use zsnes default keybindings for keyboard control

This commit is contained in:
Colin McMillen 2019-09-25 15:33:45 -04:00
parent aed6bdd877
commit 3e9a45a7c3

70
main.js
View File

@ -23,10 +23,7 @@ class Input {
this.select = false;
this.start = false;
this.upArrowPressed = false;
this.downArrowPressed = false;
this.leftArrowPressed = false;
this.rightArrowPressed = false;
this.keysPressed = {};
window.addEventListener('gamepadconnected', this.gamepadConnected);
window.addEventListener('gamepaddisconnected', this.gamepadDisconnected);
@ -35,61 +32,48 @@ class Input {
}
keyDown(e) {
if (e.key == 'ArrowUp' || e.key == 'w') {
this.upArrowPressed = true;
}
if (e.key == 'ArrowDown' || e.key == 's') {
this.downArrowPressed = true;
}
if (e.key == 'ArrowLeft' || e.key == 'a') {
this.leftArrowPressed = true;
}
if (e.key == 'ArrowRight' || e.key == 'd') {
this.rightArrowPressed = true;
}
this.keysPressed[e.key] = true;
}
keyUp(e) {
if (e.key == 'ArrowUp' || e.key == 'w') {
this.upArrowPressed = false;
}
if (e.key == 'ArrowDown' || e.key == 's') {
this.downArrowPressed = false;
}
if (e.key == 'ArrowLeft' || e.key == 'a') {
this.leftArrowPressed = false;
}
if (e.key == 'ArrowRight' || e.key == 'd') {
this.rightArrowPressed = false;
}
this.keysPressed[e.key] = false;
}
update() {
// TODO: have a config screen instead of hard-coding the 8Bitdo SNES30 pad.
// TODO: handle connects / disconnects more correctly.
this.up = this.upArrowPressed;
this.down = this.downArrowPressed;
this.left = this.leftArrowPressed;
this.right = this.rightArrowPressed;
// 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;
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());
}