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Repeated inputs

This commit is contained in:
Pabloader 2026-05-06 10:16:46 +00:00
parent 2ace096907
commit d2003bc639
4 changed files with 170 additions and 52 deletions

View File

@ -484,8 +484,8 @@ export class TextRegion {
constructor(
chars: Char[][] | string | string[],
fg: ColorLike | ColorLike[] | ColorLike[][] = DEFAULT_BG,
bg: ColorLike | ColorLike[] | ColorLike[][] = DEFAULT_FG,
fg: ColorLike | ColorLike[] | ColorLike[][] = DEFAULT_FG,
bg: ColorLike | ColorLike[] | ColorLike[][] = DEFAULT_BG,
) {
if (typeof chars === 'string') {
chars = chars.split('\n');

View File

@ -4,6 +4,7 @@ import { nextFrame } from "./utils";
interface FrameMeta {
fps: number;
now: number;
}
type Awaitable<T> = PromiseLike<T> | T;
@ -32,7 +33,7 @@ export function gameLoop<T>(setupOrFrame: Setup<T> | Frame<T>, frame?: Frame<T>)
let prevFrame = performance.now();
let fpsCounter = 0;
let fpsTimer = 0;
const meta: FrameMeta = { fps: 0 };
const meta: FrameMeta = { fps: 0, now: 0 };
while (true) {
await nextFrame();
Input.updateKeys();
@ -41,6 +42,7 @@ export function gameLoop<T>(setupOrFrame: Setup<T> | Frame<T>, frame?: Frame<T>)
const dt = (now - prevFrame) / 1000;
if (dt < 1) { // skip long pause to avoid blowing up values
meta.now += dt;
const newState = await frame(dt, state, meta);
if (newState) {
state = newState;

View File

@ -4,7 +4,12 @@ interface IKeyState {
released?: boolean;
pressed?: boolean;
repeated?: boolean;
held?: boolean;
changedAt: number;
eventAt: number;
repeatAt?: number;
}
namespace Input {
export enum KeyCode {
@ -16,6 +21,42 @@ namespace Input {
SHIFT = 'Shift',
SHIFT_LEFT = 'ShiftLeft',
SHIFT_RIGHT = 'ShiftRight',
A = 'KeyA',
B = 'KeyB',
C = 'KeyC',
D = 'KeyD',
E = 'KeyE',
F = 'KeyF',
G = 'KeyG',
H = 'KeyH',
I = 'KeyI',
J = 'KeyJ',
K = 'KeyK',
L = 'KeyL',
M = 'KeyM',
N = 'KeyN',
O = 'KeyO',
P = 'KeyP',
Q = 'KeyQ',
R = 'KeyR',
S = 'KeyS',
T = 'KeyT',
U = 'KeyU',
V = 'KeyV',
W = 'KeyW',
X = 'KeyX',
Y = 'KeyY',
Z = 'KeyZ',
NUM_0 = 'Digit0',
NUM_1 = 'Digit1',
NUM_2 = 'Digit2',
NUM_3 = 'Digit3',
NUM_4 = 'Digit4',
NUM_5 = 'Digit5',
NUM_6 = 'Digit6',
NUM_7 = 'Digit7',
NUM_8 = 'Digit8',
NUM_9 = 'Digit9',
};
export enum GamepadAxis {
@ -47,13 +88,21 @@ namespace Input {
const DEAD_ZONE = 0.05;
const KEYS: Partial<Record<KeyCode, IKeyState>> = {};
let repeatIntervalMs = 10;
let repeatDelayMs = 300;
const onStateChange = (keyId: KeyCode, state: boolean) => {
console.debug(`[Input] ${state ? 'Pressed' : 'Released'} ${keyId}`);
const now = Date.now();
if (KEYS[keyId]) {
if (state !== KEYS[keyId].state) {
KEYS[keyId].changedAt = now;
}
KEYS[keyId].state = state;
KEYS[keyId].eventAt = now;
} else {
KEYS[keyId] = { state };
KEYS[keyId] = { state, changedAt: now, eventAt: now };
}
if (keyId === KeyCode.SHIFT_LEFT || keyId === KeyCode.SHIFT_RIGHT) {
@ -65,9 +114,15 @@ namespace Input {
document.body.addEventListener('keydown', (e) => onStateChange(e.code as KeyCode, true));
document.body.addEventListener('keyup', (e) => onStateChange(e.code as KeyCode, false));
export const isPressed = (key: KeyCode): boolean => KEYS[key]?.pressed ?? false;
export const isReleased = (key: KeyCode): boolean => KEYS[key]?.released ?? false;
export const isHeld = (key: KeyCode): boolean => KEYS[key]?.held ?? false;
export const isPressed = (...keys: KeyCode[]) => keys.some(key => KEYS[key]?.pressed);
export const isReleased = (...keys: KeyCode[]) => keys.some(key => KEYS[key]?.released);
export const isRepeated = (...keys: KeyCode[]) => keys.some(key => KEYS[key]?.repeated);
export const isHeld = (...keys: KeyCode[]) => keys.some(key => KEYS[key]?.held);
export const hasPressed = () => Object.values(KEYS).some(k => k.pressed);
export const hasReleased = () => Object.values(KEYS).some(k => k.released);
export const hasRepeated = () => Object.values(KEYS).some(k => k.repeated);
export const hasHeld = () => Object.values(KEYS).some(k => k.held);
export const getGamepad = () => navigator.getGamepads().find(g => g != null);
@ -93,6 +148,14 @@ namespace Input {
+ getGamepadAxis(GamepadAxis.LY)
);
export const setRepeatInterval = (intervalMs: number) => {
repeatIntervalMs = intervalMs;
}
export const setRepeatDelay = (delayMs: number) => {
repeatDelayMs = delayMs;
}
export function updateKeys() {
for (const key of Object.values(KEYS)) {
key.released = false;
@ -102,10 +165,15 @@ namespace Input {
key.pressed = !key.held;
key.held = true;
} else {
key.released = true;
key.released = key.held;
key.held = false;
}
const now = Date.now();
key.repeated = key.held && (now - (key.repeatAt ?? 0) > repeatIntervalMs) && (now - key.changedAt > repeatDelayMs);
if (key.repeated) {
key.repeatAt = now;
}
key.prevState = key.state;
}
}

