as good as input can get with single threaded javascript

This commit is contained in:
PolicyChanges1@gmail.com 2021-03-01 18:11:10 -05:00
parent a521652ea8
commit 5133845b19
5 changed files with 188 additions and 228 deletions

View File

@ -31,6 +31,7 @@ body{
height:100%;
position: absolute;
left:210px;
boarder:1px solid #6666;
background:rgba(1,1,1,.10);
}

193
dist/tetrion.js vendored
View File

@ -428,8 +428,10 @@ var utils = require('./utils.js');
var UserInputs = {
init() {
this.dt = 0;
this.debugTimer = new Date();
this.gamepadShiftTimer = new Date();
this.gamepadButtonTimer = new Date();
this.keyboardKeyTimer = new Date();
this.keyboardShiftTimer = new Date();
this.settingsMap = new Map();
// var init = utils.getCookie("init");
@ -453,21 +455,6 @@ var UserInputs = {
gamepadEnabled() {
return gamepad.controller || false;
},
incDeciframes() {
this.keyboardButtonsDeciframes++;
this.keyboardDirectionArrowsDeciframes++;
this.gamepadButtonsDeciFrames++;
this.gamepadDirectionPadDeciFrames++;
},
incTickCounter() {
this.ticks++;
if(this.ticks > 1200000)this.ticks = 0; // set to 0 every 12 seconds?
},
getTickCounter() {
return this.ticks;
},
processGamepadInput() {
this.gamepadButtonsDown(this.settingsMap.get("Gamepad Harddrop")); // hard drop
@ -488,34 +475,34 @@ var UserInputs = {
return;
},
// X, Y, A, B , RB, LB Buttons
// Single press gamepad buttons
gamepadButtonsDown(finds) {
var deciDAS = 50.0;
var deciARR = 10.0;
var DAS = 167.0;
var ARR = 300.0;
var isContained = this.gpButtons.includes(finds);
var isPrevContained = this.prevGpButtons.includes(finds);
if(isPrevContained != isContained ) {
this.isGamepadButtonDown = false;
// Do once
// Not being held yet
this.gamepadButtonTimer = new Date();
this.isPassedDelayGamepadShift = false;
// Add button to queue on pressed input
if(isContained)
this.gamepadQueue.push(finds);
}
var gamepadDASFrames = this.gamepadButtonsDeciFrames;
if (!this.isGamepadButtonDown) {
var deltaTime = (new Date()).getTime() - this.gamepadButtonTimer.getTime();
if (gamepadDASFrames >= deciDAS) {
this.gamepadButtonsDeciFrames = 0;
this.isGamepadButtonDown = true;
if (!this.isPassedDelayGamepadShift) {
if (deltaTime >= DAS) {
this.gamepadButtonTimer = new Date();
this.isPassedDelayGamepadShift = true;
}
} else {
if (gamepadDASFrames >= deciARR && isContained) {
//this.gamepadQueue.push(finds);
this.gamepadButtonsDeciFrames = 0;
if (deltaTime >= ARR && isContained) {
this.gamepadQueue.push(finds);
this.gamepadButtonTimer = new Date();
}
}
@ -523,32 +510,34 @@ var UserInputs = {
// Direction Pad
gamepadDPadDown(finds) {
var DAS = parseInt(this.settingsMap.get("Gamepad DAS")); //65.0;
var ARR = parseInt(this.settingsMap.get("Gamepad ARR")); //20.0;
var DAS = parseInt(this.settingsMap.get("Gamepad DAS"));
var ARR = parseInt(this.settingsMap.get("Gamepad ARR"));
var isContained = this.gpButtons.includes(finds);
var isPrevContained = this.prevGpButtons.includes(finds);
if(isPrevContained != isContained ) {
this.isGamepadDown = false;
// Do once
// Not being held yet
this.gamepadShiftTimer = new Date();
this.isDelayedPassedGamepadShift = false;
// Add button to queue on pressed input
if(isContained)
this.gamepadQueue.push(finds);
}
var gamepadDirectionDasFrames = this.gamepadDirectionPadDeciFrames;
if (!this.isGamepadDown) {
if (gamepadDirectionDasFrames >= DAS) {
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;
@ -568,36 +557,37 @@ 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
@ -610,25 +600,30 @@ 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) {
@ -657,16 +652,10 @@ 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: [],
@ -678,9 +667,7 @@ 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",
@ -690,12 +677,12 @@ 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", "",
"=/",""],
@ -1126,7 +1113,7 @@ 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() {
@ -1134,17 +1121,10 @@ 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();
}
}
@ -1158,14 +1138,14 @@ 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") {
@ -1214,14 +1194,13 @@ 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)){

