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Copy pathgdjs-evtsext__gamepads__c_axis_pushed-func.js
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196 lines (156 loc) · 5.77 KB
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if (typeof gdjs.evtsExt__Gamepads__C_Axis_pushed !== "undefined") {
gdjs.evtsExt__Gamepads__C_Axis_pushed.registeredGdjsCallbacks.forEach(callback =>
gdjs._unregisterCallback(callback)
);
}
gdjs.evtsExt__Gamepads__C_Axis_pushed = {};
gdjs.evtsExt__Gamepads__C_Axis_pushed.conditionTrue_0 = {val:false};
gdjs.evtsExt__Gamepads__C_Axis_pushed.condition0IsTrue_0 = {val:false};
gdjs.evtsExt__Gamepads__C_Axis_pushed.userFunc0xa7f670 = function(runtimeScene, eventsFunctionContext) {
"use strict";
/** @type {Gamepad[]} */
var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
var gamepad = gamepads[eventsFunctionContext.getArgument("player_ID") - 1];
if (gamepad == null) return;
var getNormalizedAxisValue = function (v) {
gdjs._extensionController = gdjs._extensionController || { deadzone: 0.2 };
// Anything smaller than this is assumed to be 0,0
var DEADZONE = gdjs._extensionController.deadzone;
if (Math.abs(v) < DEADZONE) {
// In the dead zone, set to 0
v = 0;
if (v == null) {
return 0;
} else {
return v;
}
} else {
// We're outside the dead zone, but we'd like to smooth
// this value out so it still runs nicely between 0..1.
// That is, we don't want it to jump suddenly from 0 to
// DEADZONE.
// Remap v from
// DEADZONE..1 to 0..(1-DEADZONE)
// or from
// -1..-DEADZONE to -(1-DEADZONE)..0
v = v - Math.sign(v) * DEADZONE;
// Remap v from
// 0..(1-DEADZONE) to 0..1
// or from
// -(1-DEADZONE)..0 to -1..0
return v / (1 - DEADZONE);
}
};
var stick = eventsFunctionContext.getArgument("stick").toUpperCase();
var direction = eventsFunctionContext.getArgument("direction").toUpperCase();
var axis;
switch (stick) {
case 'LEFT':
switch (direction) {
case 'LEFT':
if (getNormalizedAxisValue(gamepad.axes[0]) < 0) {
eventsFunctionContext.returnValue = true;
}
break;
case 'RIGHT':
if (getNormalizedAxisValue(gamepad.axes[0]) > 0) {
eventsFunctionContext.returnValue = true;
}
break;
case 'UP':
if (getNormalizedAxisValue(gamepad.axes[1]) < 0) {
eventsFunctionContext.returnValue = true;
}
break;
case 'DOWN':
if (getNormalizedAxisValue(gamepad.axes[1]) > 0) {
eventsFunctionContext.returnValue = true;
}
break;
default:
break;
}
break;
case 'RIGHT':
switch (direction) {
case 'LEFT':
if (getNormalizedAxisValue(gamepad.axes[2]) < 0) {
eventsFunctionContext.returnValue = true;
}
break;
case 'RIGHT':
if (getNormalizedAxisValue(gamepad.axes[2]) > 0) {
eventsFunctionContext.returnValue = true;
}
break;
case 'UP':
if (getNormalizedAxisValue(gamepad.axes[3]) < 0) {
eventsFunctionContext.returnValue = true;
}
break;
case 'DOWN':
if (getNormalizedAxisValue(gamepad.axes[3]) > 0) {
eventsFunctionContext.returnValue = true;
}
break;
default:
break;
}
break;
default:
break;
}
if (eventsFunctionContext.returnValue !== true) {
eventsFunctionContext.returnValue = false;
}
};
gdjs.evtsExt__Gamepads__C_Axis_pushed.eventsList0 = function(runtimeScene, eventsFunctionContext) {
{
gdjs.evtsExt__Gamepads__C_Axis_pushed.userFunc0xa7f670(runtimeScene, typeof eventsFunctionContext !== 'undefined' ? eventsFunctionContext : undefined);
}
};
gdjs.evtsExt__Gamepads__C_Axis_pushed.func = function(runtimeScene, player_ID, stick, direction, 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];
},
createObject: function(objectName) {
var 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;
},
getLayer: function(layerName) {
return runtimeScene.getLayer(layerName);
},
getArgument: function(argName) {
if (argName === "player_ID") return player_ID;
if (argName === "stick") return stick;
if (argName === "direction") return direction;
return "";
},
getOnceTriggers: function() { return runtimeScene.getOnceTriggers(); }
};
gdjs.evtsExt__Gamepads__C_Axis_pushed.eventsList0(runtimeScene, eventsFunctionContext);
return !!eventsFunctionContext.returnValue;
}
gdjs.evtsExt__Gamepads__C_Axis_pushed.registeredGdjsCallbacks = [];