partey_workadventure/front/src/Phaser/UserInput/UserInputManager.ts

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import {GameScene} from "../Game/GameScene";
interface UserInputManagerDatum {
keyInstance: Phaser.Input.Keyboard.Key;
event: UserInputEvent
}
export enum UserInputEvent {
MoveLeft = 1,
MoveUp,
MoveRight,
MoveDown,
SpeedUp,
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Interact,
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Shout,
}
//we cannot the map structure so we have to create a replacment
export class ActiveEventList {
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private KeysCode : Map<UserInputEvent, boolean> = new Map<UserInputEvent, boolean>();
get(event: UserInputEvent): boolean {
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return this.KeysCode.get(event) || false;
}
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set(event: UserInputEvent, value: boolean): void {
this.KeysCode.set(event, value);
}
}
//this class is responsible for catching user inputs and listing all active user actions at every game tick events.
export class UserInputManager {
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private KeysCode: UserInputManagerDatum[];
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constructor(Scene : GameScene) {
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this.KeysCode = [
{event: UserInputEvent.MoveUp, keyInstance: Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.Z) },
{event: UserInputEvent.MoveLeft, keyInstance: Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.Q) },
{event: UserInputEvent.MoveDown, keyInstance: Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.S) },
{event: UserInputEvent.MoveRight, keyInstance: Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.D) },
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{event: UserInputEvent.MoveUp, keyInstance: Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.UP) },
{event: UserInputEvent.MoveLeft, keyInstance: Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.LEFT) },
{event: UserInputEvent.MoveDown, keyInstance: Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.DOWN) },
{event: UserInputEvent.MoveRight, keyInstance: Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.RIGHT) },
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{event: UserInputEvent.SpeedUp, keyInstance: Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SHIFT) },
{event: UserInputEvent.Interact, keyInstance: Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.E) },
{event: UserInputEvent.Shout, keyInstance: Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.F) },
];
}
getEventListForGameTick(): ActiveEventList {
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const eventsMap = new ActiveEventList();
this.KeysCode.forEach(d => {
if (d. keyInstance.isDown) {
eventsMap.set(d.event, true);
}
});
return eventsMap;
}
}