as good as input can get with single threaded javascript
This commit is contained in:
parent
a521652ea8
commit
5133845b19
@ -31,6 +31,7 @@ body{
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height:100%;
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position: absolute;
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left:210px;
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boarder:1px solid #6666;
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background:rgba(1,1,1,.10);
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}
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193
dist/tetrion.js
vendored
193
dist/tetrion.js
vendored
@ -428,8 +428,10 @@ var utils = require('./utils.js');
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var UserInputs = {
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init() {
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this.dt = 0;
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this.debugTimer = new Date();
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this.gamepadShiftTimer = new Date();
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this.gamepadButtonTimer = new Date();
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this.keyboardKeyTimer = new Date();
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this.keyboardShiftTimer = new Date();
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this.settingsMap = new Map();
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// var init = utils.getCookie("init");
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@ -453,21 +455,6 @@ var UserInputs = {
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gamepadEnabled() {
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return gamepad.controller || false;
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},
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incDeciframes() {
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this.keyboardButtonsDeciframes++;
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this.keyboardDirectionArrowsDeciframes++;
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this.gamepadButtonsDeciFrames++;
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this.gamepadDirectionPadDeciFrames++;
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},
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incTickCounter() {
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this.ticks++;
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if(this.ticks > 1200000)this.ticks = 0; // set to 0 every 12 seconds?
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},
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getTickCounter() {
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return this.ticks;
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},
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processGamepadInput() {
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this.gamepadButtonsDown(this.settingsMap.get("Gamepad Harddrop")); // hard drop
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@ -488,34 +475,34 @@ var UserInputs = {
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return;
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},
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// X, Y, A, B , RB, LB Buttons
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// Single press gamepad buttons
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gamepadButtonsDown(finds) {
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var deciDAS = 50.0;
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var deciARR = 10.0;
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var DAS = 167.0;
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var ARR = 300.0;
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var isContained = this.gpButtons.includes(finds);
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var isPrevContained = this.prevGpButtons.includes(finds);
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if(isPrevContained != isContained ) {
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this.isGamepadButtonDown = false;
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// Do once
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// Not being held yet
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this.gamepadButtonTimer = new Date();
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this.isPassedDelayGamepadShift = false;
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// Add button to queue on pressed input
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if(isContained)
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this.gamepadQueue.push(finds);
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}
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var gamepadDASFrames = this.gamepadButtonsDeciFrames;
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if (!this.isGamepadButtonDown) {
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var deltaTime = (new Date()).getTime() - this.gamepadButtonTimer.getTime();
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if (gamepadDASFrames >= deciDAS) {
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this.gamepadButtonsDeciFrames = 0;
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this.isGamepadButtonDown = true;
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if (!this.isPassedDelayGamepadShift) {
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if (deltaTime >= DAS) {
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this.gamepadButtonTimer = new Date();
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this.isPassedDelayGamepadShift = true;
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}
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} else {
