-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathP05-user-input.js
438 lines (268 loc) · 11.5 KB
/
P05-user-input.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
/*================================================
PART 05: Mouse, touch and keyboard input
To make our user interface work we will create
three methods. Two of them will let the user
enter and leave the UI. The last one will
allow him to customize his ship.
As before we will define it as a global variable
to make it accessible to our other client files.
=================================================*/
var ui = {
/*================================================
First lets get all our user interface DOM elements,
so we can control them with JS.
Read mode about the DOM here:
https://developer.mozilla.org/en-US/docs/Web/API/Document_Object_Model/Introduction
=================================================*/
start: function () {
/*================================================
We need to select the shi menu and the inGame menu.
Let's get them with the "querySelector" method.
https://developer.mozilla.org/en-US/docs/Web/API/Document/querySelector
=================================================*/
ui.menus = {
shipMenu: document.querySelector('.shipMenu'),
inGameMenu: document.querySelector('.inGameMenu')
}
/*================================================
We also need to select all sliders and buttons.
To avoid doing it one by one let's use some arrays.
=================================================*/
ui.sliders = {};
loop(['attack','speed','control'], function (n) {
ui.sliders[n] = document.querySelector('input[name='+n+']')
});
/*================================================
We do the same for our mobile controls.
=================================================*/
ui.mobileControls = {};
loop(['up','left','right','shoot'], function (n) {
ui.mobileControls[n] = document.querySelector('button[name='+n+']')
});
/*================================================
And we also need to save our menu toggle buttons.
=================================================*/
ui.toggleButtons = {};
loop(['play','edit'], function (n) {
ui.toggleButtons[n] = document.querySelector('button[name='+n+']')
});
/*================================================
Now let's start listening to the user inputs.
For each slider we are going to listen to
three events: "change", "mousemove", "keyup".
All of them will trigger the "ui.customize" function
we just created.
We have two nested loops here, they will apply
all events to all sliders.
=================================================*/
var sliderEvents = ['change','mousemove','keyup'];
loop(ui.sliders, function (slider) {
loop(sliderEvents, function (event) {
slider.addEventListener(event, ui.customize);
});
});
/*================================================
Then we attach the "ui.toggle" method to the our
play button. It will be triggered when clicked
and will allow the player to leave the user
interface and start playing.
=================================================*/
ui.toggleButtons.play.addEventListener('click', function () {
ui.toggle(false);
});
/*================================================
Next we attach the "toggle" method to the our
Edit button. It will allow the player to get
back to the ui.
=================================================*/
ui.toggleButtons.edit.addEventListener('click', function () {
ui.toggle(true);
});
/*================================================
Now we attach mouse events to each one of our
control buttons.
=================================================*/
loop(ui.mobileControls, function (control) {
var press = function (event) {
player.actionInput[event.target.name] = true;
};
control.addEventListener('mousedown', press);
var release = function (event) {
player.actionInput[event.target.name] = false;
};
control.addEventListener('mouseup', release);
control.addEventListener('mouseleave', release);
}); /* close ui.mobileControls loop */
/*================================================
Since touch input can have multiple targets at the
same time, we need to loop over all targets.
=================================================*/
const touchEvent = function (event) {
/*================================================
First we consider none of them are being touched.
=================================================*/
loop(ui.mobileControls, function (control) {
player.actionInput[control.name] = false;
});
/*================================================
Then we check what elements are being touched.
https://developer.mozilla.org/en-US/docs/Web/API/Document/elementFromPoint
=================================================*/
loop(event.touches, function (touch) {
var touched = document.elementFromPoint(touch.clientX, touch.clientY);
/*================================================
We only turn on the touched elements that we can
find in the mobile controls list.
https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Operators/in
=================================================*/
if (touched.name in ui.mobileControls) {
player.actionInput[touched.name] = true;
}
}); /* close event.touches loop */
}; /* close touch event */
addEventListener('touchstart', touchEvent);
addEventListener('touchmove', touchEvent);
addEventListener('touchend', touchEvent);
addEventListener('touchcancel', touchEvent);
}, /* close ui.start function */
/*================================================
Now let's create a way for our user to leave
the edit screen and start playing.
