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gamepad.js
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gamepad.js
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(function(){
// shim layer with setTimeout fallback
window.requestAnimFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function( callback ){
window.setTimeout(callback, 1000 / 60);
};
})();
function deepCopy(obj) {
if (Object.prototype.toString.call(obj) === '[object Array]') {
var out = [], i = 0, len = obj.length;
for ( ; i < len; i++ ) {
out[i] = arguments.callee(obj[i]);
}
return out;
}
if (typeof obj === 'object') {
var out = {}, i;
for ( i in obj ) {
out[i] = arguments.callee(obj[i]);
}
return out;
}
return obj;
}
var gamepadSupport = {
// A number of typical buttons recognized by Gamepad API and mapped to
// standard controls. Any extraneous buttons will have larger indexes.
TYPICAL_BUTTON_COUNT: 16,
// A number of typical axes recognized by Gamepad API and mapped to
// standard controls. Any extraneous buttons will have larger indexes.
TYPICAL_AXIS_COUNT: 4,
// Whether we’re requestAnimationFrameing like it’s 1999.
ticking: false,
gamepad: null,
oldPad: null,
// Previous timestamps for gamepad state; used in Chrome to not bother with
// analyzing the polled data if nothing changed (timestamp is the same
// as last time).
prevTimestamp: 0,
/**
* Initialize support for Gamepad API.
*/
init: function() {
var gamepadSupportAvailable = !!navigator.webkitGetGamepads || !!navigator.webkitGamepads;
if (!gamepadSupportAvailable) {
// It doesn’t seem Gamepad API is available – show a message telling
// the visitor about it.
alert('No gamepad support!')
} else {
gamepadSupport.startPolling();
}
},
/**
* Starts a polling loop to check for gamepad state.
*/
startPolling: function() {
// Don’t accidentally start a second loop, man.
if (!gamepadSupport.ticking) {
gamepadSupport.ticking = true;
gamepadSupport.tick();
}
},
/**
* Stops a polling loop by setting a flag which will prevent the next
* requestAnimationFrame() from being scheduled.
*/
stopPolling: function() {
gamepadSupport.ticking = false;
},
/**
* A function called with each requestAnimationFrame(). Polls the gamepad
* status and schedules another poll.
*/
tick: function() {
gamepadSupport.pollStatus();
gamepadSupport.scheduleNextTick();
},
scheduleNextTick: function() {
// Only schedule the next frame if we haven’t decided to stop via
// stopPolling() before.
if (gamepadSupport.ticking) {
requestAnimFrame(gamepadSupport.tick);
}
},
/**
* Checks for the gamepad status. Monitors the necessary data and notices
* the differences from previous state (buttons for Chrome/Firefox,
* new connects/disconnects for Chrome). If differences are noticed, asks
* to update the display accordingly. Should run as close to 60 frames per
* second as possible.
*/
pollStatus: function() {
// Poll to see if gamepads are connected or disconnected. Necessary
// only on Chrome.
gamepadSupport.oldPad = deepCopy(gamepadSupport.gamepad);
gamepadSupport.pollGamepad();
var gamepad = gamepadSupport.gamepad;
if (gamepad) {
// Don’t do anything if the current timestamp is the same as previous
// one, which means that the state of the gamepad hasn’t changed.
// This is only supported by Chrome right now, so the first check
// makes sure we’re not doing anything if the timestamps are empty
// or undefined.
if (gamepad.timestamp && (gamepad.timestamp == gamepadSupport.prevTimestamp)) {
return;
}
gamepadSupport.prevTimestamp = gamepad.timestamp;
if (gamepadSupport.oldPad.constructor == Object) gamepadSupport.updateDisplay();
}
},
// This function is called only on Chrome, which does not yet support
// connection/disconnection events, but requires you to monitor
// an array for changes.
