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UserInput.js
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100 lines (89 loc) · 3.16 KB
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/*
* Copyright (c) 2012 Tom Wadley, http://tomwadley.net/ship.js/
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
* LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
* OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
* WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
function initUserInput(canvas) {
document.onkeydown = keyDownHandler;
document.onkeyup = keyUpHandler;
document.onkeypress = keyPressHandler;
canvas.addEventListener("mousedown", mouseDownHandler, false);
canvas.addEventListener("mouseup", mouseUpHandler, false);
canvas.addEventListener("mousemove", mouseMoveHandler, false);
}
function keyDownHandler(event) {
setInputVar(event.keyCode, true);
}
function keyUpHandler(event) {
setInputVar(event.keyCode, false);
}
function keyPressHandler(event) {
var key = String.fromCharCode(event.charCode);
switch (key) {
case 'r':
globalData.freeRangeMode = !globalData.freeRangeMode;
break;
case 's':
globalData.playSound = !globalData.playSound;
break;
case 'p':
if (globalData.game.isPaused()) {
globalData.game.start();
} else {
globalData.game.pause();
}
break;
default:
break;
}
}
function mouseDownHandler(event) {
globalData.inputGo = true;
globalData.inputGoX = event.clientX - event.currentTarget.offsetLeft;
globalData.inputGoY = event.clientY - event.currentTarget.offsetTop;
}
function mouseUpHandler(event) {
globalData.inputGo = false;
}
function mouseMoveHandler(event) {
globalData.inputGoX = event.clientX - event.currentTarget.offsetLeft;
globalData.inputGoY = event.clientY - event.currentTarget.offsetTop;
}
function setInputVar (keyCode, state) {
switch (keyCode) {
case 37: // Left key
globalData.inputLeft = state;
break;
case 38: // Up key
globalData.inputUp = state;
break;
case 39: // Right key
globalData.inputRight = state;
break;
case 40: // Down key
globalData.inputDown = state;
break;
case 17: // Left Ctrl
globalData.inputShoot = state;
break;
default:
break;
}
}