mirror of
https://github.com/eugene-serb/wavelovers.git
synced 2023-09-09 23:41:16 +03:00
393 lines
11 KiB
JavaScript
393 lines
11 KiB
JavaScript
/* -------------- */
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/* GAMEPAD MASTER */
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/* -------------- */
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'use strict';
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const __PATTERNS = [
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/* Constant, 0s, 1s */
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{
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name: 'Constant Weak',
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type: 'Simple',
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pattern: [
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{
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startDelay: 0,
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duration: 1000,
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weakMagnitude: 1.0,
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strongMagnitude: 0.0,
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},
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],
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},
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{
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name: 'Constant Strong',
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type: 'Simple',
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pattern: [
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{
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startDelay: 0,
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duration: 1000,
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weakMagnitude: 0.0,
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strongMagnitude: 1.0,
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},
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],
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},
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{
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name: 'Constant Max',
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type: 'Simple',
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pattern: [
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{
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startDelay: 0,
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duration: 1000,
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weakMagnitude: 1.0,
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strongMagnitude: 1.0,
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},
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],
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},
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/* Dotted, 0.1s, 0.1s */
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{
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name: 'Dotted Weak',
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type: 'Simple',
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pattern: [
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{
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startDelay: 100,
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duration: 100,
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weakMagnitude: 1.0,
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strongMagnitude: 0.0,
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},
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],
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},
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{
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name: 'Dotted Strong',
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type: 'Simple',
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pattern: [
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{
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startDelay: 100,
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duration: 100,
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weakMagnitude: 0.0,
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strongMagnitude: 1.0,
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},
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],
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},
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{
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name: 'Dotted Max',
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type: 'Simple',
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pattern: [
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{
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startDelay: 0,
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duration: 100,
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weakMagnitude: 1.0,
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strongMagnitude: 1.0,
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},
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],
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},
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/* Short Dashed, 0.1s, 0.25s */
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{
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name: 'Short Dashed Weak',
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type: 'Simple',
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pattern: [
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{
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startDelay: 100,
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duration: 250,
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weakMagnitude: 1.0,
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strongMagnitude: 0.0,
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},
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],
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},
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{
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name: 'Short Dashed Strong',
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type: 'Simple',
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pattern: [
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{
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startDelay: 100,
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duration: 250,
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weakMagnitude: 0.0,
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strongMagnitude: 1.0,
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},
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],
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},
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{
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name: 'Short Dashed Max',
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type: 'Simple',
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pattern: [
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{
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startDelay: 0,
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duration: 250,
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weakMagnitude: 1.0,
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strongMagnitude: 1.0,
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},
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],
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},
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/* Long Dashed, 0.1s, 0.5s */
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{
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name: 'Long Dashed Weak',
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type: 'Simple',
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pattern: [
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{
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startDelay: 100,
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duration: 500,
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weakMagnitude: 1.0,
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strongMagnitude: 0.0,
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},
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],
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},
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{
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name: 'Long Dashed Strong',
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type: 'Simple',
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pattern: [
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{
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startDelay: 100,
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duration: 500,
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weakMagnitude: 0.0,
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strongMagnitude: 1.0,
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},
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],
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},
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{
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name: 'Long Dashed Max',
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type: 'Simple',
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pattern: [
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{
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startDelay: 0,
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duration: 500,
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weakMagnitude: 1.0,
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strongMagnitude: 1.0,
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},
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],
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},
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];
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class Gamepad {
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constructor(gamepad, $container, library) {
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this.unit = gamepad;
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this.$container = $container;
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this.library = library;
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this.init();
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};
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init = () => {
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this.id = Date.now();
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this.isSelected = false;
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this.isVibrating = false;
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this.isLocked = false;
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this.cooldown = 0;
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this.index = 0;
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this.pattern = [
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{
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startDelay: 0,
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duration: 1000,
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weakMagnitude: 1.0,
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strongMagnitude: 1.0,
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}
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];
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this.generateBox();
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};
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delete = () => {
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this.$list_item.parentNode.removeChild(this.$list_item);
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};
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generateBox = () => {
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const $list_item = document.createElement('div');
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const $info_box = document.createElement('div');
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/*const $button = document.createElement('button');*/
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$list_item.classList.add('list-item');
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$info_box.classList.add('list-item__info');
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/*$button.innerText = 'Select';*/
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/*$button.addEventListener('click', () => {
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this.isSelected = !this.isSelected;
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});*/
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$list_item.appendChild($info_box);
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/*$list_item.appendChild($button);*/
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this.$container.appendChild($list_item);
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this.$list_item = $list_item;
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this.$info_box = $info_box;
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this.draw();