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if (gamepadDASFrames >= deciARR && isContained) {
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//this.gamepadQueue.push(finds);
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this.gamepadButtonsDeciFrames = 0;
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if (deltaTime >= ARR && isContained) {
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this.gamepadQueue.push(finds);
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this.gamepadButtonTimer = new Date();
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}
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}
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@ -523,32 +510,34 @@ var UserInputs = {
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// Direction Pad
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gamepadDPadDown(finds) {
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var DAS = parseInt(this.settingsMap.get("Gamepad DAS")); //65.0;
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var ARR = parseInt(this.settingsMap.get("Gamepad ARR")); //20.0;
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var DAS = parseInt(this.settingsMap.get("Gamepad DAS"));
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var ARR = parseInt(this.settingsMap.get("Gamepad ARR"));
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var isContained = this.gpButtons.includes(finds);
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var isPrevContained = this.prevGpButtons.includes(finds);
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if(isPrevContained != isContained ) {
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this.isGamepadDown = false;
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// Do once
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// Not being held yet
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this.gamepadShiftTimer = new Date();
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this.isDelayedPassedGamepadShift = false;
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// Add button to queue on pressed input
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if(isContained)
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this.gamepadQueue.push(finds);
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}
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var gamepadDirectionDasFrames = this.gamepadDirectionPadDeciFrames;
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if (!this.isGamepadDown) {
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if (gamepadDirectionDasFrames >= DAS) {
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this.gamepadDirectionPadDeciFrames = 0;
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this.isGamepadDown = true;
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}
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var deltaTime = (new Date()).getTime() - this.gamepadShiftTimer.getTime();
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if (!this.isDelayedPassedGamepadShift) {
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if (deltaTime >= DAS) {
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this.gamepadShiftTimer = new Date();
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this.isDelayedPassedGamepadShift = true;
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}
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else
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{
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if (gamepadDirectionDasFrames >= ARR && isContained) {
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this.gamepadQueue.push(finds);
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this.gamepadDirectionPadDeciFrames = 0;
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}
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}
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else {
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if (deltaTime >= ARR && isContained) {
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this.gamepadQueue.push(finds);
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this.gamepadShiftTimer = new Date();
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}
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}
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return;
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@ -568,36 +557,37 @@ var UserInputs = {
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// keyboard keys z,x,space
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processKeyDown(key)
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{
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var deciDAS = 50.0;
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var deciARR = 50.0;
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var DAS = 167.0;
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var ARR = 300.0;
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// todo: fix this mess
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if(this.prevKeyboardKeys[key] != this.keyboardKeys[key] && this.isKeyBoardKeyDown == true) {
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this.isKeyboardKeyDown = false;
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if(this.prevKeyboardKeys[key] != this.keyboardKeys[key]) {
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// Not being held yet
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this.keyboardKeyTimer = new Date();
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this.isPassedDelayKeyboardKey = false;
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// Add shift to queue on pressed input
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if(this.keyboardKeys[key] == true)
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this.inputQueue.push(key);
