Allow interacting with entities
This commit is contained in:
parent
e0eddb8741
commit
453a9391cc
6 changed files with 140 additions and 62 deletions
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@ -17,6 +17,7 @@ export class EntityContext implements CollidableGroup {
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return new EntityContext(
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renderer,
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name,
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await loadEntity(renderer, entity),
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mkCollision(entity.collision),
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);
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@ -26,8 +27,9 @@ export class EntityContext implements CollidableGroup {
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private constructor(
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private readonly renderer: Renderer,
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private readonly name: string,
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private readonly view: SpriteView,
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public readonly collision: Collidable[],
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private readonly collision: Collidable[],
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) {}
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public render() {
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@ -42,4 +44,8 @@ export class EntityContext implements CollidableGroup {
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public getCollidables(): Collidable[] {
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return this.collision;
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}
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public interact() {
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alert(`You've interacted with ${this.name}!`);
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}
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}
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@ -3,7 +3,7 @@ import { EntityContext } from './entitycontext';
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import { MapData } from '../model/data/map';
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import { DirectionHandler } from '../view/input/directionhandler';
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import { ButtonCode, GameInputHandler } from '../view/input/gameinput';
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import { loadMap } from '../view/map';
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import { Renderer } from '../view/renderer/renderer';
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import { SpriteView } from '../view/sprite';
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@ -44,14 +44,16 @@ export class GameContext implements CollidableGroup {
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private time: number|null = null;
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private readonly tick = 10; // ms per tick
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private readonly speed = 0.04; // movement per tick
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private readonly maxSpeed = 0.04; // movement per tick
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private readonly maxSkip = 20; // maximum ticks to process in a single render step
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private readonly input: DirectionHandler;
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private readonly input: GameInputHandler;
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private readonly playerMovement: vec2 = vec2.create();
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private readonly playerDir: vec2 = vec2.fromValues(0, 1);
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private speed: number = 0;
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private readonly collisionRadius = 7 / 16;
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private readonly interactLength = 1 / 32;
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private constructor(
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private readonly renderer: Renderer,
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@ -60,12 +62,23 @@ export class GameContext implements CollidableGroup {
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private readonly entities: EntityContext[],
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private readonly collision: Collidable[],
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) {
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this.input = new DirectionHandler();
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this.input.addListener((v) => {
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if (vec2.sqrLen(v) > 0)
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vec2.normalize(this.playerMovement, v);
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else
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vec2.copy(this.playerMovement, [0, 0]);
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this.input = new GameInputHandler();
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this.input.addListener((input) => {
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switch (input.type) {
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case 'button':
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if (input.button === ButtonCode.Action)
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this.interact();
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break;
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case 'direction':
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if (vec2.sqrLen(input.direction) > 0) {
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vec2.copy(this.playerDir, input.direction);
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this.speed = this.maxSpeed;
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} else {
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this.speed = 0;
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}
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break;
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}
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});
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window.requestAnimationFrame(this.render);
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@ -86,6 +99,23 @@ export class GameContext implements CollidableGroup {
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return diff;
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}
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private canInteract(c: CollidableGroup): boolean {
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const dest = vec2.scaleAndAdd(vec2.create(), this.player.pos, this.playerDir, this.interactLength);
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const move = new Movement(this.player.pos, dest);
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return collide(c, vec2.create(), move, this.collisionRadius);
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}
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private interact(): void {
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for (const e of this.entities) {
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if (!this.canInteract(e))
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continue;
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e.interact();
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break;
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}
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}
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private updateStepCollide(out: vec2, dest: vec2): boolean {
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const move = new Movement(this.player.pos, dest);
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@ -102,7 +132,7 @@ export class GameContext implements CollidableGroup {
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}
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private updateStep(): void {
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const dest = vec2.scaleAndAdd(vec2.create(), this.player.pos, this.playerMovement, this.speed);
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const dest = vec2.scaleAndAdd(vec2.create(), this.player.pos, this.playerDir, this.speed);
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const newDest = vec2.create();
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while (this.updateStepCollide(newDest, dest)) {
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@ -118,7 +148,7 @@ export class GameContext implements CollidableGroup {
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private update(time: number): void {
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const diff = Math.min(this.maxSkip, this.updateTime(time));
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if (vec2.sqrLen(this.playerMovement) === 0) {
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if (!this.speed) {
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this.renderer.snapToGrid(this.player.pos, this.player.pos);
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return;
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}
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@ -1,37 +0,0 @@
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import { InputHandler } from './inputhandler';
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import { Listenable } from '../../util';
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import { vec2 } from 'gl-matrix';
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export const enum Keycode {
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Left = 37,
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Up = 38,
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Right = 39,
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Down = 40,
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}
