Make movement speed depend on joystick force

This commit is contained in:
PizZaKatZe 2021-01-23 02:21:16 +01:00
parent e713120434
commit 9c9d262782
3 changed files with 50 additions and 16 deletions

View File

@ -47,7 +47,7 @@ export class Player extends Character implements CurrentGamerInterface {
let x = 0; let x = 0;
let y = 0; let y = 0;
if (activeEvents.get(UserInputEvent.MoveUp)) { if (activeEvents.get(UserInputEvent.MoveUp)) {
y = - moveAmount; y = -moveAmount;
direction = PlayerAnimationDirections.Up; direction = PlayerAnimationDirections.Up;
moving = true; moving = true;
} else if (activeEvents.get(UserInputEvent.MoveDown)) { } else if (activeEvents.get(UserInputEvent.MoveDown)) {
@ -64,17 +64,19 @@ export class Player extends Character implements CurrentGamerInterface {
direction = PlayerAnimationDirections.Right; direction = PlayerAnimationDirections.Right;
moving = true; moving = true;
} }
moving = moving || activeEvents.get(UserInputEvent.JoystickMove);
if (x !== 0 || y !== 0) { if (x !== 0 || y !== 0) {
this.move(x, y); this.move(x, y);
this.emit(hasMovedEventName, {moving, direction, x: this.x, y: this.y}); this.emit(hasMovedEventName, {moving, direction, x: this.x, y: this.y});
} else { } else if (this.wasMoving && moving) {
if (this.wasMoving) { // slow joystick movement
//direction = PlayerAnimationNames.None; this.move(0, 0);
this.emit(hasMovedEventName, {moving, direction: this.previousDirection, x: this.x, y: this.y});
} else if (this.wasMoving && !moving) {
this.stop(); this.stop();
this.emit(hasMovedEventName, {moving, direction: this.previousDirection, x: this.x, y: this.y}); this.emit(hasMovedEventName, {moving, direction: this.previousDirection, x: this.x, y: this.y});
} }
}
if (direction !== null) { if (direction !== null) {
this.previousDirection = direction; this.previousDirection = direction;

View File

@ -17,20 +17,24 @@ export enum UserInputEvent {
SpeedUp, SpeedUp,
Interact, Interact,
Shout, Shout,
JoystickMove,
} }
//we cannot the map structure so we have to create a replacment //we cannot use a map structure so we have to create a replacment
export class ActiveEventList { export class ActiveEventList {
private KeysCode : Map<UserInputEvent, boolean> = new Map<UserInputEvent, boolean>(); private eventMap : Map<UserInputEvent, boolean> = new Map<UserInputEvent, boolean>();
get(event: UserInputEvent): boolean { get(event: UserInputEvent): boolean {
return this.KeysCode.get(event) || false; return this.eventMap.get(event) || false;
} }
set(event: UserInputEvent, value: boolean): void { set(event: UserInputEvent, value: boolean): void {
this.KeysCode.set(event, value); this.eventMap.set(event, value);
} }
forEach(callback: (value: boolean, key: UserInputEvent) => void): void { forEach(callback: (value: boolean, key: UserInputEvent) => void): void {
this.KeysCode.forEach(callback); this.eventMap.forEach(callback);
}
any(): boolean {
return Array.from(this.eventMap.values()).reduce((accu, curr) => accu || curr, false);
} }
} }
@ -39,14 +43,22 @@ export class UserInputManager {
private KeysCode!: UserInputManagerDatum[]; private KeysCode!: UserInputManagerDatum[];
private Scene: GameScene; private Scene: GameScene;
private isInputDisabled : boolean; private isInputDisabled : boolean;
private joystick : IVirtualJoystick;
private joystickEvents = new ActiveEventList(); private joystickEvents = new ActiveEventList();
private joystickForceThreshold = 60;
private joystickForceAccuX = 0;
private joystickForceAccuY = 0;
constructor(Scene: GameScene, virtualJoystick: IVirtualJoystick) { constructor(Scene: GameScene, virtualJoystick: IVirtualJoystick) {
this.Scene = Scene; this.Scene = Scene;
this.isInputDisabled = false; this.isInputDisabled = false;
this.initKeyBoardEvent(); this.initKeyBoardEvent();
virtualJoystick.on("update", () => { this.joystick = virtualJoystick;
const cursorKeys = virtualJoystick.createCursorKeys(); this.joystick.on("update", () => {
this.joystickForceAccuX = this.joystick.forceX ? this.joystickForceAccuX : 0;
this.joystickForceAccuY = this.joystick.forceY ? this.joystickForceAccuY : 0;
const cursorKeys = this.joystick.createCursorKeys();
for (const name in cursorKeys) { for (const name in cursorKeys) {
const key = cursorKeys[name as Direction]; const key = cursorKeys[name as Direction];
switch (name) { switch (name) {
@ -109,11 +121,29 @@ export class UserInputManager {
} }
this.joystickEvents.forEach((value, key) => { this.joystickEvents.forEach((value, key) => {
if (value) { if (value) {
switch (key) {
case UserInputEvent.MoveUp:
case UserInputEvent.MoveDown:
this.joystickForceAccuY += this.joystick.forceY;
if (Math.abs(this.joystickForceAccuY) > this.joystickForceThreshold) {
eventsMap.set(key, value); eventsMap.set(key, value);
this.joystickForceAccuY = 0;
}
break;
case UserInputEvent.MoveLeft:
case UserInputEvent.MoveRight:
this.joystickForceAccuX += this.joystick.forceX;
if (Math.abs(this.joystickForceAccuX) > this.joystickForceThreshold) {
eventsMap.set(key, value);
this.joystickForceAccuX = 0;
}
break;
}
} }
}); });
eventsMap.set(UserInputEvent.JoystickMove, this.joystickEvents.any());
this.KeysCode.forEach(d => { this.KeysCode.forEach(d => {
if (d. keyInstance.isDown) { if (d.keyInstance.isDown) {
eventsMap.set(d.event, true); eventsMap.set(d.event, true);
} }
}); });

View File

@ -16,6 +16,8 @@ export interface CursorKeys extends Record<Direction, CursorKey> {
export interface IVirtualJoystick extends Phaser.GameObjects.GameObject { export interface IVirtualJoystick extends Phaser.GameObjects.GameObject {
y: number; y: number;
x: number; x: number;
forceX: number;
forceY: number;
visible: boolean; visible: boolean;
createCursorKeys: () => CursorKeys; createCursorKeys: () => CursorKeys;
} }