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controls.js
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let hasGP = false,
repGP,
gp = navigator.getGamepads()[0],
controller = false;
function canGame() {
return "getGamepads" in navigator;
}
let keyLeft = 37,
keyLeft2 = 65,
keyRight=39,
keyRight2=68,
keyUp=38,
keyUp2=87,
keyDown=40,
keyDown2=83,
keyAttack=32,
keyAttack2=90,
main2PLAYING=false,
options = false;
let attack = false;
let kstate =[false, false, false, false];
let faceState=[false, false, false, false];
if(canGame()) {
$(window).on("gamepadconnected", function() {
console.log("connection event");
repGP = window.setInterval(reportOnGamepad,50);
});
$(window).on("gamepaddisconnected", function() {
console.log("disconnection event");
});
let checkGP = window.setInterval(function() {
if(navigator.getGamepads()[0]) {
if(!hasGP) $(window).trigger("gamepadconnected");
window.clearInterval(checkGP);
}
}, 1000);
}
function reportOnGamepad() {
if (controller) {
let gp = navigator.getGamepads()[0];
switch(true){
case gp.buttons[0].pressed:
attack =true;
kstate[0] =false;
kstate[1] =false;
kstate[2] =false;
kstate[3] =false;
break;
case gp.buttons[14].pressed:
kstate[0] =true;
kstate[1] =false;
kstate[2] =false;
kstate[3] =false;
faceState=[true, false, false, false];
break;
case gp.buttons[15].pressed:
kstate[1] =true;
kstate[0] =false;
kstate[2] =false;
kstate[3] =false;
faceState=[false, true, false, false];
break;
case gp.buttons[12].pressed:
kstate[2] =true;
kstate[0] =false;
kstate[1] =false;
kstate[3] =false;
faceState=[false, false, true, false];
break;
case gp.buttons[13].pressed:
kstate[3] =true;
kstate[0] =false;
kstate[1] =false;
kstate[2] =false;
faceState=[false, false, false, true];
break;
default:
kstate[0] =false;
kstate[1] =false;
kstate[2] =false;
kstate[3] =false;
break;
}
}
} //end reportOnGamepad
let delay = (function(){
let timer = 0;
return function(callback, ms){
clearTimeout (timer);
timer = setTimeout(callback, ms);
};
})();
let delayE = (function(){
let timerE = 0;
return function(callback, ms){
clearTimeout (timerE);
timerE = setTimeout(callback, ms);
};
})();
let delaysfx = (function(){
let timersfx = 0;
return function(callback, ms){
clearTimeout (timersfx);
timersfx = setTimeout(callback, ms);
};
})();
let delayLog = (function(){
let timerLog = 0;
return function(callback, ms){
clearTimeout (timerLog);
timerLog = setTimeout(callback, ms);
};
})();
let delayShake = (function(){
let timerShake = 0;
return function(callback, ms){
clearTimeout (timerShake);
timerShake = setTimeout(callback, ms);
};
})();
function InitKeyboard(){
if (controller ==false) {
$(window).keydown(function(e){
switch(true){
case e.keyCode ==keyAttack || e.keyCode ==keyAttack2:
attack =true;
break;
case e.keyCode ==keyLeft || e.keyCode ==keyLeft2:
kstate[0] =true;
faceState=[true, false, false, false];
break;
case e.keyCode ==keyRight || e.keyCode ==keyRight2:
kstate[1] =true;
faceState=[false, true, false, false];
break;
case e.keyCode ==keyUp || e.keyCode ==keyUp2:
kstate[2] =true;
faceState=[false, false, true, false];
break;
case e.keyCode ==keyDown || e.keyCode ==keyDown2:
kstate[3] =true;
faceState=[false, false, false, true];
break;
}
}); //end doc keydown
$(window).keyup(function(e){
switch(true){
case e.keyCode ==keyLeft || e.keyCode ==keyLeft2:
kstate[0] =false;
break;
case e.keyCode ==keyRight || e.keyCode ==keyRight2:
kstate[1] =false;
break;
case e.keyCode ==keyUp || e.keyCode ==keyUp2:
kstate[2] =false;
break;
case e.keyCode ==keyDown || e.keyCode ==keyDown2:
kstate[3] =false;
break;
}
}); //end doc keyup
}
} //end InitKeyboard
function controls(){
if (options ==false) {
$("#title").css("animation", "fadeIN 0.1s linear");
$("#ui").css("background-image", "url(assets/controls.png)");
delay(function(){
options = true;
$("#title").css("opacity", "0");
$("#title").css("animation", "none");
},100);
}
else{
$("#title").css("animation", "fade 0.1s linear");
delay(function(){
options = false;
$("#ui").css("background-image", "none");
$("#title").css("opacity", 1);
$("#title").css("animation", "none");
},100);
}
}//end controls
function fadeControls(){
$("#title").css("background-image", "url(assets/gameOver.png)");
$("#title").css("animation", "fade 5s linear");
delay(function(){
$("#title").css("opacity", 1);
$("#title").css("animation", "none");
},100);
} //end fadeDeath
function fade(){
$("#title").css("animation", "fadeIN 0.5s linear");
delay(function(){
$("#title").css("animation", "none");
},500);
}//end fade
function fadeLong(){
$("#title").css("animation", "fadeLong 1s linear");
delay(function(){
$("#title").css("animation", "none");
},1000);
}//end fadeLong
function fadeIntro(){
$("#title").css("animation", "fadeIN 0.5s linear");
delay(function(){
$("#title").css("opacity", "0");
$("#title").css("animation", "none");
},500);
} //end fadeIntro
function fadeLog(){
$("#logman").css("animation", "fadeLog 7s linear");
}//end fadeLog
function fadeDeath(){
$("#title").css("background-image", "url(assets/gameOver.png)");
$("#title").css("animation", "fade 5s linear");
delay(function(){
$("#title").css("opacity", 1);
$("#title").css("animation", "none");
},5000);
} //end fadeDeath