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//this.keyboardKeys[key] = false;
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}
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var keyboardDASFrames = this.keyboardButtonsDeciframes;
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var deltaTime = (new Date()).getTime() - this.keyboardKeyTimer.getTime();
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if (!this.isKeyboardKeyDown) {
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if (keyboardDASFrames >= deciDAS) {
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if (!this.isPassedDelayKeyboardKey) {
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if (deltaTime >= DAS) {
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this.keyboardKeyTimer = new Date();
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this.keyboardButtonsDeciframes = 0;
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this.isKeyboardKeyDown = true;
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this.isPassedDelayKeyboardKey = true;
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}
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} else {
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if (keyboardDASFrames >= deciARR && this.keyboardKeys[key] == true) {
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//this.inputQueue.push(key);
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this.keyboardButtonsDeciframes = 0;
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if (deltaTime >= ARR && this.keyboardKeys[key] == true) {
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this.inputQueue.push(key);
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this.keyboardKeyTimer = new Date();
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}
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}
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},
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// Process applicable key inputs
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processKeyShift() {
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this.processKeyboardArrowKeys(parseInt(this.settingsMap.get("Keyboard Left"))); //39); // right
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this.processKeyboardArrowKeys(parseInt(this.settingsMap.get("Keyboard Right"))); //37); // left
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@ -610,25 +600,30 @@ var UserInputs = {
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if(this.prevKeyboardKeys[key] != this.keyboardKeys[key]) {
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// Not being held yet
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this.isPassedDelay = false;
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this.isPassedDelayKeyboardShift = false;
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this.keyboardShiftTimer = new Date();
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// Do shift if key has been pushed down
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if(this.keyboardKeys[key] == true)
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this.inputQueue.push(key);
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}
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var keyboardDASFrames = this.keyboardDirectionArrowsDeciframes;
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if (!this.isPassedDelay) {
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var deltaTime = (new Date()).getTime() - this.keyboardShiftTimer.getTime();
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if (keyboardDASFrames >= DAS) {
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this.keyboardDirectionArrowsDeciframes = 0;
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this.isPassedDelay = true;
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if (!this.isPassedDelayKeyboardShift) {
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if (deltaTime >= DAS) {
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this.keyboardShiftTimer = new Date();
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this.isPassedDelayKeyboardShift = true;
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}
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}
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else if(keyboardDASFrames >= ARR && this.keyboardKeys[key] == true) {
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else if(deltaTime >= ARR && this.keyboardKeys[key] == true) {
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this.inputQueue.push(key);
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this.keyboardDirectionArrowsDeciframes = 0;
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this.keyboardShiftTimer = new Date();
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}
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},
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keyDown(event) {
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@ -657,16 +652,10 @@ var UserInputs = {
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this.prevKeyboardKeys = {...this.keyboardKeys};
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},
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// button states
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isPassedDelay: false,
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isKeyboardKeyDown: false,
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isGamepadDown: false,
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isGamepadButtonDown: false,
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// das frame counters
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keyboardButtonsDeciframes: 0, // DAS controlled frames/10 for non-shifted keys
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keyboardDirectionArrowsDeciframes: 0, // DAS controlled frames/10 for mino shifting keys