View File

@ -52,7 +52,50 @@ function createPlayer(world: World, x = 0, y = 0) {
return player;
}
function handleMovement() {
let dx = 0;
let dy = 0;
const isReleasedOrRepeated = (...keys: Input.KeyCode[]) =>
keys.some(key => Input.isReleased(key) || Input.isRepeated(key));
const left = isReleasedOrRepeated(Input.KeyCode.LEFT, Input.KeyCode.H);
const right = isReleasedOrRepeated(Input.KeyCode.RIGHT, Input.KeyCode.L);
const up = isReleasedOrRepeated(Input.KeyCode.UP, Input.KeyCode.K);
const down = isReleasedOrRepeated(Input.KeyCode.DOWN, Input.KeyCode.J);
const upLeft = isReleasedOrRepeated(Input.KeyCode.Y);
const upRight = isReleasedOrRepeated(Input.KeyCode.U);
const downLeft = isReleasedOrRepeated(Input.KeyCode.B);
const downRight = isReleasedOrRepeated(Input.KeyCode.N);
if (left) dx -= 1;
if (right) dx += 1;
if (up) dy -= 1;
if (down) dy += 1;
if (upLeft) {
dx -= 1;
dy -= 1;
}
if (upRight) {
dx += 1;
dy -= 1;
}
if (downLeft) {
dx -= 1;
dy += 1;
}
if (downRight) {
dx += 1;
dy += 1;
}
return { dx, dy };
}
export default gameLoop(() => {
Input.setRepeatInterval(50);
const world = new World();
const display = world.addSystem(new TextDisplaySystem(100, 25)).display;
@ -82,7 +125,7 @@ export default gameLoop(() => {
});
const player = createPlayer(world, startCell.x, startCell.y);
return {
const state = {
display,
world,
map, mapData,
@ -90,54 +133,16 @@ export default gameLoop(() => {
random,
viewport,
player,
lastMove: 0, now: 0,
isWall: (x: number, y: number): boolean => {
const [ch] = mapData.get(x, y);
const [ch] = state.mapData.get(x, y);
return ch === WALL;
},
};
}, (dt, state) => {
const {
world,
viewport,
player,
lastMove, now,
mapData, maskData,
isWall,
} = state;
updateMask: () => {
if (!state.maskDirty) return;
const { mapData, maskData, player, isWall } = state;
let dx = -Math.sign(Input.getHorizontal());
let dy = -Math.sign(Input.getVertical());
const playerPos = getPosition(player)!;
if (now - lastMove > 0.05) {
if (isWall(playerPos.x + dx, playerPos.y)) {
dx = 0;
}
if (isWall(playerPos.x, playerPos.y + dy)) {
dy = 0;
}
if (isWall(playerPos.x + dx, playerPos.y + dy)) {
dx = 0
dy = 0;
}
} else {
dx = 0;
dy = 0;
}
if (dx || dy) {
move(player, dx, dy);
move(viewport, dx, dy);
playerPos.x + dx;
playerPos.y + dy;
state.maskDirty = true;
state.lastMove = now;
}
if (state.maskDirty) {
for (let x = 0; x < mapData.width; x++) {
for (let y = 0; y < mapData.height; y++) {
const [ch, fg] = maskData.get(x + mapData.width, y + mapData.height);
@ -151,8 +156,51 @@ export default gameLoop(() => {
}
state.maskDirty = false;
}
};
return state;
}, (dt, state) => {
const {
world,
viewport,
player,
updateMask,
isWall,
} = state;
const hasInput = Input.hasReleased() || Input.hasRepeated();
const playerPos = getPosition(player)!;
if (hasInput) {
if (Input.isHeld(Input.KeyCode.SHIFT)) {
} else {
let { dx, dy } = handleMovement();
if (isWall(playerPos.x + dx, playerPos.y)) {
dx = 0;
}
if (isWall(playerPos.x, playerPos.y + dy)) {
dy = 0;
}
if (isWall(playerPos.x + dx, playerPos.y + dy)) {
dx = 0
dy = 0;
}
if (dx || dy) {
move(player, dx, dy);
move(viewport, dx, dy);
playerPos.x + dx;
playerPos.y + dy;
}
}
// TODO environment step
state.maskDirty = true;
}
updateMask();
world.update(dt);
state.now += dt;
});