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userInput.js
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define('userInput', [], function() {
var DEBUG_USE_CONTROLLER = true;
var keyboardData = [
{
//Player 1
buttons: [
{ pressed: false },
{ pressed: false },
{ pressed: false },
{ pressed: false },
{ pressed: false },
{ pressed: false },
{ pressed: false },
{ pressed: false },
{ pressed: false }
],
axes: [
0,
0,
0,
0
]
},
{
//Player 2
buttons: [
{ pressed: false },
{ pressed: false },
{ pressed: false },
{ pressed: false },
{ pressed: false },
{ pressed: false },
{ pressed: false },
{ pressed: false },
{ pressed: false }
],
axes: [
0,
0,
0,
0
]
},
{
//Player 3
buttons: [
{ pressed: false },
{ pressed: false },
{ pressed: false },
{ pressed: false },
{ pressed: false },
{ pressed: false },
{ pressed: false },
{ pressed: false },
{ pressed: false }
],
axes: [
0,
0,
0,
0
]
}
]
var currentIdx = 0;
if (DEBUG_USE_CONTROLLER) {
window.addEventListener("gamepadconnected", function(e) {
console.log("Gamepad connected at index %d: %s. %d buttons, %d axes.",
e.gamepad.index, e.gamepad.id,
e.gamepad.buttons.length, e.gamepad.axes.length);
});
} else {
window.addEventListener("keydown", function(e) {
switch(e.keyCode) {
case 89:
currentIdx++;
if (currentIdx > keyboardData.length-1) {
currentIdx = 0;
}
console.log('Switching to player ' + (currentIdx + 1));
break;
case 37:
keyboardData[currentIdx].axes[0] = -1;
keyboardData[currentIdx].axes[2] = -1;
break;
case 38:
keyboardData[currentIdx].axes[1] = -1;
keyboardData[currentIdx].axes[3] = -1;
break;
case 39:
keyboardData[currentIdx].axes[0] = 1;
keyboardData[currentIdx].axes[2] = 1;
break;
case 40:
keyboardData[currentIdx].axes[1] = 1;
keyboardData[currentIdx].axes[3] = 1;
break;
case 65:
keyboardData[currentIdx].buttons[4].pressed = true;
break;
case 83:
keyboardData[currentIdx].buttons[5].pressed = true;
break;
case 68:
keyboardData[currentIdx].buttons[6].pressed = true;
break;
case 70:
keyboardData[currentIdx].buttons[7].pressed = true;
break;
}
});
window.addEventListener("keyup", function(e) {
switch(e.keyCode) {
case 37:
keyboardData[currentIdx].axes[0] = 0;
keyboardData[currentIdx].axes[2] = 0;
break;
case 38:
keyboardData[currentIdx].axes[1] = 0;
keyboardData[currentIdx].axes[3] = 0;
break;
case 39:
keyboardData[currentIdx].axes[0] = 0;
keyboardData[currentIdx].axes[2] = 0;
break;
case 40:
keyboardData[currentIdx].axes[1] = 0;
keyboardData[currentIdx].axes[3] = 0;
break;
case 65:
keyboardData[currentIdx].buttons[4].pressed = false;
break;
case 83:
keyboardData[currentIdx].buttons[5].pressed = false;
break;
case 68:
keyboardData[currentIdx].buttons[6].pressed = false;
break;
case 70:
keyboardData[currentIdx].buttons[7].pressed = false;
break;
}
});
}
return {
readInput: function() {
if (DEBUG_USE_CONTROLLER) {
return navigator.getGamepads();
} else {
return keyboardData;
}
}
}
});