234 lines
8.3 KiB
TypeScript
234 lines
8.3 KiB
TypeScript
import type { Direction } from "../../types";
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import type { GameScene } from "../Game/GameScene";
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import { touchScreenManager } from "../../Touch/TouchScreenManager";
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import { MobileJoystick } from "../Components/MobileJoystick";
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import { enableUserInputsStore } from "../../Stores/UserInputStore";
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interface UserInputManagerDatum {
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keyInstance: Phaser.Input.Keyboard.Key;
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event: UserInputEvent;
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}
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export enum UserInputEvent {
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MoveLeft = 1,
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MoveUp,
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MoveRight,
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MoveDown,
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SpeedUp,
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Interact,
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Shout,
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JoystickMove,
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}
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//we cannot use a map structure so we have to create a replacement
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export class ActiveEventList {
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private eventMap: Map<UserInputEvent, boolean> = new Map<UserInputEvent, boolean>();
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get(event: UserInputEvent): boolean {
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return this.eventMap.get(event) || false;
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}
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set(event: UserInputEvent, value: boolean): void {
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this.eventMap.set(event, value);
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}
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forEach(callback: (value: boolean, key: UserInputEvent) => void): void {
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this.eventMap.forEach(callback);
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}
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any(): boolean {
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return Array.from(this.eventMap.values()).reduce((accu, curr) => accu || curr, false);
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}
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}
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//this class is responsible for catching user inputs and listing all active user actions at every game tick events.
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export class UserInputManager {
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private KeysCode!: UserInputManagerDatum[];
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private Scene: GameScene;
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private isInputDisabled: boolean;
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private joystick!: MobileJoystick;
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private joystickEvents = new ActiveEventList();
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private joystickForceThreshold = 60;
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private joystickForceAccuX = 0;
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private joystickForceAccuY = 0;
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constructor(Scene: GameScene) {
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this.Scene = Scene;
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this.isInputDisabled = false;
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this.initKeyBoardEvent();
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this.initMouseWheel();
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if (touchScreenManager.supportTouchScreen) {
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this.initVirtualJoystick();
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}
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enableUserInputsStore.subscribe((enable) => {
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enable ? this.restoreControls() : this.disableControls();
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});
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}
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initVirtualJoystick() {
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this.joystick = new MobileJoystick(this.Scene);
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this.joystick.on("update", () => {
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this.joystickForceAccuX = this.joystick.forceX ? this.joystickForceAccuX : 0;
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this.joystickForceAccuY = this.joystick.forceY ? this.joystickForceAccuY : 0;
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const cursorKeys = this.joystick.createCursorKeys();
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for (const name in cursorKeys) {
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const key = cursorKeys[name as Direction];
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switch (name) {
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case "up":
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this.joystickEvents.set(UserInputEvent.MoveUp, key.isDown);
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break;
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case "left":
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this.joystickEvents.set(UserInputEvent.MoveLeft, key.isDown);
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break;
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case "down":
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this.joystickEvents.set(UserInputEvent.MoveDown, key.isDown);
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break;
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case "right":
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this.joystickEvents.set(UserInputEvent.MoveRight, key.isDown);
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break;
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}
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}
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});
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}
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initKeyBoardEvent() {
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this.KeysCode = [
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{
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event: UserInputEvent.MoveUp,
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keyInstance: this.Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.Z, false),
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},
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{
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event: UserInputEvent.MoveUp,
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keyInstance: this.Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.W, false),
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},
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{
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event: UserInputEvent.MoveLeft,
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keyInstance: this.Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.Q, false),
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},
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{
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event: UserInputEvent.MoveLeft,
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keyInstance: this.Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.A, false),
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},
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{
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event: UserInputEvent.MoveDown,
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keyInstance: this.Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.S, false),
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},
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{
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event: UserInputEvent.MoveRight,
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keyInstance: this.Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.D, false),
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},
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{
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event: UserInputEvent.MoveUp,
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keyInstance: this.Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.UP, false),
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},
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{
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event: UserInputEvent.MoveLeft,
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keyInstance: this.Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.LEFT, false),
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},
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{
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event: UserInputEvent.MoveDown,
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keyInstance: this.Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.DOWN, false),
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},
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{
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event: UserInputEvent.MoveRight,
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keyInstance: this.Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.RIGHT, false),
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},
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{
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event: UserInputEvent.SpeedUp,
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keyInstance: this.Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SHIFT, false),
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},
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{
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event: UserInputEvent.Interact,
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keyInstance: this.Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.E, false),
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},
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{
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event: UserInputEvent.Interact,
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keyInstance: this.Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SPACE, false),
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},
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{
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event: UserInputEvent.Shout,
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keyInstance: this.Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.F, false),
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},
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];
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}
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clearAllListeners() {
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this.Scene.input.keyboard.removeAllListeners();
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}
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//todo: should we also disable the joystick?
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disableControls() {
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this.Scene.input.keyboard.removeAllKeys();
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this.isInputDisabled = true;
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}
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restoreControls() {
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this.initKeyBoardEvent();
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this.isInputDisabled = false;
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}
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getEventListForGameTick(): ActiveEventList {
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const eventsMap = new ActiveEventList();
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if (this.isInputDisabled) {
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return eventsMap;
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}
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this.joystickEvents.forEach((value, key) => {
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if (value) {
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switch (key) {
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case UserInputEvent.MoveUp:
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case UserInputEvent.MoveDown:
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this.joystickForceAccuY += this.joystick.forceY;
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if (Math.abs(this.joystickForceAccuY) > this.joystickForceThreshold) {
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eventsMap.set(key, value);
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this.joystickForceAccuY = 0;
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}
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break;
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case UserInputEvent.MoveLeft:
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case UserInputEvent.MoveRight:
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this.joystickForceAccuX += this.joystick.forceX;
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if (Math.abs(this.joystickForceAccuX) > this.joystickForceThreshold) {
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eventsMap.set(key, value);
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this.joystickForceAccuX = 0;
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}
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break;
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}
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}
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});
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eventsMap.set(UserInputEvent.JoystickMove, this.joystickEvents.any());
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this.KeysCode.forEach((d) => {
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if (d.keyInstance.isDown) {
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eventsMap.set(d.event, true);
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}
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});
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return eventsMap;
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}
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spaceEvent(callback: Function) {
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this.Scene.input.keyboard.on("keyup-SPACE", (event: Event) => {
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callback();
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return event;
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});
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}
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addSpaceEventListner(callback: Function) {
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this.Scene.input.keyboard.addListener("keyup-SPACE", callback);
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}
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removeSpaceEventListner(callback: Function) {
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this.Scene.input.keyboard.removeListener("keyup-SPACE", callback);
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}
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destroy(): void {
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this.joystick?.destroy();
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}
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private initMouseWheel() {
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this.Scene.input.on(
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"wheel",
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(pointer: unknown, gameObjects: unknown, deltaX: number, deltaY: number, deltaZ: number) => {
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this.Scene.zoomByFactor(1 - (deltaY / 53) * 0.1);
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}
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);
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}
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}
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