mkjs/code/engine/controls/controlDefault.js

129 lines
3.6 KiB
JavaScript

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