140 lines
4.7 KiB
JavaScript
140 lines
4.7 KiB
JavaScript
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if (typeof gdjs.evtsExt__Gamepads__onScenePostEvents !== "undefined") {
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gdjs.evtsExt__Gamepads__onScenePostEvents.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__onScenePostEvents = {};
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gdjs.evtsExt__Gamepads__onScenePostEvents.userFunc0xf22a08 = function GDJSInlineCode(runtimeScene, eventsFunctionContext) {
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"use strict";
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//Each time a player press a button i save the last button pressed for the next frame
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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 parameter
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let countPlayers = Object.keys(gdjs._extensionController.players).length;
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//Repeat for each players
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for (let i = 0; i < countPlayers; i++) {
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let gamepad = gamepads[i]; // Get the gamepad of the player
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//We have to keep this condition because if the user hasn't plugged in his controller yet, we can't get the controller in the gamepad variable.
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if (gamepad == null) {
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continue;
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}
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for (let b = 0; b < Object.keys(gamepad.buttons).length; b++) { //For each buttons
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if (gamepad.buttons[b].pressed) { //One of them is pressed
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gdjs._extensionController.players[i].lastButtonUsed = b; //Save the button pressed
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//Save the state of the button for the next frame.
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gdjs._extensionController.players[i].previousFrameStateButtons[b] = { pressed: true };
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// Update Last Active Controller
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gdjs._extensionController.lastActiveController = i;
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} else {
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gdjs._extensionController.players[i].previousFrameStateButtons[b] = { pressed: false };
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}
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}
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gdjs._extensionController.players[i].rumble.elapsedTime += runtimeScene.getElapsedTime(runtimeScene) / 1000;
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if (
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gdjs._extensionController.players[i].rumble.duration - gdjs._extensionController.players[i].rumble.elapsedTime <= 0 &&
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(gdjs._extensionController.players[i].rumble.weakMagnitude || gdjs._extensionController.players[i].rumble.strongMagnitude)
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) {
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gdjs._extensionController.players[i].rumble.weakMagnitude = 0;
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gdjs._extensionController.players[i].rumble.strongMagnitude = 0;
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}
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}
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};
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gdjs.evtsExt__Gamepads__onScenePostEvents.eventsList0 = function(runtimeScene, eventsFunctionContext) {
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{
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let isConditionTrue_0 = false;
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{
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}
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}
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{
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gdjs.evtsExt__Gamepads__onScenePostEvents.userFunc0xf22a08(runtimeScene, typeof eventsFunctionContext !== 'undefined' ? eventsFunctionContext : undefined);
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}
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};
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gdjs.evtsExt__Gamepads__onScenePostEvents.func = function(runtimeScene, 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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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__onScenePostEvents.eventsList0(runtimeScene, eventsFunctionContext);
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return;
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}
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gdjs.evtsExt__Gamepads__onScenePostEvents.registeredGdjsCallbacks = [];
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gdjs.evtsExt__Gamepads__onScenePostEvents.registeredGdjsCallbacks.push((runtimeScene) => {
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gdjs.evtsExt__Gamepads__onScenePostEvents.func(runtimeScene, runtimeScene);
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})
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gdjs.registerRuntimeScenePostEventsCallback(gdjs.evtsExt__Gamepads__onScenePostEvents.registeredGdjsCallbacks[gdjs.evtsExt__Gamepads__onScenePostEvents.registeredGdjsCallbacks.length - 1]);
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