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gamepadButtonsDeciFrames: 0, // DAS controlled frames/10 for non-shifted keys
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gamepadDirectionPadDeciFrames: 0, // DAS controlled frames/10 for mino shifting keys
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isPassedDelayKeyboardShift: false,
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isPassedDelayKeyboardKey: false,
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isPassedDelayGamepadShift: false,
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isPassedDelayGamepadButton: false,
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// buttons state contatiners
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gpButtons: [],
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@ -678,9 +667,7 @@ var UserInputs = {
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inputQueue: [],
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gamepadQueue: [],
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ticks: 0,
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settingsList: ["init",
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settingsList: ["Soft Drop Rate [1 - 100]",
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"Keyboard DAS", "Keyboard ARR", "Keyboard Harddrop", "Keyboard Hold",
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"Keyboard Left", "Keyboard Right", "Keyboard Rotateccw", "Keyboard Rotate",
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"Keyboard Down", "Keyboard Pophold", "Keyboard Reset", "Keyboard Background",
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@ -690,12 +677,12 @@ var UserInputs = {
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"Gamepad Down","Gamepad Pophold", "Gamepad Reset", "Gamepad Background",
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"path", "High Score"],
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settingsDefault: ["true",
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"50.0", "16.0", "32", "16",
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settingsDefault: ["70",
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"167.0", "33.0", "32", "16",
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"37", "39", "90", "88",
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"40", "17", "82", "81",
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"50.0", "16.0", "RB", "LB",
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"167.0", "33.0", "RB", "LB",
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"DPad-Left", "DPad-Right", "A", "B",
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"DPad-Down", "DPad-Up", "Back", "",
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"=/",""],
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@ -1126,7 +1113,7 @@ Tetris.prototype = {
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},
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// tick input data -- wont have better than 4-15ms resolution since javascript is single theaded
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// tick input data -- wont have better than 4-15ms resolution since javascript is single theaded and any ARR or DAS below 15ms will likely be broken
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_processTick: async function() {
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@ -1134,17 +1121,10 @@ Tetris.prototype = {
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//console.log("desync time: " + deltaTime);
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inputs.incDeciframes();
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inputs.incTickCounter();
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if(this.isTimerOn) {
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var deltaPlayTime = new Date().getTime() - this.sequencePrevTime;
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document.getElementById("Time").value = (deltaPlayTime/1000).toString();
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if(inputs.getTickCounter() >= 20) { // Set html element at a reasonble rate
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document.getElementById("Time").value = (deltaPlayTime/1000).toString();
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}
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}
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@ -1158,14 +1138,14 @@ Tetris.prototype = {
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var halfFrame = 5.0 //8.0;
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var halfFramePlus = 10.0;
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if(inputs.getTickCounter() >= tenthOfFrame) {
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inputs.updateGamepad();
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inputs.processGamepadDPad();
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inputs.processGamepadInput();
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}
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inputs.updateGamepad();
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inputs.processGamepadDPad();
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inputs.processGamepadInput();
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// drain gamepad queue
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if( inputs.getTickCounter() > halfFrame) // 8 millisecons
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{
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// if( inputs.getTickCounter() > halfFrame) // 8 millisecons
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// {
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while((inputs.gamepadQueue != undefined && inputs.gamepadQueue.length >= 1)){
