wavelovers/js/vibration-master.js

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/* -------------- */
/* GAMEPAD MASTER */
/* -------------- */
'use strict';
const __PATTERNS = [
/* Constant, 0s, 1s */
{
name: 'Constant Weak',
type: 'Simple',
pattern: [
{
startDelay: 0,
duration: 1000,
weakMagnitude: 1.0,
strongMagnitude: 0.0,
},
],
},
{
name: 'Constant Strong',
type: 'Simple',
pattern: [
{
startDelay: 0,
duration: 1000,
weakMagnitude: 0.0,
strongMagnitude: 1.0,
},
],
},
{
name: 'Constant Max',
type: 'Simple',
pattern: [
{
startDelay: 0,
duration: 1000,
weakMagnitude: 1.0,
strongMagnitude: 1.0,
},
],
},
/* Dotted, 0.1s, 0.1s */
{
name: 'Dotted Weak',
type: 'Simple',
pattern: [
{
startDelay: 100,
duration: 100,
weakMagnitude: 1.0,
strongMagnitude: 0.0,
},
],
},
{
name: 'Dotted Strong',
type: 'Simple',
pattern: [
{
startDelay: 100,
duration: 100,
weakMagnitude: 0.0,
strongMagnitude: 1.0,
},
],
},
{
name: 'Dotted Max',
type: 'Simple',
pattern: [
{
startDelay: 0,
duration: 100,
weakMagnitude: 1.0,
strongMagnitude: 1.0,
},
],
},
/* Short Dashed, 0.1s, 0.25s */
{
name: 'Short Dashed Weak',
type: 'Simple',
pattern: [
{
startDelay: 100,
duration: 250,
weakMagnitude: 1.0,
strongMagnitude: 0.0,
},
],
},
{
name: 'Short Dashed Strong',
type: 'Simple',
pattern: [
{
startDelay: 100,
duration: 250,
weakMagnitude: 0.0,
strongMagnitude: 1.0,
},
],
},
{
name: 'Short Dashed Max',
type: 'Simple',
pattern: [
{
startDelay: 0,
duration: 250,
weakMagnitude: 1.0,
strongMagnitude: 1.0,
},
],
},
/* Long Dashed, 0.1s, 0.5s */
{
name: 'Long Dashed Weak',
type: 'Simple',
pattern: [
{
startDelay: 100,
duration: 500,
weakMagnitude: 1.0,
strongMagnitude: 0.0,
},
],
},
{
name: 'Long Dashed Strong',
type: 'Simple',
pattern: [
{
startDelay: 100,
duration: 500,
weakMagnitude: 0.0,
strongMagnitude: 1.0,
},
],
},
{
name: 'Long Dashed Max',
type: 'Simple',
pattern: [
{
startDelay: 0,
duration: 500,
weakMagnitude: 1.0,
strongMagnitude: 1.0,
},
],
},
];
class Gamepad {
constructor(gamepad, $container, library) {
this.unit = gamepad;
this.$container = $container;
this.library = library;
this.init();
};
init = () => {
this.id = Date.now();
this.isSelected = false;
this.isVibrating = false;
this.isLocked = false;
this.cooldown = 0;
this.index = 0;
this.pattern = [
{
startDelay: 0,
duration: 1000,
weakMagnitude: 1.0,
strongMagnitude: 1.0,
}
];
this.generateBox();
};
delete = () => {
this.$list_item.parentNode.removeChild(this.$list_item);
};
generateBox = () => {
const $list_item = document.createElement('div');
const $info_box = document.createElement('div');
/*const $button = document.createElement('button');*/
$list_item.classList.add('list-item');
$info_box.classList.add('list-item__info');
/*$button.innerText = 'Select';*/
/*$button.addEventListener('click', () => {
this.isSelected = !this.isSelected;
});*/
$list_item.appendChild($info_box);
/*$list_item.appendChild($button);*/
this.$container.appendChild($list_item);
this.$list_item = $list_item;
this.$info_box = $info_box;
this.draw();
};
draw = () => {
this.$info_box.innerHTML = `
<h3>#${this.unit.index + 1}. ${this.unit.id}</h3>
<span>Vibration Actuator: ${this.unit.vibrationActuator ? 'Available' : 'missing'}</span>
<div>
<span>Status: </span>
<span>${this.isVibrating ? 'Vibrating' : 'Idle'}</span>
<span>A / B</span>
<span>Key locked: </span>
<span>${this.isLocked ? 'Yes' : 'No'}</span>
<span>X + Y</span>
<span>Mode: </span>
<span>${this.index + 1}. ${this.library[this.index].name}</span>
<span>LB / RB</span>
</div>`;
if (this.isSelected === true) {
this.$list_item.classList.add('list-item_selected');
} else {
this.$list_item.classList.remove('list-item_selected');
};
};
update = () => {
let gamepads = navigator.getGamepads();
