Files
moon-gaming/gd games 3/gdjs-evtsext__gamepads__triggerpressure-func.js
T
2023-11-24 03:27:59 +00:00

120 lines
3.9 KiB
JavaScript

if (typeof gdjs.evtsExt__Gamepads__TriggerPressure !== "undefined") {
gdjs.evtsExt__Gamepads__TriggerPressure.registeredGdjsCallbacks.forEach(callback =>
gdjs._unregisterCallback(callback)
);
}
gdjs.evtsExt__Gamepads__TriggerPressure = {};
gdjs.evtsExt__Gamepads__TriggerPressure.userFunc0xbbc810 = 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;
const trigger = eventsFunctionContext.getArgument("trigger").toUpperCase();
if (playerId < 0 || playerId > 4) {
console.error('Parameter gamepad identifier in expression: "Pressure on a gamepad trigger", is not valid number, must be between 0 and 4.');
return;
}
if (trigger != "LT" && trigger != "RT" && trigger != "L2" && trigger != "R2") {
console.error('Parameter trigger is not valid in expression: "Pressure on a gamepad trigger"');
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;
switch (trigger) {
case 'LT':
case 'L2':
eventsFunctionContext.returnValue = gamepad.buttons[6].value;
break;
case 'RT':
case 'R2':
eventsFunctionContext.returnValue = gamepad.buttons[7].value;
break;
default:
eventsFunctionContext.returnValue = -1;
break;
}
};
gdjs.evtsExt__Gamepads__TriggerPressure.eventsList0 = function(runtimeScene, eventsFunctionContext) {
{
gdjs.evtsExt__Gamepads__TriggerPressure.userFunc0xbbc810(runtimeScene, typeof eventsFunctionContext !== 'undefined' ? eventsFunctionContext : undefined);
}
};
gdjs.evtsExt__Gamepads__TriggerPressure.func = function(runtimeScene, player_ID, trigger, 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;
if (argName === "trigger") return trigger;
return "";
},
getOnceTriggers: function() { return runtimeScene.getOnceTriggers(); }
};
gdjs.evtsExt__Gamepads__TriggerPressure.eventsList0(runtimeScene, eventsFunctionContext);
return Number(eventsFunctionContext.returnValue) || 0;
}
gdjs.evtsExt__Gamepads__TriggerPressure.registeredGdjsCallbacks = [];