This commit is contained in:
yoyuzh
2026-02-27 14:29:05 +08:00
commit d669738967
41 changed files with 10270 additions and 0 deletions

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vue/public/race/input.js Normal file
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'use strict';
const gamepadsEnable = enhancedMode;
const inputWASDEmulateDirection = enhancedMode;
const allowTouch = enhancedMode;
const isTouchDevice = allowTouch && window.ontouchstart !== undefined;
const touchGamepadEnable = enhancedMode;
const touchGamepadAlpha = .3;
///////////////////////////////////////////////////////////////////////////////
// Input user functions
const keyIsDown = (key) => inputData[key] & 1;
const keyWasPressed = (key) => inputData[key] & 2 ? 1 : 0;
const keyWasReleased = (key) => inputData[key] & 4 ? 1 : 0;
const clearInput = () => inputData = [];
let mousePos = vec3();
const mouseIsDown = keyIsDown;
const mouseWasPressed = keyWasPressed;
const mouseWasReleased = keyWasReleased;
let isUsingGamepad;
const gamepadIsDown = (key, gamepad=0) => !!(gamepadData[gamepad][key] & 1);
const gamepadWasPressed = (key, gamepad=0) => !!(gamepadData[gamepad][key] & 2);
const gamepadWasReleased = (key, gamepad=0) => !!(gamepadData[gamepad][key] & 4);
const gamepadStick = (stick, gamepad=0) =>
gamepadStickData[gamepad] ? gamepadStickData[gamepad][stick] || vec3() : vec3();
const gamepadGetValue = (key, gamepad=0) => gamepadDataValues[gamepad][key];
///////////////////////////////////////////////////////////////////////////////
// Input event handlers
let inputData = []; // track what keys are down
function inputInit()
{
if (gamepadsEnable)
{
gamepadData = [];
gamepadStickData = [];
gamepadDataValues = [];
gamepadData[0] = [];
gamepadDataValues[0] = [];
}
onkeydown = (e)=>
{
isUsingGamepad = 0;
if (!e.repeat)
{
inputData[e.code] = 3;
if (inputWASDEmulateDirection)
inputData[remapKey(e.code)] = 3;
}
}
onkeyup = (e)=>
{
inputData[e.code] = 4;
if (inputWASDEmulateDirection)
inputData[remapKey(e.code)] = 4;
}
// mouse event handlers
onmousedown = (e)=>
{
isUsingGamepad = 0;
inputData[e.button] = 3;
mousePos = mouseToScreen(vec3(e.x,e.y));
}
onmouseup = (e)=> inputData[e.button] = inputData[e.button] & 2 | 4;
onmousemove = (e)=>
{
mousePos = mouseToScreen(vec3(e.x,e.y));
if (freeCamMode)
{
mouseDelta.x += e.movementX/mainCanvasSize.x;
mouseDelta.y += e.movementY/mainCanvasSize.y;
}
}
oncontextmenu = (e)=> false; // prevent right click menu
// handle remapping wasd keys to directions
const remapKey = (c) => inputWASDEmulateDirection ?