pollGamepad: function() {
var rawGamepads = (navigator.webkitGetGamepads && navigator.webkitGetGamepads());
if (rawGamepads && rawGamepads[0]) {
gamepadSupport.gamepad = rawGamepads[0];
}
},
ANALOGUE_BUTTON_THRESHOLD: .5,
AXIS_THRESHOLD: .3,
buttonPressed_: function(pad, buttonId) {
return pad.buttons[buttonId] &&
(pad.buttons[buttonId] > gamepadSupport.ANALOGUE_BUTTON_THRESHOLD);
},
stickMoved_: function(pad, axisId, negativeDirection) {
if (typeof pad.axes[axisId] == 'undefined') {
return false;
} else if (negativeDirection) {
return pad.axes[axisId] < -gamepadSupport.AXIS_THRESHOLD;
} else {
return pad.axes[axisId] > gamepadSupport.AXIS_THRESHOLD;
}
},
// Call the tester with new state and ask it to update the visual
// representation of a given gamepad.
updateDisplay: function() {
var pad = gamepadSupport.gamepad;
var oldPad = gamepadSupport.oldPad;
if (!oldPad.buttons) return;
// Drop the bomb!
if (gamepadSupport.buttonPressed_(pad, 0) != gamepadSupport.buttonPressed_(oldPad, 0)) { // Button has been used
if (gamepadSupport.buttonPressed_(pad, 0)) {
dropBomb();
}
}
// Detonate
if (gamepadSupport.buttonPressed_(pad, 2) != gamepadSupport.buttonPressed_(oldPad, 2)) { // Button has been used
if (gamepadSupport.buttonPressed_(pad, 2)) {
detonate();
}
}
// Pause
if (gamepadSupport.buttonPressed_(pad, 3) != gamepadSupport.buttonPressed_(oldPad, 3)) { // Button has been used
if (gamepadSupport.buttonPressed_(pad, 3)) {
pause();
}
}
// Stats
if (gamepadSupport.buttonPressed_(pad, 8) != gamepadSupport.buttonPressed_(oldPad, 8)) { // Button has been used
if (gamepadSupport.buttonPressed_(pad, 8)) {
showStats();
}
}
// Zoom
if (gamepadSupport.buttonPressed_(pad, 1) != gamepadSupport.buttonPressed_(oldPad, 1)) { // Button has been used
if (gamepadSupport.buttonPressed_(pad, 1)) {
zoomOutDown();
} else {
zoomOutUp();
}
}
// Move down
if (gamepadSupport.stickMoved_(pad, 1, false) != gamepadSupport.stickMoved_(oldPad, 1, false)) {
if (gamepadSupport.stickMoved_(pad, 1, false)) {
keyDownDown();
} else {
keyUpDown();
}
}
// Move up
if (gamepadSupport.stickMoved_(pad, 1, true) != gamepadSupport.stickMoved_(oldPad, 1, true)) {
if (gamepadSupport.stickMoved_(pad, 1, true)) {
keyDownForward();
} else {
keyUpForward();
}
}
// Move right
if (gamepadSupport.stickMoved_(pad, 0, false) != gamepadSupport.stickMoved_(oldPad, 0, false)) {
if (gamepadSupport.stickMoved_(pad, 0, false)) {
keyDownRight();
} else {
keyUpRight();
}
}
// Move left
if (gamepadSupport.stickMoved_(pad, 0, true) != gamepadSupport.stickMoved_(oldPad, 0, true)) {
if (gamepadSupport.stickMoved_(pad, 0, true)) {
keyDownLeft();
} else {
keyUpLeft();
}
}
}
};
function dropBomb() {
appInputBomb();
}
function detonate() {
appInputDetonation();
}
function showStats() {
appInputTab();
}
function pause() {
appInputPause();
}
function zoomOutDown() {
keyDown(16)
}
function zoomOutUp() {
keyUp(16)
}
function keyDownForward() {
keyDown(2);
}
function keyUpForward() {
keyUp(2);
}
function keyDownRight() {
keyDown(1);
}
function keyUpRight() {
keyUp(1);
}
function keyDownLeft() {
keyDown(4);
}
function keyUpLeft() {
keyUp(4);
}
function keyDownDown() {
keyDown(8);
}
function keyUpDown() {
keyUp(8);
}
gamepadSupport.init();
})();