prosperon/scripts/input.js

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var Input = {
setgame() { cmd(77); },
setnuke() { cmd(78); },
};
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var Mouse = {
get pos() {
return cmd(45);
},
get worldpos() {
return screen2world(cmd(45));
},
disabled() {
cmd(46, 1);
},
normal() {
cmd(46, 0);
},
};
Mouse.doc = {};
Mouse.doc.pos = "The screen position of the mouse.";
Mouse.doc.worldpos = "The position in the game world of the mouse.";
Mouse.disabled.doc = "Set the mouse to hidden. This locks it to the game and hides it, but still provides movement and click events.";
Mouse.normal.doc = "Set the mouse to show again after hiding.";
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var Keys = {
shift() {
return cmd(50, 340);// || cmd(50, 344);
},
ctrl() {
return cmd(50, 341);// || cmd(50, 344);
},
alt() {
return cmd(50, 342);// || cmd(50, 346);
},
super() {
return cmd(50, 343);// || cmd(50, 347);
},
};
Input.state2str = function(state) {
if (typeof state === 'string') return state;
switch (state) {
case 0:
return "down";
case 1:
return "pressed";
case 2:
return "released";
}
}
Input.print_pawn_kbm = function(pawn) {
if (!('inputs' in pawn)) return;
var str = "";
for (var key in pawn.inputs) {
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if (!pawn.inputs[key].doc) continue;
str += `${key} | ${pawn.inputs[key].doc}\n`;
}
return str;
};
Input.print_md_kbm = function(pawn) {
if (!('inputs' in pawn)) return;
var str = "";
str += "|control|description|\n|---|---|\n";
for (var key in pawn.inputs) {
str += `|${key}|${pawn.inputs[key].doc}|`;
str += "\n";
}
return str;
};
Input.has_bind = function(pawn, bind) {
return (typeof pawn.inputs?.[bind] === 'function');
};
var Action = {
add_new(name) {
var action = Object.create(Action);
action.name = name;
action.inputs = [];
this.actions.push(action);
return action;
},
actions: [],
};
/* May be a human player; may be an AI player */
var Player = {
players: [],
input(fn, ...args) {
this.pawns.forEach(x => x[fn]?.(...args));
},
mouse_input(type, ...args) {
for (var pawn of this.pawns.reversed()) {
if (typeof pawn.inputs?.mouse?.[type] === 'function') {
pawn.inputs.mouse[type].call(pawn,...args);
pawn.inputs.post?.call(pawn);
if (!pawn.inputs.fallthru)
return;
}
}
},
char_input(c) {
for (var pawn of this.pawns.reversed()) {
if (typeof pawn.inputs?.char === 'function') {
pawn.inputs.char.call(pawn, c);
pawn.inputs.post?.call(pawn);
if (!pawn.inputs.fallthru)
return;
}
};
},
raw_input(cmd, state, ...args) {
for (var pawn of this.pawns.reversed()) {
if (typeof pawn.inputs?.any === 'function') {
pawn.inputs.any(cmd);
if (!pawn.inputs.fallthru)
return;
}
if (!pawn.inputs?.[cmd]) {
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if (pawn.inputs?.block) return;
continue;
}
var fn = null;
switch (state) {
case 'pressed':
fn = pawn.inputs[cmd];
break;
case 'rep':
fn = pawn.inputs[cmd].rep ? pawn.inputs[cmd] : null;
break;
case 'released':
fn = pawn.inputs[cmd].released;
break;
case 'down':
fn = pawn.inputs[cmd].down;
}
if (typeof fn === 'function') {
fn.call(pawn, ... args);
pawn.inputs.post?.call(pawn);
}
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switch (state) {
case 'released':
pawn.inputs.release_post?.call(pawn);
break;
}
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if (!pawn.inputs.fallthru) return;
if (pawn.inputs.block) return;
}
},
do_uncontrol(pawn) {
this.players.forEach(function(p) {
p.pawns = p.pawns.filter(x => x !== pawn);
});
},
obj_controlled(obj) {
for (var p in Player.players) {
if (p.pawns.contains(obj))
return true;
}
return false;
},
print_pawns() {
for (var pawn of this.pawns.reversed())
Log.say(pawn.toString());
},
create() {
var n = Object.create(this);
n.pawns = [];
n.gamepads = [];
this.players.push(n);
return n;
},
pawns: [],
control(pawn) {
this.pawns.push_unique(pawn);
},
uncontrol(pawn) {
this.pawns = this.pawns.filter(x => x !== pawn);
},
};
for (var i = 0; i < 4; i++) {
Player.create();
}
Player.control.doc = "Control a provided object, if the object has an 'inputs' object.";
Player.uncontrol.doc = "Uncontrol a previously controlled object.";
Player.print_pawns.doc = "Print out a list of the current pawn control stack.";
Player.doc = {};
Player.doc.players = "A list of current players.";