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// bind keyboard and gamepad buttons | |
ig.input.bind( ig.KEY.X, 'shoot1'); | |
ig.input.bind( ig.GAMEPAD1.FACE_1, 'shoot1'); | |
ig.input.bind( ig.GAMEPAD2.FACE_1, 'shoot2'); | |
ig.input.bind( ig.GAMEPAD3.FACE_1, 'shoot3'); | |
ig.input.bind( ig.GAMEPAD4.FACE_1, 'shoot4'); | |
// use .pressed() and .state() pretty much as usual | |
if( ig.input.pressed('shoot1') ) { | |
// shoot for player 1 | |
} |
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// | |
// Adapted from one-gamepad support in this thread: | |
// http://impactjs.com/forums/help/gamepad-events | |
// | |
// Put this in a file at lib/plugins/gamepads.js and require plugins.gamepads in your main module. | |
ig.module( | |
'plugins.gamepads' | |
) | |
.requires( | |
'impact.input', | |
'impact.game' | |
) | |
.defines(function(){ | |
// Assign some values to the Gamepad buttons. We use an offset of 256 | |
// here so we don't collide with the keyboard buttons when binding. | |
ig.GAMEPAD_BUTTON_OFFSET = 256; | |
// Define ig.GAMEPAD1 through ig.GAMEPAD4 | |
for (var i = 1; i <= 4; i++) { | |
ig['GAMEPAD' + i] = { | |
FACE_1: ig.GAMEPAD_BUTTON_OFFSET * i + 0, | |
FACE_2: ig.GAMEPAD_BUTTON_OFFSET * i + 1, | |
FACE_3: ig.GAMEPAD_BUTTON_OFFSET * i + 2, | |
FACE_4: ig.GAMEPAD_BUTTON_OFFSET * i + 3, | |
LEFT_SHOULDER: ig.GAMEPAD_BUTTON_OFFSET * i + 4, | |
RIGHT_SHOULDER: ig.GAMEPAD_BUTTON_OFFSET * i + 5, | |
LEFT_SHOULDER_BOTTOM: ig.GAMEPAD_BUTTON_OFFSET * i + 6, | |
RIGHT_SHOULDER_BOTTOM: ig.GAMEPAD_BUTTON_OFFSET * i + 7, | |
SELECT: ig.GAMEPAD_BUTTON_OFFSET * i + 8, | |
START: ig.GAMEPAD_BUTTON_OFFSET * i + 9, | |
LEFT_ANALOGUE_STICK: ig.GAMEPAD_BUTTON_OFFSET * i + 10, | |
RIGHT_ANALOGUE_STICK: ig.GAMEPAD_BUTTON_OFFSET * i + 11, | |
PAD_TOP: ig.GAMEPAD_BUTTON_OFFSET * i + 12, | |
PAD_BOTTOM: ig.GAMEPAD_BUTTON_OFFSET * i + 13, | |
PAD_LEFT: ig.GAMEPAD_BUTTON_OFFSET * i + 14, | |
PAD_RIGHT: ig.GAMEPAD_BUTTON_OFFSET * i + 15 | |
}; | |
} | |
ig.normalizeVendorAttribute(navigator, 'getGamepads'); | |
if( !navigator.getGamepads ) { | |
// No Gamepad support; nothing to do here | |
return; | |
} | |
ig.Input.inject({ | |
// gamepad: null, | |
currentButtonState: [], // array of vals, one for each gamepad | |
lastButtons: [], // array of arrays of vals, one for each gamepad | |
hasButtonObject: !!window.GamepadButton, | |
getGamepadSnapshot: function(index) { | |
var gamepads = navigator.getGamepads(); | |
if (gamepads && gamepads[index - 1]) { | |
return gamepads[index - 1]; | |
} | |
return null; | |
}, | |
pollGamepad: function(index) { | |
var gamepad = this.getGamepadSnapshot(index); | |
if( !gamepad ) { | |
// No gamepad snapshot? | |
return; | |
} | |
this.lastButtons[index] = this.lastButtons[index] || []; | |
// Iterate over all buttons, see if they're bound and check | |
// for their state | |
for( var button = 0; button < gamepad.buttons.length; button++ ) { | |
var action = this.bindings[button+ig.GAMEPAD_BUTTON_OFFSET*index]; | |
// Is the button bound to an action? | |
if( action ) { | |
this.currentButtonState[index] = this.hasButtonObject | |
? gamepad.buttons[button].pressed // W3C Standard | |
: gamepad.buttons[button]; // Current Chrome version | |
var prevState = this.lastButtons[index][button]; | |
// Was not pressed, but is now? | |
if( !prevState && this.currentButtonState[index] ) { | |
this.actions[action] = true; | |
this.presses[action] = true; | |
} | |
// Was pressed, but is no more? | |
else if( prevState && !this.currentButtonState[index] ) { | |
this.delayedKeyup[action] = true; | |
} | |
} | |
this.lastButtons[index][button] = this.currentButtonState[index]; | |
} | |
} | |
}); | |
// Always poll gamepad before each frame | |
ig.Game.inject({ | |
run: function() { | |
for (var i = 1; i <= 4; i++) { | |
ig.input.pollGamepad(i); | |
} | |
this.parent(); | |
} | |
}) | |
}); |
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