mirror of
https://github.com/pagefaultgames/pokerogue.git
synced 2024-11-30 10:46:05 +00:00
d98f7733d4
* rework of the input handling, including different gamepad and keyboard * rework of the input handling, including different gamepad and keyboard * first version of a too complex inputHandler based on phaser3-merged-input * removed useless control management and kept it simple for our use case, investigating to put out button_XX() * renamed inputHandler to inputController * aggregate directions and some action into a same method + fix menu return value * added back repeated input feature on keeping down a key * cleanup + return type * fix submit/action doing two things simultaneously, still same behaviour as before * extracted UI inputs out of battle-scene * tab -> spaces * tab -> spaces what about now github ? * tab -> spaces final (maybe) * tried to fix the plugin loading issue on prod * remove Plugins things as it's too uncertain how it works on prod * seems old code source is indented with tab * cleanup * cleanup * cleanup * putting in an enum file the enum buttons * fix repeating stats button + change message in event when the key is repeating * added return type for ui-inputs * added return type for inputs-controller * adapted the code to integrate changes of bennybroseph
154 lines
5.7 KiB
TypeScript
154 lines
5.7 KiB
TypeScript
import Phaser from "phaser";
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import {Mode} from "./ui/ui";
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import {InputsController} from "./inputs-controller";
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import MessageUiHandler from "./ui/message-ui-handler";
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import StarterSelectUiHandler from "./ui/starter-select-ui-handler";
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import {Setting, settingOptions} from "./system/settings";
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import SettingsUiHandler from "./ui/settings-ui-handler";
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import {Button} from "./enums/buttons";
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export interface ActionKeys {
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[key in Button]: () => void;
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}
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export class UiInputs {
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private scene: Phaser.Scene;
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private events: Phaser.Events;
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private inputsController: InputsController;
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constructor(scene: Phaser.Scene, inputsController: InputsController) {
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this.scene = scene;
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this.inputsController = inputsController;
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this.init();
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}
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init(): void {
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this.events = this.inputsController.events;
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this.listenInputs();
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}
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listenInputs(): void {
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this.events.on('input_down', (event) => {
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const actions = this.getActionsKeyDown();
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if (!actions.hasOwnProperty(event.button)) return;
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actions[event.button]();
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}, this);
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this.events.on('input_up', (event) => {
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const actions = this.getActionsKeyUp();
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if (!actions.hasOwnProperty(event.button)) return;
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actions[event.button]();
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}, this);
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}
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doVibration(inputSuccess: boolean, vibrationLength: number): void {
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if (inputSuccess && this.scene.enableVibration && typeof navigator.vibrate !== 'undefined')
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navigator.vibrate(vibrationLength);
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}
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getActionsKeyDown(): ActionKeys {
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const actions = {};
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actions[Button.UP] = () => this.buttonDirection(Button.UP);
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actions[Button.DOWN] = () => this.buttonDirection(Button.DOWN);
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actions[Button.LEFT] = () => this.buttonDirection(Button.LEFT);
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actions[Button.RIGHT] = () => this.buttonDirection(Button.RIGHT);
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actions[Button.SUBMIT] = () => this.buttonTouch();
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actions[Button.ACTION] = () => this.buttonAb(Button.ACTION);
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actions[Button.CANCEL] = () => this.buttonAb(Button.CANCEL);
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actions[Button.MENU] = () => this.buttonMenu();
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actions[Button.STATS] = () => this.buttonStats(true);
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actions[Button.CYCLE_SHINY] = () => this.buttonCycleOption(Button.CYCLE_SHINY);
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actions[Button.CYCLE_FORM] = () => this.buttonCycleOption(Button.CYCLE_FORM);
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actions[Button.CYCLE_GENDER] = () => this.buttonCycleOption(Button.CYCLE_GENDER);
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actions[Button.CYCLE_ABILITY] = () => this.buttonCycleOption(Button.CYCLE_ABILITY);
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actions[Button.CYCLE_NATURE] = () => this.buttonCycleOption(Button.CYCLE_NATURE);
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actions[Button.CYCLE_VARIANT] = () => this.buttonCycleOption(Button.CYCLE_VARIANT);
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actions[Button.SPEED_UP] = () => this.buttonSpeedChange();
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actions[Button.SLOW_DOWN] = () => this.buttonSpeedChange(false);
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return actions;
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}
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getActionsKeyUp(): ActionKeys {
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const actions = {};
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actions[Button.STATS] = () => this.buttonStats(false);
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return actions;
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}
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buttonDirection(direction: Button): void {
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const inputSuccess = this.scene.ui.processInput(direction);
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const vibrationLength = 5;
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this.doVibration(inputSuccess, vibrationLength);
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}
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buttonAb(button: Button): void {
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this.scene.ui.processInput(button);
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}
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buttonTouch(): void {
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this.scene.ui.processInput(Button.SUBMIT) || this.scene.ui.processInput(Button.ACTION);
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}
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buttonStats(pressed: boolean = true): void {
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if (pressed) {
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for (let p of this.scene.getField().filter(p => p?.isActive(true)))
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p.toggleStats(true);
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} else {
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for (let p of this.scene.getField().filter(p => p?.isActive(true)))
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p.toggleStats(false);
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}
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}
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buttonMenu(): void {
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if (this.scene.disableMenu)
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return;
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switch (this.scene.ui?.getMode()) {
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case Mode.MESSAGE:
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if (!(this.scene.ui.getHandler() as MessageUiHandler).pendingPrompt)
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return;
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case Mode.TITLE:
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case Mode.COMMAND:
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case Mode.FIGHT:
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case Mode.BALL:
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case Mode.TARGET_SELECT:
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case Mode.SAVE_SLOT:
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case Mode.PARTY:
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case Mode.SUMMARY:
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case Mode.STARTER_SELECT:
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case Mode.CONFIRM:
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case Mode.OPTION_SELECT:
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this.scene.ui.setOverlayMode(Mode.MENU);
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break;
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case Mode.MENU:
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case Mode.SETTINGS:
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case Mode.ACHIEVEMENTS:
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this.scene.ui.revertMode();
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this.scene.playSound('select');
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break;
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default:
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return
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}
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}
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buttonCycleOption(button: Button): void {
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if (this.scene.ui?.getHandler() instanceof StarterSelectUiHandler) {
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this.scene.ui.processInput(button);
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}
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}
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buttonSpeedChange(up = true): void {
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if (up) {
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if (this.scene.gameSpeed < 5) {
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this.scene.gameData.saveSetting(Setting.Game_Speed, settingOptions[Setting.Game_Speed].indexOf(`${this.scene.gameSpeed}x`) + 1);
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if (this.scene.ui?.getMode() === Mode.SETTINGS)
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(this.scene.ui.getHandler() as SettingsUiHandler).show([]);
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}
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return;
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}
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if (this.scene.gameSpeed > 1) {
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this.scene.gameData.saveSetting(Setting.Game_Speed, Math.max(settingOptions[Setting.Game_Speed].indexOf(`${this.scene.gameSpeed}x`) - 1, 0));
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if (this.scene.ui?.getMode() === Mode.SETTINGS)
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(this.scene.ui.getHandler() as SettingsUiHandler).show([]);
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}
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}
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} |