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allow 2 button to be pressed at the same time
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@ -31,6 +31,7 @@ export class InputsController {
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// buttonLock ensures only a single movement key is firing repeated inputs
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// (i.e. by holding down a button) at a time
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private buttonLock: Button;
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private buttonLock2: Button;
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private interactions: Map<Button, Map<string, boolean>> = new Map();
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private time: Time;
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private player: Map<String, GamepadMapping> = new Map();
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@ -87,7 +88,8 @@ export class InputsController {
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}
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update(): void {
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for (const b of Utils.getEnumValues(Button)) {
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// reversed to let the cancel button have a kinda priority on the action button
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for (const b of Utils.getEnumValues(Button).reverse()) {
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if (!this.interactions.hasOwnProperty(b)) continue;
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if (this.repeatInputDurationJustPassed(b) && this.interactions[b].isPressed) {
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this.events.emit('input_down', {
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@ -243,35 +245,50 @@ export class InputsController {
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* firing a repeated input - this is to prevent multiple buttons from firing repeatedly.
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*/
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repeatInputDurationJustPassed(button: Button): boolean {
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if (this.buttonLock === null || this.buttonLock !== button) {
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return false;
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}
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if (!this.isButtonLocked(button)) return false;
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if (this.time.now - this.interactions[button].pressTime >= repeatInputDelayMillis) {
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this.buttonLock = null;
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return true;
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}
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}
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setLastProcessedMovementTime(button: Button): void {
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if (!this.interactions.hasOwnProperty(button)) return;
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this.buttonLock = button;
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this.setButtonLock(button);
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this.interactions[button].pressTime = this.time.now;
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this.interactions[button].isPressed = true;
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}
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delLastProcessedMovementTime(button: Button): void {
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if (!this.interactions.hasOwnProperty(button)) return;
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this.buttonLock = null;
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this.releaseButtonLock(button);
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this.interactions[button].pressTime = null;
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this.interactions[button].isPressed = false;
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}
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deactivatePressedKey(): void {
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this.buttonLock = null;
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this.releaseButtonLock(this.buttonLock);
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this.releaseButtonLock(this.buttonLock2);
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for (const b of Utils.getEnumValues(Button)) {
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if (!this.interactions.hasOwnProperty(b)) return;
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this.interactions[b].pressTime = null;
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this.interactions[b].isPressed = false;
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}
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}
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isButtonLocked(button: Button): boolean {
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return (this.buttonLock === button || this.buttonLock2 === button);
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}
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setButtonLock(button: Button): void {
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if (this.buttonLock === button || this.buttonLock2 === button) return;
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if (this.buttonLock === button) this.buttonLock2 = button;
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else if (this.buttonLock2 === button) this.buttonLock = button;
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else if(!!this.buttonLock) this.buttonLock2 = button;
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else this.buttonLock = button;
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}
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releaseButtonLock(button: Button): void {
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if (this.buttonLock === button) this.buttonLock = null;
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else if (this.buttonLock2 === button) this.buttonLock2 = null;
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}
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}
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