View File

@ -50,6 +50,7 @@
<iframe id="bg" width="640" height="360" frameborder="0" src="https://www.shadertoy.com/embed/WldfWX?gui=&paused=false&muted=false" ></iframe>
<!-- <iframe id="bg" width="640" height="360" frameborder="0" src="https://www.shadertoy.com/embed/MlSSRt?gui=&paused=false&muted=false" allowfullscreen></iframe> -->

View File

@ -4,8 +4,10 @@ var utils = require('./utils.js');
var UserInputs = {
init() {
this.dt = 0;
this.debugTimer = new Date();
this.gamepadShiftTimer = new Date();
this.gamepadButtonTimer = new Date();
this.keyboardKeyTimer = new Date();
this.keyboardShiftTimer = new Date();
this.settingsMap = new Map();
// var init = utils.getCookie("init");
@ -29,21 +31,6 @@ var UserInputs = {
gamepadEnabled() {
return gamepad.controller || false;
},
incDeciframes() {
this.keyboardButtonsDeciframes++;
this.keyboardDirectionArrowsDeciframes++;
this.gamepadButtonsDeciFrames++;
this.gamepadDirectionPadDeciFrames++;
},
incTickCounter() {
this.ticks++;
if(this.ticks > 1200000)this.ticks = 0; // set to 0 every 12 seconds?
},
getTickCounter() {
return this.ticks;
},
processGamepadInput() {
this.gamepadButtonsDown(this.settingsMap.get("Gamepad Harddrop")); // hard drop
@ -64,34 +51,34 @@ var UserInputs = {
return;
},
// X, Y, A, B , RB, LB Buttons
// Single press gamepad buttons
gamepadButtonsDown(finds) {
var deciDAS = 50.0;
var deciARR = 10.0;
var DAS = 167.0;
var ARR = 300.0;
var isContained = this.gpButtons.includes(finds);
var isPrevContained = this.prevGpButtons.includes(finds);
if(isPrevContained != isContained ) {
this.isGamepadButtonDown = false;
// Do once
// Not being held yet
this.gamepadButtonTimer = new Date();
this.isPassedDelayGamepadShift = false;
// Add button to queue on pressed input
if(isContained)
this.gamepadQueue.push(finds);
}
var gamepadDASFrames = this.gamepadButtonsDeciFrames;
if (!this.isGamepadButtonDown) {
var deltaTime = (new Date()).getTime() - this.gamepadButtonTimer.getTime();
if (gamepadDASFrames >= deciDAS) {
this.gamepadButtonsDeciFrames = 0;
this.isGamepadButtonDown = true;
if (!this.isPassedDelayGamepadShift) {
if (deltaTime >= DAS) {
this.gamepadButtonTimer = new Date();
this.isPassedDelayGamepadShift = true;
}
} else {
if (gamepadDASFrames >= deciARR && isContained) {
//this.gamepadQueue.push(finds);
this.gamepadButtonsDeciFrames = 0;
if (deltaTime >= ARR && isContained) {
this.gamepadQueue.push(finds);
this.gamepadButtonTimer = new Date();
}
}
@ -99,32 +86,34 @@ var UserInputs = {
// Direction Pad
gamepadDPadDown(finds) {
var DAS = parseInt(this.settingsMap.get("Gamepad DAS")); //65.0;
var ARR = parseInt(this.settingsMap.get("Gamepad ARR")); //20.0;
var DAS = parseInt(this.settingsMap.get("Gamepad DAS"));
var ARR = parseInt(this.settingsMap.get("Gamepad ARR"));
var isContained = this.gpButtons.includes(finds);
var isPrevContained = this.prevGpButtons.includes(finds);
if(isPrevContained != isContained ) {
this.isGamepadDown = false;
// Do once
// Not being held yet
this.gamepadShiftTimer = new Date();
this.isDelayedPassedGamepadShift = false;
// Add button to queue on pressed input
if(isContained)
this.gamepadQueue.push(finds);
}
var gamepadDirectionDasFrames = this.gamepadDirectionPadDeciFrames;
if (!this.isGamepadDown) {
if (gamepadDirectionDasFrames >= DAS) {
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", "",
"=/",""],

View File

@ -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)){