ = canvas;
@ -223,7 +255,9 @@ class World {
constructor() {
this.state_ = null;
this.fpsCounter_ = new FpsCounter();
this.input_ = new Input();
this.inputHandler_ = new InputHandler();
this.input_ = new SnesInput();
this.lastInput_ = new SnesInput();
this.player_ = new Player();
// TODO: move rendering stuff to a separate object.
@ -235,9 +269,13 @@ class World {
update(timestampMs) {
this.fpsCounter_.update(timestampMs);
const wasRPressed = this.input_.r;
this.input_.update();
if (!wasRPressed && this.input_.r) {
// We copy values to avoid allocating new SnesInput objects every frame.
// TODO: is this actually worth it?
this.lastInput_.copyFrom(this.input_);
this.inputHandler_.update(this.input_);
if (!this.lastInput_.r && this.input_.r) {
this.player_.cycleSprite();
}
if (this.input_.left) {

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