120 lines
3.9 KiB
JavaScript
120 lines
3.9 KiB
JavaScript
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if (typeof gdjs.evtsExt__Gamepads__TriggerPressure !== "undefined") {
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gdjs.evtsExt__Gamepads__TriggerPressure.registeredGdjsCallbacks.forEach(callback =>
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gdjs._unregisterCallback(callback)
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);
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}
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gdjs.evtsExt__Gamepads__TriggerPressure = {};
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gdjs.evtsExt__Gamepads__TriggerPressure.userFunc0xb042e0 = function GDJSInlineCode(runtimeScene, eventsFunctionContext) {
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"use strict";
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/** @type {Gamepad[]} */
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const gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
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//Get function parameters
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const playerId = eventsFunctionContext.getArgument("player_ID") - 1;
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const trigger = eventsFunctionContext.getArgument("trigger").toUpperCase();
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if (playerId < 0 || playerId > 4) {
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console.error('Parameter gamepad identifier in expression: "Pressure on a gamepad trigger", is not valid number, must be between 0 and 4.');
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return;
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}
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if (trigger != "LT" && trigger != "RT" && trigger != "L2" && trigger != "R2") {
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console.error('Parameter trigger is not valid in expression: "Pressure on a gamepad trigger"');
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return;
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}
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const gamepad = gamepads[playerId];
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//we need keep this condition because when use have not yet plug her controller we can't get the controller in the gamepad variable.
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if (gamepad == null) return;
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switch (trigger) {
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case 'LT':
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case 'L2':
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eventsFunctionContext.returnValue = gamepad.buttons[6].value;
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break;
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case 'RT':
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case 'R2':
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eventsFunctionContext.returnValue = gamepad.buttons[7].value;
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break;
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default:
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eventsFunctionContext.returnValue = -1;
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break;
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}
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};
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gdjs.evtsExt__Gamepads__TriggerPressure.eventsList0 = function(runtimeScene, eventsFunctionContext) {
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{
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gdjs.evtsExt__Gamepads__TriggerPressure.userFunc0xb042e0(runtimeScene, typeof eventsFunctionContext !== 'undefined' ? eventsFunctionContext : undefined);
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}
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};
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gdjs.evtsExt__Gamepads__TriggerPressure.func = function(runtimeScene, player_ID, trigger, parentEventsFunctionContext) {
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var eventsFunctionContext = {
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_objectsMap: {
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},
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_objectArraysMap: {
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},
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_behaviorNamesMap: {
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},
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getObjects: function(objectName) {
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return eventsFunctionContext._objectArraysMap[objectName] || [];
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},
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getObjectsLists: function(objectName) {
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return eventsFunctionContext._objectsMap[objectName] || null;
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},
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getBehaviorName: function(behaviorName) {
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return eventsFunctionContext._behaviorNamesMap[behaviorName] || behaviorName;
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},
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createObject: function(objectName) {
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const objectsList = eventsFunctionContext._objectsMap[objectName];
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if (objectsList) {
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const object = parentEventsFunctionContext ?
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parentEventsFunctionContext.createObject(objectsList.firstKey()) :
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runtimeScene.createObject(objectsList.firstKey());
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if (object) {
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objectsList.get(objectsList.firstKey()).push(object);
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eventsFunctionContext._objectArraysMap[objectName].push(object);
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}
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return object; }
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return null;
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},
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getInstancesCountOnScene: function(objectName) {
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const objectsList = eventsFunctionContext._objectsMap[objectName];
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let count = 0;
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if (objectsList) {
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for(const objectName in objectsList.items)
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count += parentEventsFunctionContext ?
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parentEventsFunctionContext.getInstancesCountOnScene(objectName) :
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runtimeScene.getInstancesCountOnScene(objectName);
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}
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return count;
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},
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getLayer: function(layerName) {
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return runtimeScene.getLayer(layerName);
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},
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getArgument: function(argName) {
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if (argName === "player_ID") return player_ID;
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if (argName === "trigger") return trigger;
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return "";
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},
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getOnceTriggers: function() { return runtimeScene.getOnceTriggers(); }
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};
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gdjs.evtsExt__Gamepads__TriggerPressure.eventsList0(runtimeScene, eventsFunctionContext);
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return Number(eventsFunctionContext.returnValue) || 0;
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}
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gdjs.evtsExt__Gamepads__TriggerPressure.registeredGdjsCallbacks = []; |