this.unit = gamepads[this.unit.index];
};
reset = () => {
this.isVibrating = false;
this.unit.vibrationActuator.reset();
};
vibrate = async () => {
this.isVibrating = true;
this.pattern = this.library[this.index].pattern;
while (this.isVibrating) {
for (let i = 0; i < this.pattern.length; i++) {
if (this.isVibrating) {
this.unit.vibrationActuator.playEffect('dual-rumble', this.pattern[i]);
await this.sleep(this.pattern[i].startDelay + this.pattern[i].duration + 100);
} else {
return;
};
};
};
};
sleep = (ms) => {
return new Promise(resolve => setTimeout(resolve, ms));
};
previous = () => {
if (Date.now() >= this.cooldown) {
if (this.index === 0) {
this.index = this.library.length - 1;
} else {
this.index--;
};
this.pattern = this.library[this.index].pattern;
this.cooldown = Date.now() + 500;
};
};
next = () => {
if (Date.now() >= this.cooldown) {
if (this.index === this.library.length - 1) {
this.index = 0;
} else {
this.index++;
};
this.pattern = this.library[this.index].pattern;
this.cooldown = Date.now() + 500;
};
};
lock = () => {
if (Date.now() >= this.cooldown) {
this.isLocked = !this.isLocked;
this.cooldown = Date.now() + 500;
};
};
};
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class VibrationMaster {
constructor() {
this.init();
};
init = () => {
this.#DOMs();
if (!this.checkGamepadSupport()) {
console.log(`This browser does not support of gamepads.`);
this.$MESSAGE.innerText = `This browser does not support of gamepads.`;
return;
} else {
console.log(`Press any gamepad's button or connect new gamepad.`);
this.$MESSAGE.innerText = `Press any gamepad's button or connect new gamepad.`;
};
this.gamepads = [];
this.#eventListeners();
this.interval = setInterval(this.eventLoop, 1);
};
eventLoop = () => {
this.update();
this.draw();
this.eventHandler();
};
update = () => {
if (this.gamepads.length > 0) {
this.$MESSAGE_BOX.classList.add('hidden');
this.$DEVICE_BOX.classList.remove('hidden');
this.gamepads.forEach(gamepad => {
gamepad.update();
});
} else {
this.$MESSAGE_BOX.classList.remove('hidden');
this.$DEVICE_BOX.classList.add('hidden');
};
};
draw = () => {
if (this.gamepads.length > 0) {
this.gamepads.forEach(gamepad => {
gamepad.draw();
});
};
};
eventHandler = () => {
if (this.gamepads.length > 0) {
this.gamepads.forEach(gamepad => {
if (gamepad.unit.vibrationActuator) {
if (gamepad.unit.buttons[2].pressed === true &&
gamepad.unit.buttons[3].pressed === true) {
gamepad.lock();
};
if (gamepad.isLocked === false) {
if (gamepad.unit.buttons[0].pressed === true) {
if (gamepad.isVibrating === false) {
gamepad.vibrate();
};
};
if (gamepad.unit.buttons[1].pressed === true) {
gamepad.reset();
};
if (gamepad.unit.buttons[4].pressed === true) {
gamepad.previous();
};
if (gamepad.unit.buttons[5].pressed === true) {
gamepad.next();
};
};
};
});
};
};
checkGamepadSupport = () => {
return 'getGamepads' in window.navigator;
};
#DOMs = () => {
this.$MESSAGE = document.querySelector('#message');
this.$MESSAGE_BOX = document.querySelector('.message-box');
this.$DEVICE_LIST = document.querySelector('#device-list');
this.$DEVICE_BOX = document.querySelector('#device-box');
};
#eventListeners = () => {
window.addEventListener('gamepadconnected', (event) => {
this.gamepads.push(new Gamepad(event.gamepad, this.$DEVICE_LIST, __PATTERNS));
});
window.addEventListener('gamepaddisconnected', (event) => {
this.gamepads.forEach((gamepad, index) => {
if (gamepad.unit.id === event.gamepad.id) {
this.gamepads[index].delete();
this.gamepads.splice(index, 1);
};
});
});
};
};
/* -------------- */
/* INITIALIZATION */
/* -------------- */
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const VIBRATION_MASTER = new VibrationMaster();