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var curkey = inputs.gamepadQueue.shift();
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if(curkey == "DPad-Left") {
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@ -1214,14 +1194,13 @@ Tetris.prototype = {
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}
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inputs.gamepadQueue = [];
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}
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// }
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//inputs.gamepadButtonClear();
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}
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// Do keyboard
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inputs.processKeys();
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// Do keyboard
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inputs.processKeys();
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inputs.processKeyShift();
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// Keyboard inputs
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while((inputs.inputQueue != undefined && inputs.inputQueue.length >= 1)){
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@ -50,6 +50,7 @@
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<iframe id="bg" width="640" height="360" frameborder="0" src="https://www.shadertoy.com/embed/WldfWX?gui=&paused=false&muted=false" ></iframe>
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<!-- <iframe id="bg" width="640" height="360" frameborder="0" src="https://www.shadertoy.com/embed/MlSSRt?gui=&paused=false&muted=false" allowfullscreen></iframe> -->
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161
src/input.js
161
src/input.js
@ -4,8 +4,10 @@ var utils = require('./utils.js');
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var UserInputs = {
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init() {
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this.dt = 0;
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this.debugTimer = new Date();
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this.gamepadShiftTimer = new Date();
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this.gamepadButtonTimer = new Date();
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this.keyboardKeyTimer = new Date();
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this.keyboardShiftTimer = new Date();
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this.settingsMap = new Map();
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// var init = utils.getCookie("init");
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@ -29,21 +31,6 @@ var UserInputs = {
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gamepadEnabled() {
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return gamepad.controller || false;
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},
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incDeciframes() {
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this.keyboardButtonsDeciframes++;
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this.keyboardDirectionArrowsDeciframes++;
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this.gamepadButtonsDeciFrames++;
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this.gamepadDirectionPadDeciFrames++;
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},
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incTickCounter() {
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this.ticks++;
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if(this.ticks > 1200000)this.ticks = 0; // set to 0 every 12 seconds?
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},
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getTickCounter() {
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return this.ticks;
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},
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processGamepadInput() {
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this.gamepadButtonsDown(this.settingsMap.get("Gamepad Harddrop")); // hard drop
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@ -64,34 +51,34 @@ var UserInputs = {
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return;
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},
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// X, Y, A, B , RB, LB Buttons
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// Single press gamepad buttons
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gamepadButtonsDown(finds) {
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var deciDAS = 50.0;
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var deciARR = 10.0;
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var DAS = 167.0;
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var ARR = 300.0;
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var isContained = this.gpButtons.includes(finds);
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var isPrevContained = this.prevGpButtons.includes(finds);
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if(isPrevContained != isContained ) {
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this.isGamepadButtonDown = false;
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// Do once
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// Not being held yet
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this.gamepadButtonTimer = new Date();
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this.isPassedDelayGamepadShift = false;
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// Add button to queue on pressed input
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if(isContained)
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this.gamepadQueue.push(finds);
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}
