214 lines
6.3 KiB
JavaScript
214 lines
6.3 KiB
JavaScript
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if (typeof gdjs.evtsExt__Gamepads__C_Button_released !== "undefined") {
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gdjs.evtsExt__Gamepads__C_Button_released.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__C_Button_released = {};
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gdjs.evtsExt__Gamepads__C_Button_released.userFunc0x131cd48 = 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 button = eventsFunctionContext.getArgument("button").toUpperCase();
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if (playerId < 0 || playerId > 4) {
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console.error('Parameter gamepad identifier in condition: "Gamepad button released", is not valid number, must be between 0 and 4.');
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return;
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}
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if (button === "") {
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console.error('Parameter button is not valid in condition: "Gamepad button released"');
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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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let buttonId;
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switch (button) {
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case 'A':
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case 'CROSS':
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buttonId = 0;
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break;
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case 'B':
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case 'CIRCLE':
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buttonId = 1;
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break;
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case 'X':
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case 'SQUARE':
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buttonId = 2;
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break;
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case 'Y':
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case 'TRIANGLE':
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buttonId = 3;
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break;
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case 'LB':
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case 'L1':
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buttonId = 4;
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break;
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case 'RB':
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case 'R1':
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buttonId = 5;
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break;
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case 'LT':
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case 'L2':
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buttonId = 6;
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break;
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case 'RT':
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case 'R2':
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buttonId = 7;
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break;
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case 'UP':
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buttonId = 12;
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break;
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case 'DOWN':
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buttonId = 13;
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break;
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case 'LEFT':
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buttonId = 14;
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break;
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case 'RIGHT':
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buttonId = 15;
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break;
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case 'BACK':
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case 'SHARE':
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buttonId = 8;
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break;
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case 'START':
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case 'OPTIONS':
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buttonId = 9;
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break;
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case 'CLICK_STICK_LEFT':
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buttonId = 10;
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break;
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case 'CLICK_STICK_RIGHT':
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buttonId = 11;
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break;
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//PS4
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case 'PS_BUTTON':
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buttonId = 16;
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break;
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case 'CLICK_TOUCHPAD':
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buttonId = 17;
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break;
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default:
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console.error('The button: ' + button + ' in condition: "Gamepad button released" is not valid.');
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break;
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}
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if (buttonId === undefined) {
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console.error('There is no buttons valid in condition: "Gamepad button released"');
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eventsFunctionContext.returnValue = false;
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return;
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}
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if (gamepad.buttons == null || gamepad.buttons[buttonId] == null) {
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console.error('Buttons on the gamepad are not accessible in condition: "Gamepad button released"');
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eventsFunctionContext.returnValue = false;
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return;
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}
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//Define default value on pressed button or use previous value
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gdjs._extensionController.players[playerId].previousFrameStateButtons[buttonId] = gdjs._extensionController.players[playerId].previousFrameStateButtons[buttonId] || { pressed: false };
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//Get state of button at previous frame
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const previousStateButton = gdjs._extensionController.players[playerId].previousFrameStateButtons[buttonId].pressed;
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//When previousStateButton is true and actual button state is not pressed
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//Player have release the button
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if (previousStateButton === true && gamepad.buttons[buttonId].pressed === false) {
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// Save the last button used for the player
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gdjs._extensionController.players[playerId].lastButtonUsed = buttonId;
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gdjs._extensionController.players[playerId].previousFrameStateButtons[buttonId].pressed = true;
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eventsFunctionContext.returnValue = true;
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} else {
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gdjs._extensionController.players[playerId].previousFrameStateButtons[buttonId].pressed = false;
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eventsFunctionContext.returnValue = false;
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}
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};
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gdjs.evtsExt__Gamepads__C_Button_released.eventsList0 = function(runtimeScene, eventsFunctionContext) {
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{
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gdjs.evtsExt__Gamepads__C_Button_released.userFunc0x131cd48(runtimeScene, typeof eventsFunctionContext !== 'undefined' ? eventsFunctionContext : undefined);
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}
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};
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gdjs.evtsExt__Gamepads__C_Button_released.func = function(runtimeScene, player_ID, button, 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 === "button") return button;
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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__C_Button_released.eventsList0(runtimeScene, eventsFunctionContext);
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return !!eventsFunctionContext.returnValue;
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}
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gdjs.evtsExt__Gamepads__C_Button_released.registeredGdjsCallbacks = []; |