c == 'KeyW' ? 'ArrowUp' :
c == 'KeyS' ? 'ArrowDown' :
c == 'KeyA' ? 'ArrowLeft' :
c == 'KeyD' ? 'ArrowRight' : c : c;
// init touch input
isTouchDevice && touchInputInit();
}
function inputUpdate()
{
// clear input when lost focus (prevent stuck keys)
isTouchDevice || document.hasFocus() || clearInput();
gamepadsEnable && gamepadsUpdate();
}
function inputUpdatePost()
{
// clear input to prepare for next frame
for (const i in inputData)
inputData[i] &= 1;
}
// convert a mouse position to screen space
const mouseToScreen = (mousePos) =>
{
if (!clampAspectRatios)
{
// canvas always takes up full screen
return vec3(mousePos.x/mainCanvasSize.x,mousePos.y/mainCanvasSize.y);
}
else
{
const rect = mainCanvas.getBoundingClientRect();
return vec3(percent(mousePos.x, rect.left, rect.right), percent(mousePos.y, rect.top, rect.bottom));
}
}
///////////////////////////////////////////////////////////////////////////////
// gamepad input
// gamepad internal variables
let gamepadData, gamepadStickData, gamepadDataValues;
// gamepads are updated by engine every frame automatically
function gamepadsUpdate()
{
const applyDeadZones = (v)=>
{
const min=.2, max=.8;
const deadZone = (v)=>
v > min ? percent( v, min, max) :
v < -min ? -percent(-v, min, max) : 0;
return vec3(deadZone(v.x), deadZone(-v.y)).clampLength();
}
// update touch gamepad if enabled
isTouchDevice && touchGamepadUpdate();
// return if gamepads are disabled or not supported
if (!navigator || !navigator.getGamepads)
return;
// only poll gamepads when focused or in debug mode (allow playing when not focused in debug)
if (!devMode && !document.hasFocus())
return;
// poll gamepads
const gamepads = navigator.getGamepads();
for (let i = gamepads.length; i--;)
{
// get or create gamepad data
const gamepad = gamepads[i];
const data = gamepadData[i] || (gamepadData[i] = []);
const dataValue = gamepadDataValues[i] || (gamepadDataValues[i] = []);
const sticks = gamepadStickData[i] || (gamepadStickData[i] = []);
if (gamepad)
{
// read analog sticks
for (let j = 0; j < gamepad.axes.length-1; j+=2)
sticks[j>>1] = applyDeadZones(vec3(gamepad.axes[j],gamepad.axes[j+1]));
// read buttons
for (let j = gamepad.buttons.length; j--;)
{
const button = gamepad.buttons[j];
const wasDown = gamepadIsDown(j,i);
data[j] = button.pressed ? wasDown ? 1 : 3 : wasDown ? 4 : 0;
dataValue[j] = percent(button.value||0,.1,.9); // apply deadzone
isUsingGamepad ||= !i && button.pressed;
}
const gamepadDirectionEmulateStick = 1;
if (gamepadDirectionEmulateStick)
{
// copy dpad to left analog stick when pressed
const dpad = vec3(
(gamepadIsDown(15,i)&&1) - (gamepadIsDown(14,i)&&1),
(gamepadIsDown(12,i)&&1) - (gamepadIsDown(13,i)&&1));
if (dpad.lengthSquared())
sticks[0] = dpad.clampLength();
}
}
}
}
///////////////////////////////////////////////////////////////////////////////
// touch input
// try to enable touch mouse
function touchInputInit()
{
// add non passive touch event listeners
let handleTouch = handleTouchDefault;
if (touchGamepadEnable)
{
// touch input internal variables
handleTouch = handleTouchGamepad;
touchGamepadButtons = [];
touchGamepadStick = vec3();
}
document.addEventListener('touchstart', (e) => handleTouch(e), { passive: false });
document.addEventListener('touchmove', (e) => handleTouch(e), { passive: false });
document.addEventListener('touchend', (e) => handleTouch(e), { passive: false });
// override mouse events
onmousedown = onmouseup = ()=> 0;
// handle all touch events the same way
let wasTouching;
function handleTouchDefault(e)
{
// fix stalled audio requiring user interaction
if (soundEnable && !audioContext)
audioContext = new AudioContext; // create audio context
//if (soundEnable && audioContext && audioContext.state != 'running')
// sound_bump.play(); // play sound to fix audio
// check if touching and pass to mouse events
const touching = e.touches.length;
const button = 0; // all touches are left mouse button
if (touching)
{
// average all touch positions
const p = vec3();
for (let touch of e.touches)
{
p.x += touch.clientX/e.touches.length;
p.y += touch.clientY/e.touches.length;
}
mousePos = mouseToScreen(p);
wasTouching ? 0 : inputData[button] = 3;
}
else if (wasTouching)
inputData[button] = inputData[button] & 2 | 4;
// set was touching
