add sensitivity to touch controls
parent
013852d456
commit
45e3195d8f
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@ -6,12 +6,18 @@
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*/
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GameLib.D3.Controls.Touch = function (
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graphics,
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apiControls
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apiControls,
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sensitivity
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) {
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this.graphics = graphics;
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this.graphics.isNotThreeThrow();
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if (GameLib.Utils.UndefinedOrNull(sensitivity)) {
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sensitivity = 5;
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}
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this.sensitivity = sensitivity;
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GameLib.D3.Controls.call(
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this,
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this.graphics,
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@ -49,7 +55,11 @@ GameLib.D3.Controls.Touch.prototype.updateInstance = function() {
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* @returns {GameLib.D3.API.Controls}
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*/
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GameLib.D3.Controls.Touch.prototype.toApiObject = function() {
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var apiControls = GameLib.D3.Controls.prototype.toApiObject.call(this);
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var apiControls = GameLib.D3.Controls.prototype.toApiObject.call(this);
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apiControls.sensitivity = this.sensitivity;
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/**
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* add other properties here as this component develops...
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*/
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@ -69,7 +79,8 @@ GameLib.D3.Controls.Touch.FromObject = function(graphics, objectControls) {
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return new GameLib.D3.Controls.Touch(
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graphics,
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apiControls
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apiControls,
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objectControls.sensitivity
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);
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};
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@ -31,6 +31,8 @@ GameLib.System.Input = function(
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this.controlLeft = false;
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this.sensitivityCounter = 0;
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this.renderers = [];
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this.editorControls = [];
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this.touchControls = [];
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@ -80,7 +82,7 @@ GameLib.System.Input.prototype.start = function() {
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touchControl.domElement.instance.addEventListener(
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'touchmove',
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this.touchMove,
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this.touchMove(touchControl),
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false
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);
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touchControl.domElement.instance.addEventListener(
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@ -214,6 +216,8 @@ GameLib.System.Input.prototype.onKeyboardKeyDown = function(event) {
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GameLib.System.Input.prototype.onTouchStart = function(event) {
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this.sensitivityCounter = 0;
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this.touches = {};
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for (var t = 0; t < event.touches.length; t++) {
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@ -237,47 +241,60 @@ GameLib.System.Input.prototype.onTouchStart = function(event) {
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)
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};
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GameLib.System.Input.prototype.onTouchMove = function(event) {
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GameLib.System.Input.prototype.onTouchMove = function(touchControl) {
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for (var t = 0; t < event.changedTouches.length; t++) {
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return function (event) {
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var id = event.changedTouches[t].identifier;
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this.sensitivityCounter++;
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var left = 0;
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var right = 0;
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var up = 0;
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var down = 0;
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if (event.changedTouches[t].pageX > this.touches[id].pageX) {
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right = 1;
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if (this.sensitivityCounter < touchControl.sensitivity) {
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return;
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} else {
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this.sensitivityCounter = 0;
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}
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if (event.changedTouches[t].pageX < this.touches[id].pageX) {
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left = 1;
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for (var t = 0; t < event.changedTouches.length; t++) {
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var id = event.changedTouches[t].identifier;
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var left = 0;
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var right = 0;
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var up = 0;
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var down = 0;
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if (event.changedTouches[t].pageX > this.touches[id].pageX) {
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right = 1;
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}
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if (event.changedTouches[t].pageX < this.touches[id].pageX) {
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left = 1;
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}
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if (event.changedTouches[t].pageY < this.touches[id].pageY) {
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up = 1;
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}
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if (event.changedTouches[t].pageY > this.touches[id].pageY) {
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down = 1;
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}
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this.touches[id].right += right;
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this.touches[id].left += left;
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this.touches[id].up += up;
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this.touches[id].down += down;
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this.touches[id].pageX = event.changedTouches[t].pageX;
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this.touches[id].pageY = event.changedTouches[t].pageY;
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}
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if (event.changedTouches[t].pageY < this.touches[id].pageY) {
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up = 1;
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}
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this.touches.event = event;
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if (event.changedTouches[t].pageY > this.touches[id].pageY) {
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down = 1;
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}
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GameLib.Event.Emit(
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GameLib.Event.TOUCH_MOVE,
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this.touches
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)
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this.touches[id].right += right;
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this.touches[id].left += left;
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this.touches[id].up += up;
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this.touches[id].down += down;
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this.touches[id].pageX = event.changedTouches[t].pageX;
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this.touches[id].pageY = event.changedTouches[t].pageY;
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}
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}.bind(this);
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this.touches.event = event;
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GameLib.Event.Emit(
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GameLib.Event.TOUCH_MOVE,
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this.touches
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)
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};
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GameLib.System.Input.prototype.onTouchCancel = function(event) {
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