japanese-drum-game/public/src/js/keyboard.js
2018-10-03 12:48:18 +03:00

226 lines
5.8 KiB
JavaScript

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