Make movement speed depend on joystick force
This commit is contained in:
parent
e713120434
commit
9c9d262782
@ -64,17 +64,19 @@ export class Player extends Character implements CurrentGamerInterface {
|
|||||||
direction = PlayerAnimationDirections.Right;
|
direction = PlayerAnimationDirections.Right;
|
||||||
moving = true;
|
moving = true;
|
||||||
}
|
}
|
||||||
|
moving = moving || activeEvents.get(UserInputEvent.JoystickMove);
|
||||||
|
|
||||||
if (x !== 0 || y !== 0) {
|
if (x !== 0 || y !== 0) {
|
||||||
this.move(x, y);
|
this.move(x, y);
|
||||||
this.emit(hasMovedEventName, {moving, direction, x: this.x, y: this.y});
|
this.emit(hasMovedEventName, {moving, direction, x: this.x, y: this.y});
|
||||||
} else {
|
} else if (this.wasMoving && moving) {
|
||||||
if (this.wasMoving) {
|
// slow joystick movement
|
||||||
//direction = PlayerAnimationNames.None;
|
this.move(0, 0);
|
||||||
|
this.emit(hasMovedEventName, {moving, direction: this.previousDirection, x: this.x, y: this.y});
|
||||||
|
} else if (this.wasMoving && !moving) {
|
||||||
this.stop();
|
this.stop();
|
||||||
this.emit(hasMovedEventName, {moving, direction: this.previousDirection, x: this.x, y: this.y});
|
this.emit(hasMovedEventName, {moving, direction: this.previousDirection, x: this.x, y: this.y});
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
if (direction !== null) {
|
if (direction !== null) {
|
||||||
this.previousDirection = direction;
|
this.previousDirection = direction;
|
||||||
|
@ -17,20 +17,24 @@ export enum UserInputEvent {
|
|||||||
SpeedUp,
|
SpeedUp,
|
||||||
Interact,
|
Interact,
|
||||||
Shout,
|
Shout,
|
||||||
|
JoystickMove,
|
||||||
}
|
}
|
||||||
|
|
||||||
//we cannot the map structure so we have to create a replacment
|
//we cannot use a map structure so we have to create a replacment
|
||||||
export class ActiveEventList {
|
export class ActiveEventList {
|
||||||
private KeysCode : Map<UserInputEvent, boolean> = new Map<UserInputEvent, boolean>();
|
private eventMap : Map<UserInputEvent, boolean> = new Map<UserInputEvent, boolean>();
|
||||||
|
|
||||||
get(event: UserInputEvent): boolean {
|
get(event: UserInputEvent): boolean {
|
||||||
return this.KeysCode.get(event) || false;
|
return this.eventMap.get(event) || false;
|
||||||
}
|
}
|
||||||
set(event: UserInputEvent, value: boolean): void {
|
set(event: UserInputEvent, value: boolean): void {
|
||||||
this.KeysCode.set(event, value);
|
this.eventMap.set(event, value);
|
||||||
}
|
}
|
||||||
forEach(callback: (value: boolean, key: UserInputEvent) => void): void {
|
forEach(callback: (value: boolean, key: UserInputEvent) => void): void {
|
||||||
this.KeysCode.forEach(callback);
|
this.eventMap.forEach(callback);
|
||||||
|
}
|
||||||
|
any(): boolean {
|
||||||
|
return Array.from(this.eventMap.values()).reduce((accu, curr) => accu || curr, false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -39,14 +43,22 @@ export class UserInputManager {
|
|||||||
private KeysCode!: UserInputManagerDatum[];
|
private KeysCode!: UserInputManagerDatum[];
|
||||||
private Scene: GameScene;
|
private Scene: GameScene;
|
||||||
private isInputDisabled : boolean;
|
private isInputDisabled : boolean;
|
||||||
|
|
||||||
|
private joystick : IVirtualJoystick;
|
||||||
private joystickEvents = new ActiveEventList();
|
private joystickEvents = new ActiveEventList();
|
||||||
|
private joystickForceThreshold = 60;
|
||||||
|
private joystickForceAccuX = 0;
|
||||||
|
private joystickForceAccuY = 0;
|
||||||
|
|
||||||
constructor(Scene: GameScene, virtualJoystick: IVirtualJoystick) {
|
constructor(Scene: GameScene, virtualJoystick: IVirtualJoystick) {
|
||||||
this.Scene = Scene;
|
this.Scene = Scene;
|
||||||
this.isInputDisabled = false;
|
this.isInputDisabled = false;
|
||||||
this.initKeyBoardEvent();
|
this.initKeyBoardEvent();
|
||||||
virtualJoystick.on("update", () => {
|
this.joystick = virtualJoystick;
|
||||||
const cursorKeys = virtualJoystick.createCursorKeys();
|
this.joystick.on("update", () => {
|
||||||
|
this.joystickForceAccuX = this.joystick.forceX ? this.joystickForceAccuX : 0;
|
||||||
|
this.joystickForceAccuY = this.joystick.forceY ? this.joystickForceAccuY : 0;
|
||||||
|
const cursorKeys = this.joystick.createCursorKeys();
|
||||||
for (const name in cursorKeys) {
|
for (const name in cursorKeys) {
|
||||||
const key = cursorKeys[name as Direction];
|
const key = cursorKeys[name as Direction];
|
||||||
switch (name) {
|
switch (name) {
|
||||||
@ -109,9 +121,27 @@ export class UserInputManager {
|
|||||||
}
|
}
|
||||||
this.joystickEvents.forEach((value, key) => {
|
this.joystickEvents.forEach((value, key) => {
|
||||||
if (value) {
|
if (value) {
|
||||||
|
switch (key) {
|
||||||
|
case UserInputEvent.MoveUp:
|
||||||
|
case UserInputEvent.MoveDown:
|
||||||
|
this.joystickForceAccuY += this.joystick.forceY;
|
||||||
|
if (Math.abs(this.joystickForceAccuY) > this.joystickForceThreshold) {
|
||||||
eventsMap.set(key, value);
|
eventsMap.set(key, value);
|
||||||
|
this.joystickForceAccuY = 0;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case UserInputEvent.MoveLeft:
|
||||||
|
case UserInputEvent.MoveRight:
|
||||||
|
this.joystickForceAccuX += this.joystick.forceX;
|
||||||
|
if (Math.abs(this.joystickForceAccuX) > this.joystickForceThreshold) {
|
||||||
|
eventsMap.set(key, value);
|
||||||
|
this.joystickForceAccuX = 0;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
eventsMap.set(UserInputEvent.JoystickMove, this.joystickEvents.any());
|
||||||
this.KeysCode.forEach(d => {
|
this.KeysCode.forEach(d => {
|
||||||
if (d.keyInstance.isDown) {
|
if (d.keyInstance.isDown) {
|
||||||
eventsMap.set(d.event, true);
|
eventsMap.set(d.event, true);
|
||||||
|
@ -16,6 +16,8 @@ export interface CursorKeys extends Record<Direction, CursorKey> {
|
|||||||
export interface IVirtualJoystick extends Phaser.GameObjects.GameObject {
|
export interface IVirtualJoystick extends Phaser.GameObjects.GameObject {
|
||||||
y: number;
|
y: number;
|
||||||
x: number;
|
x: number;
|
||||||
|
forceX: number;
|
||||||
|
forceY: number;
|
||||||
visible: boolean;
|
visible: boolean;
|
||||||
createCursorKeys: () => CursorKeys;
|
createCursorKeys: () => CursorKeys;
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user