add sensitivity to touch controls

beta.r3js.org
-=yb4f310 2017-09-29 06:55:42 +02:00
parent 013852d456
commit 45e3195d8f
2 changed files with 63 additions and 35 deletions

View File

@ -6,12 +6,18 @@
*/
GameLib.D3.Controls.Touch = function (
graphics,
apiControls
apiControls,
sensitivity
) {
this.graphics = graphics;
this.graphics.isNotThreeThrow();
if (GameLib.Utils.UndefinedOrNull(sensitivity)) {
sensitivity = 5;
}
this.sensitivity = sensitivity;
GameLib.D3.Controls.call(
this,
this.graphics,
@ -49,7 +55,11 @@ GameLib.D3.Controls.Touch.prototype.updateInstance = function() {
* @returns {GameLib.D3.API.Controls}
*/
GameLib.D3.Controls.Touch.prototype.toApiObject = function() {
var apiControls = GameLib.D3.Controls.prototype.toApiObject.call(this);
var apiControls = GameLib.D3.Controls.prototype.toApiObject.call(this);
apiControls.sensitivity = this.sensitivity;
/**
* add other properties here as this component develops...
*/
@ -69,7 +79,8 @@ GameLib.D3.Controls.Touch.FromObject = function(graphics, objectControls) {
return new GameLib.D3.Controls.Touch(
graphics,
apiControls
apiControls,
objectControls.sensitivity
);
};

View File

@ -31,6 +31,8 @@ GameLib.System.Input = function(
this.controlLeft = false;
this.sensitivityCounter = 0;
this.renderers = [];
this.editorControls = [];
this.touchControls = [];
@ -80,7 +82,7 @@ GameLib.System.Input.prototype.start = function() {
touchControl.domElement.instance.addEventListener(
'touchmove',
this.touchMove,
this.touchMove(touchControl),
false
);
touchControl.domElement.instance.addEventListener(
@ -214,6 +216,8 @@ GameLib.System.Input.prototype.onKeyboardKeyDown = function(event) {
GameLib.System.Input.prototype.onTouchStart = function(event) {
this.sensitivityCounter = 0;
this.touches = {};
for (var t = 0; t < event.touches.length; t++) {
@ -237,47 +241,60 @@ GameLib.System.Input.prototype.onTouchStart = function(event) {
)
};
GameLib.System.Input.prototype.onTouchMove = function(event) {
GameLib.System.Input.prototype.onTouchMove = function(touchControl) {
for (var t = 0; t < event.changedTouches.length; t++) {
return function (event) {
var id = event.changedTouches[t].identifier;
this.sensitivityCounter++;
var left = 0;
var right = 0;
var up = 0;
var down = 0;
if (event.changedTouches[t].pageX > this.touches[id].pageX) {
right = 1;
if (this.sensitivityCounter < touchControl.sensitivity) {
return;
} else {
this.sensitivityCounter = 0;
}
if (event.changedTouches[t].pageX < this.touches[id].pageX) {
left = 1;
for (var t = 0; t < event.changedTouches.length; t++) {
var id = event.changedTouches[t].identifier;
var left = 0;
var right = 0;
var up = 0;
var down = 0;
if (event.changedTouches[t].pageX > this.touches[id].pageX) {
right = 1;
}
if (event.changedTouches[t].pageX < this.touches[id].pageX) {
left = 1;
}
if (event.changedTouches[t].pageY < this.touches[id].pageY) {
up = 1;
}
if (event.changedTouches[t].pageY > this.touches[id].pageY) {
down = 1;
}
this.touches[id].right += right;
this.touches[id].left += left;
this.touches[id].up += up;
this.touches[id].down += down;
this.touches[id].pageX = event.changedTouches[t].pageX;
this.touches[id].pageY = event.changedTouches[t].pageY;
}
if (event.changedTouches[t].pageY < this.touches[id].pageY) {
up = 1;
}
this.touches.event = event;
if (event.changedTouches[t].pageY > this.touches[id].pageY) {
down = 1;
}
GameLib.Event.Emit(
GameLib.Event.TOUCH_MOVE,
this.touches
)
this.touches[id].right += right;
this.touches[id].left += left;
this.touches[id].up += up;
this.touches[id].down += down;
this.touches[id].pageX = event.changedTouches[t].pageX;
this.touches[id].pageY = event.changedTouches[t].pageY;
}
}.bind(this);
this.touches.event = event;
GameLib.Event.Emit(
GameLib.Event.TOUCH_MOVE,
this.touches
)
};
GameLib.System.Input.prototype.onTouchCancel = function(event) {