=================================================*/
toggle: function (state) {
player.actionInput.editing = state;
/*================================================
We need toggle the menus visibility.
=================================================*/
ui.menus.shipMenu.classList.toggle('hidden');
ui.menus.inGameMenu.classList.toggle('hidden');
/*================================================
Stop the ship movement.
=================================================*/
player.ship.v = 0;
/*================================================
And lastly we add some audio to our button!
=================================================*/
if (audio.ctx) audio.toggle();
}, /* close ui.toggle function */
/*================================================
That was easy! Now let's create the method that
will allow the ship customization.
=================================================*/
customize: function (event) {
/*================================================
First let's store the currently targeted slider.
Read more about the events here:
https://developer.mozilla.org/en-US/docs/Web/API/Event
=================================================*/
var targetSlider = event.target;
/*================================================
Now let's list all our current bonus values.
=================================================*/
var bonus = {};
loop(ui.sliders, function (slider) {
bonus[slider.name] = Number(slider.value);
});
/*================================================
The total sum of bonus points is 150, that's 3 times
our default input value (50). Let's sum up all user
customization bonus and check if the player has any
extra points.
=================================================*/
var sum = bonus.attack + bonus.speed + bonus.control;
var extraPoints = (sum - 150);
/*================================================
For each slider that is not the one being
targeted we are going to subtract those extra
points. But since we have two extra sliders to
edit, we are going to divide this value by two.
=================================================*/
loop(ui.sliders, function (slider) {
if (targetSlider !== slider) {
bonus[slider.name] -= (extraPoints/2);
/*================================================
Then we assign the new value in order to move the
slider with the new bonus value.
=================================================*/
slider.value = bonus[slider.name];
} /* close if targetSlider condition */
}); /* close ui.sliders loop */
/*================================================
Now let's replace this bonus values to our player
object using the Object.assign. The pratical
effect is the same as:
player.attack = bonus.attack;
player.speed = bonus.speed;
player.control = bonus.control;
But with the advantage of doing it in a single line
Read more about the assign method here:
https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
=================================================*/
Object.assign(player, bonus);
} /* close ui.customize function */
}; /* close ui global var */
/*================================================
Let's create the functions that will be triggered
when the user presses a keyboard button.
But first we need to make a list of our valid keys
that we are going to allow. Here's good resource
about keyboard events for you to dig in:
https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent
=================================================*/
var keyboard = {
validPressKeys: {
'ArrowUp' : 'up',
'KeyW' : 'up',
'KeyM' : 'up',
'ArrowLeft' : 'left',
'KeyA' : 'left',
'Comma' : 'left',
'ArrowRight': 'right',
'KeyD' : 'right',
'Period' : 'right',
'Space' : 'shoot',
'KeyS' : 'shoot',
'Slash' : 'shoot'
},
/*================================================
Now let's start our keyboard event listeners.
=================================================*/
start: function () {
/*================================================
When a user presses a key we check if it's listed
in our valid press keys list.
=================================================*/
addEventListener('keydown', function(event) {
var key = event.code;
var pressAction = keyboard.validPressKeys[key];
/*================================================
If it is a valid press key, we set it's'
pressedKeys value to true.
=================================================*/
if (pressAction) {
player.actionInput[pressAction] = true;
} /* close if pressAction condition */
/*================================================
If the user presses E or escape we toggle the UI.
=================================================*/
if (key == 'KeyE' || key == 'KeyP') {
ui.toggle(!player.actionInput.editing);
}
}); /* close keydown event listener */
/*================================================
Now we will do the same thing with the "keyup"
event, but our state will now be false;
=================================================*/
addEventListener('keyup', function(event) {
var key = event.code;
var pressAction = keyboard.validPressKeys[key];
if (pressAction) {
player.actionInput[pressAction] = false;
}
});/* close keyup event listener */
} /* close keyboard.start function */
}; /* close keyboard global var */
/*================================================
And that's all for our user inputs. Let's
start drawing on lesson "P06-canvas-draw.js"
=================================================*/