japanese-drum-game/public/src/js/keyboard.js

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JavaScript
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class Keyboard{
constructor(controller){
this.controller = controller
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this.game = this.controller.game
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this.kbd = {
"don_l": 86, // V
"don_r": 66, // B
"ka_l": 67, // C
"ka_r": 78, // N
"pause": 81, // Q
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"back": 8, // Backspace
"previous": 38, // Up
"next": 40, // Down
"confirm": 13 // Enter
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}
this.keys = {}
this.waitKeyupScore = {}
this.waitKeyupSound = {}
this.waitKeyupMenu = {}
this.keyTime = {
"don": -Infinity,
"ka": -Infinity
}
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var gameBtn = {}
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gameBtn[this.kbd["don_l"]] = ["u", "d", "l", "r", "ls"]
gameBtn[this.kbd["don_r"]] = ["a", "b", "x", "y", "rs"]
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gameBtn[this.kbd["ka_l"]] = ["lb", "lt"]
gameBtn[this.kbd["ka_r"]] = ["rb", "rt"]
this.gamepad = new Gamepad(gameBtn)
var menuBtn = {
"cancel": ["a"],
}
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menuBtn[this.kbd["confirm"]] = ["b", "ls", "rs"]
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menuBtn[this.kbd["previous"]] = ["u", "l", "lb", "lt"],
menuBtn[this.kbd["next"]] = ["d", "r", "rb", "rt"]
menuBtn[this.kbd["pause"]] = ["start"]
this.gamepadMenu = new Gamepad(menuBtn)
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pageEvents.keyAdd(this, "all", "both", event => {
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if(event.keyCode === 8){
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// Disable back navigation when pressing backspace
event.preventDefault()
}
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if(!event.repeat && this.buttonEnabled(event.keyCode)){
var ms = this.game.getAccurateTime()
this.setKey(event.keyCode, event.type === "keydown", ms)
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}
})
}
getBindings(){
return this.kbd
}
buttonEnabled(keyCode){
if(this.controller.autoPlayEnabled){
switch(keyCode){
case this.kbd["don_l"]:
case this.kbd["don_r"]:
case this.kbd["ka_l"]:
case this.kbd["ka_r"]:
return false
}
}
return true
}
checkGameKeys(){
if(!this.controller.autoPlayEnabled){
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var ms = this.game.getAccurateTime()
this.gamepad.play((pressed, keyCode) => {
if(pressed){
if(this.keys[keyCode]){
this.setKey(keyCode, false)
}
this.setKey(keyCode, true, ms)
}else{
this.setKey(keyCode, false)
}
})
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}else{
this.checkKeySound(this.kbd["don_l"], "don")
this.checkKeySound(this.kbd["don_r"], "don")
this.checkKeySound(this.kbd["ka_l"], "ka")
this.checkKeySound(this.kbd["ka_r"], "ka")
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}
}
checkMenuKeys(){
if(!this.controller.multiplayer){
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var moveMenu = 0
var ms = this.game.getAccurateTime()
this.gamepadMenu.play((pressed, keyCode) => {
if(pressed){
if(this.game.isPaused()){
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if(keyCode === "cancel"){
return setTimeout(() => {
this.controller.togglePauseMenu()
}, 200)
}
}
if(this.keys[keyCode]){
this.setKey(keyCode, false)
}
this.setKey(keyCode, true, ms)
}else{
this.setKey(keyCode, false)
}
})
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this.checkKey(this.kbd["pause"], "menu", () => {
this.controller.togglePauseMenu()
for(var key in this.keyTime){
this.keys[key] = null
this.keyTime[key] = null
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}
})
var moveMenuMinus = () => {
moveMenu = -1
}
var moveMenuPlus = () => {
moveMenu = 1
}
var moveMenuConfirm = () => {
if(this.game.isPaused()){
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setTimeout(() => {
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var selected = document.getElementsByClassName("selected")[0]
if(selected){
selected.click()
}
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}, 200)
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for(var key in this.keyTime){
this.keyTime[key] = null
}
}
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}
this.checkKey(this.kbd["previous"], "menu", moveMenuMinus)
this.checkKey(this.kbd["ka_l"], "menu", moveMenuMinus)
this.checkKey(this.kbd["next"], "menu", moveMenuPlus)
this.checkKey(this.kbd["ka_r"], "menu", moveMenuPlus)
this.checkKey(this.kbd["confirm"], "menu", moveMenuConfirm)
this.checkKey(this.kbd["don_l"], "menu", moveMenuConfirm)
this.checkKey(this.kbd["don_r"], "menu", moveMenuConfirm)
if(moveMenu && this.game.isPaused()){
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assets.sounds["ka"].play()
var selected = document.getElementsByClassName("selected")[0]
selected.classList.remove("selected")
var next = selected[(moveMenu === 1 ? "next" : "previous") + "ElementSibling"]
if(!next){
next = selected.parentNode[(moveMenu === 1 ? "first" : "last") + "ElementChild"]
}
next.classList.add("selected")
}
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}
if(this.controller.multiplayer !== 2){
this.checkKey(this.kbd["back"], "menu", () => {
if(this.controller.multiplayer === 1){
p2.send("gameend")
}
this.controller.togglePause()
this.controller.songSelection()
})
}
}
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checkKey(keyCode, type, callback){
if(this.keys[keyCode] && !this.isWaiting(keyCode, type)){
this.waitForKeyup(keyCode, type)
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callback()
}
}
checkKeySound(keyCode, sound){
this.checkKey(keyCode, "sound", () => {
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var circles = this.controller.getCircles()
var circle = circles[this.controller.getCurrentCircle()]
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if(
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sound === "don"
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&& circle
&& !circle.getPlayed()
&& circle.getType() === "balloon"
&& circle.requiredHits - circle.timesHit <= 1
){
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this.controller.playSound("balloon")
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}else{
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this.controller.playSound("note_" + sound)
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}
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this.keyTime[sound] = this.keyTime[keyCode]
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})
}
getKeys(){
return this.keys
}
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setKey(keyCode, down, ms){
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if(down){
this.keys[keyCode] = true
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this.keyTime[keyCode] = ms
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if(keyCode == this.kbd.don_l || keyCode == this.kbd.don_r){
this.checkKeySound(keyCode, "don")
}else if(keyCode == this.kbd.ka_l || keyCode == this.kbd.ka_r){
this.checkKeySound(keyCode, "ka")
}
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}else{
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this.keys[keyCode] = false
this.waitKeyupScore[keyCode] = false
this.waitKeyupSound[keyCode] = false
this.waitKeyupMenu[keyCode] = false
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}
}
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isWaiting(keyCode, type){
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if(type === "score"){
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return this.waitKeyupScore[keyCode]
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}else if(type === "sound"){
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return this.waitKeyupSound[keyCode]
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}else if(type === "menu"){
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return this.waitKeyupMenu[keyCode]
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}
}
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waitForKeyup(keyCode, type){
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if(type === "score"){
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this.waitKeyupScore[keyCode] = true
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}else if(type === "sound"){
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this.waitKeyupSound[keyCode] = true
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}else if(type === "menu"){
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this.waitKeyupMenu[keyCode] = true
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}
}
getKeyTime(){
return this.keyTime
}
clean(){
pageEvents.keyRemove(this, "all")
}
}