wasTouching = touching;
// prevent default handling like copy and magnifier lens
if (document.hasFocus()) // allow document to get focus
e.preventDefault();
// must return true so the document will get focus
return true;
}
}
///////////////////////////////////////////////////////////////////////////////
// touch gamepad
// touch gamepad internal variables
let touchGamepadTimer = new Timer, touchGamepadButtons, touchGamepadStick, touchGamepadSize;
// special handling for virtual gamepad mode
function handleTouchGamepad(e)
{
if (soundEnable)
{
if (!audioContext)
audioContext = new AudioContext; // create audio context
// fix stalled audio
if (audioContext.state != 'running')
audioContext.resume();
}
// clear touch gamepad input
touchGamepadStick = vec3();
touchGamepadButtons = [];
isUsingGamepad = true;
const touching = e.touches.length;
if (touching)
{
touchGamepadTimer.set();
if (paused || titleScreenMode || gameOverTimer.isSet())
{
// touch anywhere to press start
touchGamepadButtons[9] = 1;
return;
}
}
// get center of left and right sides
const stickCenter = vec3(touchGamepadSize, mainCanvasSize.y-touchGamepadSize);
const buttonCenter = mainCanvasSize.subtract(vec3(touchGamepadSize, touchGamepadSize));
const startCenter = mainCanvasSize.scale(.5);
// check each touch point
for (const touch of e.touches)
{
let touchPos = mouseToScreen(vec3(touch.clientX, touch.clientY));
touchPos = touchPos.multiply(mainCanvasSize);
if (touchPos.distance(stickCenter) < touchGamepadSize)
{
// virtual analog stick
touchGamepadStick = touchPos.subtract(stickCenter).scale(2/touchGamepadSize);
//touchGamepadStick = touchGamepadStick.clampLength(); // circular clamp
touchGamepadStick.x = clamp(touchGamepadStick.x,-1,1);
touchGamepadStick.y = clamp(touchGamepadStick.y,-1,1);
}
else if (touchPos.distance(buttonCenter) < touchGamepadSize)
{
// virtual face buttons
const button = touchPos.y > buttonCenter.y ? 1 : 0;
touchGamepadButtons[button] = 1;
}
else if (touchPos.distance(startCenter) < touchGamepadSize)
{
// hidden virtual start button in center
touchGamepadButtons[9] = 1;
}
}
// call default touch handler so normal touch events still work
//handleTouchDefault(e);
// prevent default handling like copy and magnifier lens
if (document.hasFocus()) // allow document to get focus
e.preventDefault();
// must return true so the document will get focus
return true;
}
// update the touch gamepad, called automatically by the engine
function touchGamepadUpdate()
{
if (!touchGamepadEnable)
return;
// adjust for thin canvas
touchGamepadSize = clamp(mainCanvasSize.y/8, 99, mainCanvasSize.x/2);
ASSERT(touchGamepadButtons, 'set touchGamepadEnable before calling init!');
if (!touchGamepadTimer.isSet())
return;
// read virtual analog stick
const sticks = gamepadStickData[0] || (gamepadStickData[0] = []);
sticks[0] = touchGamepadStick.copy();
// read virtual gamepad buttons
const data = gamepadData[0];
for (let i=10; i--;)
{
const wasDown = gamepadIsDown(i,0);
data[i] = touchGamepadButtons[i] ? wasDown ? 1 : 3 : wasDown ? 4 : 0;
}
}
// render the touch gamepad, called automatically by the engine
function touchGamepadRender()
{
if (!touchGamepadEnable || !touchGamepadTimer.isSet())
return;
// fade off when not touching or paused
const alpha = percent(touchGamepadTimer.get(), 4, 3);
if (!alpha || paused)
return;
// setup the canvas
const context = mainContext;
context.save();
context.globalAlpha = alpha*touchGamepadAlpha;
context.strokeStyle = '#fff';
context.lineWidth = 3;
// draw left analog stick
context.fillStyle = touchGamepadStick.lengthSquared() > 0 ? '#fff' : '#000';
context.beginPath();
// draw circle shaped gamepad
const leftCenter = vec3(touchGamepadSize, mainCanvasSize.y-touchGamepadSize);
context.arc(leftCenter.x, leftCenter.y, touchGamepadSize/2, 0, 9);
context.fill();
context.stroke();
// draw right face buttons
const rightCenter = vec3(mainCanvasSize.x-touchGamepadSize, mainCanvasSize.y-touchGamepadSize);
for (let i=2; i--;)
{
const pos = rightCenter.add(vec3(0,(i?1:-1)*touchGamepadSize/2));
context.fillStyle = touchGamepadButtons[i] ? '#fff' : '#000';
context.beginPath();
context.arc(pos.x, pos.y, touchGamepadSize/3, 0, 9);
context.fill();
context.stroke();
}
// set canvas back to normal
context.restore();
}