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1 | import { System } from '@serpentity/serpentity'; | |
2 | ||
3 | import ControllableNode from '../nodes/controllable'; | |
4 | ||
5 | const internals = { | |
6 | gamepadState: { | |
7 | }, | |
8 | keyboardState: { | |
9 | } | |
10 | }; | |
11 | ||
12 | /** | |
13 | * Updates control status based on the controller map | |
14 | * | |
15 | * @extends {external:Serpentity.System} | |
16 | * @class ControlMapperSystem | |
17 | * @param {object} config a configuration object to extend. | |
18 | */ | |
19 | export default class ControlMapperSystem extends System { | |
20 | ||
21 | constructor(config = {}) { | |
22 | ||
23 | super(); | |
24 | ||
25 | /** | |
26 | * The node collection of controllable entities | |
27 | * | |
28 | * @property {external:Serpentity.NodeCollection} controllables | |
29 | * @instance | |
30 | * @memberof RenderSystem | |
31 | */ | |
32 | this.controllables = null; | |
33 | ||
34 | this._initializeKeyboard(); | |
35 | this._initializeGamepad(); | |
36 | } | |
37 | ||
38 | /** | |
39 | * Initializes system when added. Requests controllable nodes. | |
40 | * | |
41 | * @function added | |
42 | * @memberof RenderSystem | |
43 | * @instance | |
44 | * @param {external:Serpentity.Engine} engine the serpentity engine to | |
45 | * which we are getting added | |
46 | */ | |
47 | added(engine) { | |
48 | ||
49 | this.controllables = engine.getNodes(ControllableNode); | |
50 | } | |
51 | ||
52 | /** | |
53 | * Clears system resources when removed. | |
54 | * | |
55 | * @function removed | |
56 | * @instance | |
57 | * @memberof RenderSystem | |
58 | */ | |
59 | removed() { | |
60 | ||
61 | this.controllables = null; | |
62 | } | |
63 | ||
64 | /** | |
65 | * Runs on every update of the loop. Maps the actions given the current state of the inputs | |
66 | * | |
67 | * @function update | |
68 | * @instance | |
69 | * @param {Number} currentFrameDuration the duration of the current | |
70 | * frame | |
71 | * @memberof RenderSystem | |
72 | */ | |
73 | update(currentFrameDuration) { | |
74 | ||
75 | this._updateGamepads(); | |
76 | ||
77 | for (const controllable of this.controllables) { | |
78 | for (const map of controllable.controlMap.map) { | |
79 | if (map.source.type === 'keyboard') { | |
80 | this._setValue(controllable.entity, map.target, !!internals.keyboardState[map.source.index]); | |
81 | } | |
82 | ||
83 | if (map.source.type === 'gamepad') { | |
84 | const gamepad = internals.gamepadState[map.source.gamepadNumber]; | |
85 | if (gamepad) { | |
86 | const source = gamepad[map.source.gamepadInputSource]; | |
87 | source && this._setValue(controllable.entity, map.target, source[map.source.index]); | |
88 | } | |
89 | } | |
90 | } | |
91 | } | |
92 | } | |
93 | ||
94 | // Listens to keyboard to update internal map | |
95 | ||
96 | _initializeKeyboard() { | |
97 | ||
98 | window.addEventListener('keydown', (event) => { | |
99 | ||
100 | internals.keyboardState[event.keyCode] = true; | |
101 | }); | |
102 | ||
103 | window.addEventListener('keyup', (event) => { | |
104 | ||
105 | internals.keyboardState[event.keyCode] = false; | |
106 | }); | |
107 | } | |
108 | ||
109 | // Requests gamepad access and binds to the events | |
110 | ||
111 | _initializeGamepad() { | |
112 | ||
113 | window.addEventListener('gamepadconnected', (event) => { | |
114 | ||
115 | internals.gamepadState[event.gamepad.index] = event.gamepad; | |
116 | window.gamepad = event.gamepad; | |
117 | }); | |
118 | ||
119 | window.addEventListener('gamepaddisconnected', (event) => { | |
120 | ||
121 | delete internals.gamepadState[event.gamepad.index]; | |
122 | }); | |
123 | } | |
124 | ||
125 | // Update Gamepad | |
126 | ||
127 | _updateGamepads() { | |
128 | ||
129 | const gamepads = navigator.getGamepads(); | |
130 | for (const index of Object.keys(internals.gamepadState)) { | |
131 | internals.gamepadState[index] = gamepads[index]; | |
132 | } | |
133 | } | |
134 | ||
135 | // Sets the value to a target | |
136 | ||
137 | _setValue(entity, target, value) { | |
138 | ||
139 | const component = entity.getComponent(target.component); | |
140 | ||
141 | if (component) { | |
142 | const keyFragments = target.property.split('.'); | |
143 | let currentObject = component; | |
144 | for (const keyFragment of keyFragments.slice(0, keyFragments.length - 1)) { | |
145 | currentObject = currentObject[keyFragment] = currentObject[keyFragment] || {}; | |
146 | } | |
147 | ||
148 | ||
149 | const finalValue = !!target.value ? target.value(value) : value; | |
150 | const finalProperty = keyFragments.pop(); | |
151 | currentObject[finalProperty] += finalValue; | |
152 | } | |
153 | } | |
154 | } | |
155 |