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var gamepadDASFrames = this.gamepadButtonsDeciFrames;
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if (!this.isGamepadButtonDown) {
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var deltaTime = (new Date()).getTime() - this.gamepadButtonTimer.getTime();
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if (gamepadDASFrames >= deciDAS) {
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this.gamepadButtonsDeciFrames = 0;
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this.isGamepadButtonDown = true;
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if (!this.isPassedDelayGamepadShift) {
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if (deltaTime >= DAS) {
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this.gamepadButtonTimer = new Date();
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this.isPassedDelayGamepadShift = true;
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}
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} else {
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if (gamepadDASFrames >= deciARR && isContained) {
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//this.gamepadQueue.push(finds);
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this.gamepadButtonsDeciFrames = 0;
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if (deltaTime >= ARR && isContained) {
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this.gamepadQueue.push(finds);
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this.gamepadButtonTimer = new Date();
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}
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}
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@ -99,32 +86,34 @@ var UserInputs = {
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// Direction Pad
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gamepadDPadDown(finds) {
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var DAS = parseInt(this.settingsMap.get("Gamepad DAS")); //65.0;
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var ARR = parseInt(this.settingsMap.get("Gamepad ARR")); //20.0;
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var DAS = parseInt(this.settingsMap.get("Gamepad DAS"));
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var ARR = parseInt(this.settingsMap.get("Gamepad ARR"));
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var isContained = this.gpButtons.includes(finds);
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var isPrevContained = this.prevGpButtons.includes(finds);
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if(isPrevContained != isContained ) {
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this.isGamepadDown = false;
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// Do once
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// Not being held yet
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this.gamepadShiftTimer = new Date();
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this.isDelayedPassedGamepadShift = false;
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// Add button to queue on pressed input
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if(isContained)
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this.gamepadQueue.push(finds);
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}
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var gamepadDirectionDasFrames = this.gamepadDirectionPadDeciFrames;
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if (!this.isGamepadDown) {
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if (gamepadDirectionDasFrames >= DAS) {
|
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this.gamepadDirectionPadDeciFrames = 0;
|
||||
this.isGamepadDown = true;
|
||||
|
||||
}
|
||||
var deltaTime = (new Date()).getTime() - this.gamepadShiftTimer.getTime();
|
||||
|
||||
if (!this.isDelayedPassedGamepadShift) {
|
||||
if (deltaTime >= DAS) {
|
||||
this.gamepadShiftTimer = new Date();
|
||||
this.isDelayedPassedGamepadShift = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (gamepadDirectionDasFrames >= ARR && isContained) {
|
||||
this.gamepadQueue.push(finds);
|
||||
this.gamepadDirectionPadDeciFrames = 0;
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (deltaTime >= ARR && isContained) {
|
||||
this.gamepadQueue.push(finds);
|
||||
this.gamepadShiftTimer = new Date();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
return;
|
||||
@ -144,36 +133,37 @@ var UserInputs = {
|
||||
// keyboard keys z,x,space
|
||||
processKeyDown(key)
|
||||
{
|
||||
var deciDAS = 50.0;
|
||||
var deciARR = 50.0;
|
||||
var DAS = 167.0;
|
||||
var ARR = 300.0;
|
||||
|
||||
// todo: fix this mess
|
||||
if(this.prevKeyboardKeys[key] != this.keyboardKeys[key] && this.isKeyBoardKeyDown == true) {
|
||||
|
||||
this.isKeyboardKeyDown = false;
|
||||
if(this.prevKeyboardKeys[key] != this.keyboardKeys[key]) {
|
||||
// Not being held yet
|
||||
this.keyboardKeyTimer = new Date();
|
||||
this.isPassedDelayKeyboardKey = false;
|
||||
// Add shift to queue on pressed input
|
||||
if(this.keyboardKeys[key] == true)
|
||||
this.inputQueue.push(key);
|
||||
//this.keyboardKeys[key] = false;
|
||||
}
|
||||
|
||||
var keyboardDASFrames = this.keyboardButtonsDeciframes;
|
||||
var deltaTime = (new Date()).getTime() - this.keyboardKeyTimer.getTime();
|
||||
|
||||
if (!this.isKeyboardKeyDown) {
|
||||
if (keyboardDASFrames >= deciDAS) {
|
||||
if (!this.isPassedDelayKeyboardKey) {
|
||||
if (deltaTime >= DAS) {
|
||||
this.keyboardKeyTimer = new Date();
|
||||
this.keyboardButtonsDeciframes = 0;
|
||||
this.isKeyboardKeyDown = true;
|
||||
this.isPassedDelayKeyboardKey = true;
|
||||
}
|
||||
} else {
|
||||
if (keyboardDASFrames >= deciARR && this.keyboardKeys[key] == true) {
|
||||
//this.inputQueue.push(key);
|
||||