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export class DirectionHandler extends Listenable<[vec2]> {
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private readonly input: InputHandler;
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constructor() {
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super();
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this.input = new InputHandler(new Set([Keycode.Left, Keycode.Up, Keycode.Right, Keycode.Down]));
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this.input.addListener(() => {
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const dir = vec2.create();
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if (this.input.has(Keycode.Left))
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vec2.add(dir, dir, [-1, 0]);
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if (this.input.has(Keycode.Up))
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vec2.add(dir, dir, [0, -1]);
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if (this.input.has(Keycode.Right))
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vec2.add(dir, dir, [1, 0]);
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if (this.input.has(Keycode.Down))
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vec2.add(dir, dir, [0, 1]);
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this.runListeners(dir);
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});
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}
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}
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78
src/view/input/gameinput.ts
Normal file
78
src/view/input/gameinput.ts
Normal file
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@ -0,0 +1,78 @@
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import { InputHandler } from './inputhandler';
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import { Listenable } from '../../util';
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import { vec2 } from 'gl-matrix';
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export enum ButtonCode {
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Action,
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Back,
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Menu,
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}
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const buttonMapping: {[key: string]: ButtonCode} = {
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KeyZ: ButtonCode.Action,
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KeyX: ButtonCode.Back,
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KeyC: ButtonCode.Menu,
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};
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export interface DirectionInput {
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type: 'direction';
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direction: vec2;
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}
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export interface ButtonInput {
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type: 'button';
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button: ButtonCode;
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}
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export type GameInput = DirectionInput | ButtonInput;
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export class GameInputHandler extends Listenable<[GameInput]> {
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private readonly input: InputHandler;
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constructor() {
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super();
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this.input = new InputHandler(
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new Set([
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'ArrowLeft',
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'ArrowUp',
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'ArrowRight',
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'ArrowDown',
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...Object.keys(buttonMapping),
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]));
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this.input.addListener((key: string, pressed: boolean) => {
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const button = buttonMapping[key];
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if (button !== undefined) {
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if (pressed)
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this.runListeners({
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type: 'button',
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button,
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});
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return;
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}
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const dir = vec2.create();
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if (this.input.has('ArrowLeft'))
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vec2.add(dir, dir, [-1, 0]);
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if (this.input.has('ArrowUp'))
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vec2.add(dir, dir, [0, -1]);
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if (this.input.has('ArrowRight'))
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vec2.add(dir, dir, [1, 0]);
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if (this.input.has('ArrowDown'))
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vec2.add(dir, dir, [0, 1]);
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if (vec2.sqrLen(dir) > 0)
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vec2.normalize(dir, dir);
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this.runListeners({
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type: 'direction',
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direction: dir,
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});
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});
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}
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}
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@ -1,39 +1,39 @@
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import { Listenable } from '../../util';
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export class InputHandler extends Listenable<[]> {
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private readonly keys: Set<number> = new Set();
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export class InputHandler extends Listenable<[string, boolean]> {
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private readonly keys: Set<string> = new Set();
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constructor(relevantKeys: Set<number>) {
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constructor(relevantKeys: Set<string>) {
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super();
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window.addEventListener('keydown', (ev) => {
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if (!relevantKeys.has(ev.keyCode))
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if (!relevantKeys.has(ev.code))
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return;
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ev.preventDefault();
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if (this.keys.has(ev.keyCode))
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if (ev.repeat)
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return;
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this.keys.add(ev.keyCode);
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this.runListeners();
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this.keys.add(ev.code);
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this.runListeners(ev.code, true);
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});
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window.addEventListener('keyup', (ev) => {
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if (!relevantKeys.has(ev.keyCode))
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if (!relevantKeys.has(ev.code))
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return;
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ev.preventDefault();
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if (!this.keys.has(ev.keyCode))
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if (!this.keys.has(ev.code))
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return;
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this.keys.delete(ev.keyCode);
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this.runListeners();
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this.keys.delete(ev.code);
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this.runListeners(ev.code, false);
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});
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}
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public has(key: number): boolean {
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public has(key: string): boolean {
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return this.keys.has(key);
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}
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}
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@ -10,6 +10,7 @@
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"interface-name": false,
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"max-classes-per-file": false,
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"no-bitwise": false,
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"object-literal-sort-keys": false,
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"one-variable-per-declaration": false,
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"quotemark": [true, "single", "avoid-escape", "avoid-template"]
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},
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