2017-09-08 09:24:16 -07:00
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//
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// controlDefault.js
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//--------------------
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// Provides default (keyboard) controls for kart. In future there will be an AI controller and default will support gamepad.
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// by RHY3756547
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//
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// includes: main.js
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//
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2019-06-11 12:31:16 -07:00
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function getPlayerControls() {
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if (mobile) return controlMobile;
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else return controlDefault;
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}
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2017-09-08 09:24:16 -07:00
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window.controlDefault = function() {
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var thisObj = this;
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this.local = true;
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var kart;
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this.setKart = function(k) {
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kart = k;
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thisObj.kart = k;
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}
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this.fetchInput = fetchInput;
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function fetchInput() {
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return {
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accel: keysArray[88], //x
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decel: keysArray[90], //z
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drift: keysArray[83], //s
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item: keysArray[65], //a
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//-1 to 1, intensity.
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turn: (keysArray[37]?-1:0)+(keysArray[39]?1:0),
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2019-06-11 12:31:16 -07:00
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airTurn: (keysArray[40]?-1:0)+(keysArray[38]?1:0) //air excitebike turn, item fire direction
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};
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}
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}
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window.controlMobile = function() {
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var thisObj = this;
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this.local = true;
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var kart;
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var item = false;
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this.setKart = function(k) {
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kart = k;
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thisObj.kart = k;
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}
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this.fetchInput = fetchInput;
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function searchForTouch(rect) { //{touch: Touch, enterLeave: number} 1 is enter, leave is 2,
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for (var i=0; i<touches.length; i++) {
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var touch = touches[i];
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var inNow = (touch.x > rect[0] && touch.y > rect[1] && touch.x < rect[2] && touch.y < rect[3]);
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var inBefore = (touch.lastx > rect[0] && touch.lasty > rect[1] && touch.lastx < rect[2] && touch.lasty < rect[3]);
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var active = inNow && !touch.released;
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if (inNow == inBefore && inNow) {
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return {touch: touch, enterLeave: 0, active: active};
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} else if (inNow) {
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return {touch: touch, enterLeave: 1, active: active};
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} else if (inBefore) {
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return {touch: touch, enterLeave: 2, active: active};
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}
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}
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return null;
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}
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function step(start, end, value) {
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return Math.max(0, Math.min(1, (value-start)/(end-start)));
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}
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function fetchInput() {
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var targW = 1136;
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var targH = 640;
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//window.touches array is filled by the game container
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//touches [{x:number (0-1), y:number (0-1), pressed:boolean, released:boolean, lastx:number (0-1), lasty:number (0-1)}]
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//accel unless reverse button is pressed
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var reverse = searchForTouch([955/targW, 320/targH, (955+125)/targW, (320+125)/targH]);
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reverse = (reverse != null) && reverse.active;
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var driftTouch = searchForTouch([780/targW, 468/targH, (780+300)/targW, (468+125)/targH]); //drift button on the right
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var itemTouch = searchForTouch([50/targW, 468/targH, (50+300)/targW, (468+125)/targH]); //touch the button exactly
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var dPadTouch = searchForTouch([0/targW, (468-50)/targH, (0+400)/targW, (468+225)/targH]); //allow for some space
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var turn = 0;
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if (dPadTouch != null && dPadTouch.active) {
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turn = step(0/targW, 400/targW, dPadTouch.touch.x);
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//digitize
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turn = Math.floor(turn*3) - 1;
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}
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var itemDir = 0;
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if (!item) {
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//if we touch the dpad (more exact than direction), start pressing item
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if (itemTouch != null && itemTouch.active && itemTouch.touch.pressed) {
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item = true;
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}
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} else {
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//if we release dpad, fire the item
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if (dPadTouch == null || !dPadTouch.active) {
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if (dPadTouch != null) {
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//set direction based on flick direction or position
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var vel = dPadTouch.touch.lasty - dPadTouch.touch.y;
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if (vel > 5/targH) itemDir = -1; //flicked down
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if (vel < -5/targH) itemDir = 1; //flicked up
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}
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item = false;
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}
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}
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return {
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accel: !reverse, //x
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decel: reverse, //z
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drift: (driftTouch != null && driftTouch.active), //s
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item: item, //a
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//-1 to 1, intensity.
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turn: turn,
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airTurn: itemDir //air excitebike turn, item fire direction
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2017-09-08 09:24:16 -07:00
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};
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}
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}
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