Files
moon-gaming/games/gD games/gdjs-evtsext__gamepads__c_any_button_released-func.js
T
2023-11-23 20:37:33 +00:00

141 lines
4.8 KiB
JavaScript

if (typeof gdjs.evtsExt__Gamepads__C_any_button_released !== "undefined") {
gdjs.evtsExt__Gamepads__C_any_button_released.registeredGdjsCallbacks.forEach(callback =>
gdjs._unregisterCallback(callback)
);
}
gdjs.evtsExt__Gamepads__C_any_button_released = {};
gdjs.evtsExt__Gamepads__C_any_button_released.userFunc0xcb5b08 = function GDJSInlineCode(runtimeScene, eventsFunctionContext) {
"use strict";
/** @type {Gamepad[]} */
const gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
//Get function parameters
const playerId = eventsFunctionContext.getArgument("player_ID") - 1;
if (playerId < 0 || playerId > 4) {
console.error('Parameter gamepad identifier in condition: "Any gamepad button released", is not valid number, must be between 0 and 4.');
return;
}
const gamepad = gamepads[playerId];
//we need keep this condition because when use have not yet plug her controller we can't get the controller in the gamepad variable.
if (gamepad == null) return;
for (let buttonId = 0; buttonId < gamepad.buttons.length; buttonId++) { //For each buttons on current frame.
if (buttonId === undefined) {
eventsFunctionContext.returnValue = false;
return;
}
//Get previous value or define value by default for the current button
gdjs._extensionController.players[playerId].previousFrameStateButtons[buttonId] = gdjs._extensionController.players[playerId].previousFrameStateButtons[buttonId] || { pressed: false };
//Get state of the button at previous frame
const previousStateButtonIsPressed = gdjs._extensionController.players[playerId].previousFrameStateButtons[buttonId].pressed;
//Get the state of the button on the current frame.
const currentFrameStateButtonIsPressed = gamepad.buttons[buttonId].pressed;
//When previousStateButtonIsPressed is true and actual button state is not pressed
//Player have release the button
if (previousStateButtonIsPressed === true && currentFrameStateButtonIsPressed === false) {
gdjs._extensionController.players[playerId].previousFrameStateButtons[buttonId].pressed = true;
eventsFunctionContext.returnValue = true;
//break;
return;
} else {
//The player didn't released the button yet, the previous frame state is still true
gdjs._extensionController.players[playerId].previousFrameStateButtons[buttonId].pressed = false;
eventsFunctionContext.returnValue = false;
}
if (currentFrameStateButtonIsPressed) gdjs._extensionController.players[playerId].lastButtonUsed = buttonId;
}
};
gdjs.evtsExt__Gamepads__C_any_button_released.eventsList0 = function(runtimeScene, eventsFunctionContext) {
{
let isConditionTrue_0 = false;
{
}
}
{
gdjs.evtsExt__Gamepads__C_any_button_released.userFunc0xcb5b08(runtimeScene, typeof eventsFunctionContext !== 'undefined' ? eventsFunctionContext : undefined);
}
};
gdjs.evtsExt__Gamepads__C_any_button_released.func = function(runtimeScene, player_ID, parentEventsFunctionContext) {
var eventsFunctionContext = {
_objectsMap: {
},
_objectArraysMap: {
},
_behaviorNamesMap: {
},
getObjects: function(objectName) {
return eventsFunctionContext._objectArraysMap[objectName] || [];
},
getObjectsLists: function(objectName) {
return eventsFunctionContext._objectsMap[objectName] || null;
},
getBehaviorName: function(behaviorName) {
return eventsFunctionContext._behaviorNamesMap[behaviorName] || behaviorName;
},
createObject: function(objectName) {
const objectsList = eventsFunctionContext._objectsMap[objectName];
if (objectsList) {
const object = parentEventsFunctionContext ?
parentEventsFunctionContext.createObject(objectsList.firstKey()) :
runtimeScene.createObject(objectsList.firstKey());
if (object) {
objectsList.get(objectsList.firstKey()).push(object);
eventsFunctionContext._objectArraysMap[objectName].push(object);
}
return object; }
return null;
},
getInstancesCountOnScene: function(objectName) {
const objectsList = eventsFunctionContext._objectsMap[objectName];
let count = 0;
if (objectsList) {
for(const objectName in objectsList.items)
count += parentEventsFunctionContext ?
parentEventsFunctionContext.getInstancesCountOnScene(objectName) :
runtimeScene.getInstancesCountOnScene(objectName);
}
return count;
},
getLayer: function(layerName) {
return runtimeScene.getLayer(layerName);
},
getArgument: function(argName) {
if (argName === "player_ID") return player_ID;
return "";
},
getOnceTriggers: function() { return runtimeScene.getOnceTriggers(); }
};
gdjs.evtsExt__Gamepads__C_any_button_released.eventsList0(runtimeScene, eventsFunctionContext);
return !!eventsFunctionContext.returnValue;
}
gdjs.evtsExt__Gamepads__C_any_button_released.registeredGdjsCallbacks = [];