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};
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draw = () => {
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this.$info_box.innerHTML = `
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<h3>#${this.unit.index + 1}. ${this.unit.id}</h3>
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<span>Vibration Actuator: ${this.unit.vibrationActuator ? 'Available' : 'missing'}</span>
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<div>
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<span>Status: </span>
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<span>${this.isVibrating ? 'Vibrating' : 'Idle'}</span>
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<span>A / B</span>
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<span>Key locked: </span>
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<span>${this.isLocked ? 'Yes' : 'No'}</span>
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<span>X + Y</span>
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<span>Mode: </span>
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<span>${this.index + 1}. ${this.library[this.index].name}</span>
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<span>LB / RB</span>
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</div>`;
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if (this.isSelected === true) {
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this.$list_item.classList.add('list-item_selected');
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} else {
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this.$list_item.classList.remove('list-item_selected');
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};
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};
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update = () => {
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let gamepads = navigator.getGamepads();
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this.unit = gamepads[this.unit.index];
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};
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reset = () => {
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this.isVibrating = false;
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this.unit.vibrationActuator.reset();
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};
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vibrate = async () => {
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this.isVibrating = true;
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this.pattern = this.library[this.index].pattern;
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while (this.isVibrating) {
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for (let i = 0; i < this.pattern.length; i++) {
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if (this.isVibrating) {
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this.unit.vibrationActuator.playEffect('dual-rumble', this.pattern[i]);
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await this.sleep(this.pattern[i].startDelay + this.pattern[i].duration + 100);
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} else {
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return;
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};
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};
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};
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};
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sleep = (ms) => {
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return new Promise(resolve => setTimeout(resolve, ms));
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};
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previous = () => {
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if (Date.now() >= this.cooldown) {
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if (this.index === 0) {
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this.index = this.library.length - 1;
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} else {
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this.index--;
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};
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this.pattern = this.library[this.index].pattern;
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this.cooldown = Date.now() + 500;
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};
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};
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next = () => {
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if (Date.now() >= this.cooldown) {
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if (this.index === this.library.length - 1) {
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this.index = 0;
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} else {
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this.index++;
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};
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this.pattern = this.library[this.index].pattern;
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this.cooldown = Date.now() + 500;
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};
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};
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lock = () => {
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if (Date.now() >= this.cooldown) {
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this.isLocked = !this.isLocked;
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this.cooldown = Date.now() + 500;
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};
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};
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};
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class GamepadMaster {
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constructor() {
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this.init();
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};
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init = () => {
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this.#DOMs();
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if (!this.checkGamepadSupport()) {
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console.log(`This browser does not support of gamepads.`);
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this.$MESSAGE.innerText = `This browser does not support of gamepads.`;
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return;
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} else {
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console.log(`Press any gamepad's button or connect new gamepad.`);
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this.$MESSAGE.innerText = `Press any gamepad's button or connect new gamepad.`;
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};
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this.gamepads = [];
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this.#eventListeners();
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this.interval = setInterval(this.eventLoop, 1);
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};
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eventLoop = () => {
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this.update();
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this.draw();
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this.eventHandler();
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};
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update = () => {
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if (this.gamepads.length > 0) {
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this.$MESSAGE_BOX.classList.add('hidden');
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this.$DEVICE_BOX.classList.remove('hidden');
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this.gamepads.forEach(gamepad => {
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gamepad.update();
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});
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} else {
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this.$MESSAGE_BOX.classList.remove('hidden');
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this.$DEVICE_BOX.classList.add('hidden');
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};
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};
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draw = () => {
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if (this.gamepads.length > 0) {
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this.gamepads.forEach(gamepad => {
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gamepad.draw();
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});
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};
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};
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eventHandler = () => {
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if (this.gamepads.length > 0) {
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this.gamepads.forEach(gamepad => {
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if (gamepad.unit.vibrationActuator) {
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if (gamepad.unit.buttons[2].pressed === true &&
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gamepad.unit.buttons[3].pressed === true) {
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gamepad.lock();
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};
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if (gamepad.isLocked === false) {
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if (gamepad.unit.buttons[0].pressed === true) {
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if (gamepad.isVibrating === false) {
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gamepad.vibrate();
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};
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};
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if (gamepad.unit.buttons[1].pressed === true) {
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gamepad.reset();
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};
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if (gamepad.unit.buttons[4].pressed === true) {
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gamepad.previous();
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};
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if (gamepad.unit.buttons[5].pressed === true) {
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gamepad.next();
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};
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};
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};
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});
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};
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};
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checkGamepadSupport = () => {
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return 'getGamepads' in window.navigator;
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};
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#DOMs = () => {
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this.$MESSAGE = document.querySelector('#message');
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this.$MESSAGE_BOX = document.querySelector('.message-box');
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this.$DEVICE_LIST = document.querySelector('#device-list');
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this.$DEVICE_BOX = document.querySelector('#device-box');
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};
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#eventListeners = () => {
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window.addEventListener('gamepadconnected', (event) => {
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this.gamepads.push(new Gamepad(event.gamepad, this.$DEVICE_LIST, __PATTERNS));
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});
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window.addEventListener('gamepaddisconnected', (event) => {
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this.gamepads.forEach((gamepad, index) => {
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if (gamepad.unit.id === event.gamepad.id) {
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this.gamepads[index].delete();
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this.gamepads.splice(index, 1);
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};
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});
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});
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};
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};
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/* -------------- */
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/* INITIALIZATION */
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/* -------------- */
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const GAMEPAD_MASTER = new GamepadMaster();
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