this.keyboardButtonsDeciframes = 0;
|
||||
if (deltaTime >= ARR && this.keyboardKeys[key] == true) {
|
||||
this.inputQueue.push(key);
|
||||
this.keyboardKeyTimer = new Date();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
},
|
||||
|
||||
// Process applicable key inputs
|
||||
processKeyShift() {
|
||||
this.processKeyboardArrowKeys(parseInt(this.settingsMap.get("Keyboard Left"))); //39); // right
|
||||
this.processKeyboardArrowKeys(parseInt(this.settingsMap.get("Keyboard Right"))); //37); // left
|
||||
@ -186,25 +176,30 @@ var UserInputs = {
|
||||
|
||||
if(this.prevKeyboardKeys[key] != this.keyboardKeys[key]) {
|
||||
// Not being held yet
|
||||
this.isPassedDelay = false;
|
||||
this.isPassedDelayKeyboardShift = false;
|
||||
this.keyboardShiftTimer = new Date();
|
||||
|
||||
// Do shift if key has been pushed down
|
||||
if(this.keyboardKeys[key] == true)
|
||||
this.inputQueue.push(key);
|
||||
}
|
||||
|
||||
var keyboardDASFrames = this.keyboardDirectionArrowsDeciframes;
|
||||
|
||||
if (!this.isPassedDelay) {
|
||||
var deltaTime = (new Date()).getTime() - this.keyboardShiftTimer.getTime();
|
||||
|
||||
if (keyboardDASFrames >= DAS) {
|
||||
this.keyboardDirectionArrowsDeciframes = 0;
|
||||
this.isPassedDelay = true;
|
||||
if (!this.isPassedDelayKeyboardShift) {
|
||||
|
||||
if (deltaTime >= DAS) {
|
||||
this.keyboardShiftTimer = new Date();
|
||||
this.isPassedDelayKeyboardShift = true;
|
||||
}
|
||||
}
|
||||
else if(keyboardDASFrames >= ARR && this.keyboardKeys[key] == true) {
|
||||
else if(deltaTime >= ARR && this.keyboardKeys[key] == true) {
|
||||
this.inputQueue.push(key);
|
||||
this.keyboardDirectionArrowsDeciframes = 0;
|
||||
this.keyboardShiftTimer = new Date();
|
||||
}
|
||||
|
||||
|
||||
},
|
||||
keyDown(event) {
|
||||
|
||||
@ -233,16 +228,10 @@ var UserInputs = {
|
||||
this.prevKeyboardKeys = {...this.keyboardKeys};
|
||||
},
|
||||
// button states
|
||||
isPassedDelay: false,
|
||||
isKeyboardKeyDown: false,
|
||||
isGamepadDown: false,
|
||||
isGamepadButtonDown: false,
|
||||
|
||||
// das frame counters
|
||||
keyboardButtonsDeciframes: 0, // DAS controlled frames/10 for non-shifted keys
|
||||
keyboardDirectionArrowsDeciframes: 0, // DAS controlled frames/10 for mino shifting keys
|
||||
gamepadButtonsDeciFrames: 0, // DAS controlled frames/10 for non-shifted keys
|
||||
gamepadDirectionPadDeciFrames: 0, // DAS controlled frames/10 for mino shifting keys
|
||||
isPassedDelayKeyboardShift: false,
|
||||
isPassedDelayKeyboardKey: false,
|
||||
isPassedDelayGamepadShift: false,
|
||||
isPassedDelayGamepadButton: false,
|
||||
|
||||
// buttons state contatiners
|
||||
gpButtons: [],
|
||||
@ -254,9 +243,7 @@ var UserInputs = {
|
||||
inputQueue: [],
|
||||
gamepadQueue: [],
|
||||
|
||||
ticks: 0,
|
||||
|
||||
settingsList: ["init",
|
||||
settingsList: ["Soft Drop Rate [1 - 100]",
|
||||
"Keyboard DAS", "Keyboard ARR", "Keyboard Harddrop", "Keyboard Hold",
|
||||
"Keyboard Left", "Keyboard Right", "Keyboard Rotateccw", "Keyboard Rotate",
|
||||
"Keyboard Down", "Keyboard Pophold", "Keyboard Reset", "Keyboard Background",
|
||||
@ -266,12 +253,12 @@ var UserInputs = {
|
||||
"Gamepad Down","Gamepad Pophold", "Gamepad Reset", "Gamepad Background",
|
||||
"path", "High Score"],
|
||||
|
||||
settingsDefault: ["true",
|
||||
"50.0", "16.0", "32", "16",
|
||||
settingsDefault: ["70",
|
||||
"167.0", "33.0", "32", "16",
|
||||
"37", "39", "90", "88",
|
||||
"40", "17", "82", "81",
|
||||
|
||||
"50.0", "16.0", "RB", "LB",
|
||||
"167.0", "33.0", "RB", "LB",
|
||||
"DPad-Left", "DPad-Right", "A", "B",
|
||||
"DPad-Down", "DPad-Up", "Back", "",
|
||||
"=/",""],
|
||||
|
32
src/main.js
32
src/main.js
@ -419,7 +419,7 @@ Tetris.prototype = {
|
||||
|
||||
|
||||
},
|
||||
// tick input data -- wont have better than 4-15ms resolution since javascript is single theaded
|
||||
// tick input data -- wont have better than 4-15ms resolution since javascript is single theaded and any ARR or DAS below 15ms will likely be broken
|
||||
_processTick: async function() {
|
||||
|
||||
|
||||
@ -427,17 +427,10 @@ Tetris.prototype = {
|
||||
//console.log("desync time: " + deltaTime);
|
||||
|
||||
|
||||
|
||||
|
||||
inputs.incDeciframes();
|
||||
inputs.incTickCounter();
|
||||
|
||||
if(this.isTimerOn) {
|
||||
var deltaPlayTime = new Date().getTime() - this.sequencePrevTime;
|
||||
document.getElementById("Time").value = (deltaPlayTime/1000).toString();
|
||||
|
||||
if(inputs.getTickCounter() >= 20) { // Set html element at a reasonble rate
|
||||
document.getElementById("Time").value = (deltaPlayTime/1000).toString();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -451,14 +444,14 @@ Tetris.prototype = {
|
||||
var halfFrame = 5.0 //8.0;
|
||||
var halfFramePlus = 10.0;
|
||||
|
||||
if(inputs.getTickCounter() >= tenthOfFrame) {
|
||||
inputs.updateGamepad();
|
||||
inputs.processGamepadDPad();
|
||||
inputs.processGamepadInput();
|
||||
}
|
||||
|
||||
inputs.updateGamepad();
|
||||
inputs.processGamepadDPad();
|
||||
inputs.processGamepadInput();
|
||||
|
||||
// drain gamepad queue
|
||||
if( inputs.getTickCounter() > halfFrame) // 8 millisecons
|
||||
{
|
||||
// if( inputs.getTickCounter() > halfFrame) // 8 millisecons
|
||||
// {
|
||||
while((inputs.gamepadQueue != undefined && inputs.gamepadQueue.length >= 1)){
|
||||
var curkey = inputs.gamepadQueue.shift();
|
||||
if(curkey == "DPad-Left") {
|
||||
@ -507,14 +500,13 @@ Tetris.prototype = {
|
||||
}
|
||||
|
||||
inputs.gamepadQueue = [];
|
||||
}
|
||||
// }
|
||||
//inputs.gamepadButtonClear();
|
||||
}
|
||||
|
||||
|
||||
// Do keyboard
|
||||
inputs.processKeys();
|
||||
|
||||
// Do keyboard
|
||||
inputs.processKeys();
|
||||
inputs.processKeyShift();
|
||||
// Keyboard inputs
|
||||
while((inputs.inputQueue != undefined && inputs.inputQueue.length >= 1)){
|
||||
|
Loading…
Reference in New Issue
Block a user