Files
splatter-tennis/input.js
T

142 lines
7.1 KiB
JavaScript

// Keyboard + one-handed touch. Exposes movement axes and the flick-aim for gameplay.
// Note: input <-> gameplay is an intentional import cycle; both only call each other's
// functions at runtime, never during module evaluation.
import { cv } from './dom.js';
import { audio, pock } from './audio.js';
import { TUNE } from './config.js';
import { G, score } from './state.js';
import { keyPressed, dragServe, selectWeapon, serveToss, pullQuality, dismissModal } from './gameplay.js';
import { rackHit } from './render.js';
import { togglePanel } from './panel.js';
const keys = {};
addEventListener('keydown', e => {
if (['ArrowUp', 'ArrowDown', 'ArrowLeft', 'ArrowRight', ' '].includes(e.key)) e.preventDefault();
if (dismissModal()) return; // a modal eats the whole keystroke — dismissing must never also serve
if (e.key === 't' || e.key === 'T') togglePanel();
if (e.key >= '1' && e.key <= '5') selectWeapon(+e.key - 1); // pick a rack slot
if (!keys[e.code]) keyPressed(e.code);
keys[e.code] = true;
});
addEventListener('keyup', e => keys[e.code] = false);
const touchAxis = { x: 0, z: 0 };
export const axisX = () => touchAxis.x || (keys.ArrowRight || keys.KeyD ? 1 : 0) - (keys.ArrowLeft || keys.KeyA ? 1 : 0);
export const axisZ = () => touchAxis.z || (keys.ArrowUp || keys.KeyW ? -1 : 0) + (keys.ArrowDown || keys.KeyS ? 1 : 0);
// One-handed touch: hold-drag = run, quick FLICK = swing aimed in the flick direction,
// plain tap = neutral swing / toss / serve. Extra finger tap still swings (two-thumb play).
let stick = null; // {id, x0, y0, t0, moved}
let flickAim = null; // {ax, az, t} aim override for the swing just triggered
const DEAD = 14;
// gameplay consumes the flick at contact; returns null if none or expired
export function takeFlickAim(maxAgeMs = 450) {
if (flickAim && performance.now() - flickAim.t < maxAgeMs) {
const aim = flickAim; // carries ax/az (lanes, tennis) AND fx/fy/mag (splatter free-aim)
flickAim = null;
return aim;
}
return null;
}
// the two-stage serve: a drag that STARTS at a serveable pretoss aims a visible reticle
// (G.aim, drawn by render); release fires the serve there, dragging back home cancels.
// EVERY phase of splatter play, so the drag never silently turns into something else. The old
// "drag walks the player" mode between shots was invisible state and read as a bug.
const canAimServe = () =>
!G.modal // the world is frozen behind a popup — the thumb that clears it must not draw a bow
&& G.mode === 'splatter' // every phase of it; 'eaten' is its own mode and never gets here
&& score.server === 'P' && G.weapon !== 4 // GUN pops on tap, no reticle
&& !G.interlude && !G.horde && !(G.mgT > 0) && !G.changeover; // the duel serves like tennis: no reticle
let steerPX = null; // live absolute finger x (-1..1 across the canvas) — machine-gun steering reads it
export const touchPX = () => steerPX;
// Restarting a run no longer reloads the page (see state.resetState), so this module's own state has
// to be put back by hand: a key still held, or a half-finished drag, would otherwise be inherited by
// the next run's very first frame.
export function resetInput() {
for (const k in keys) delete keys[k];
touchAxis.x = touchAxis.z = 0;
stick = flickAim = steerPX = null;
}
cv.addEventListener('touchstart', e => {
e.preventDefault(); audio();
const r = cv.getBoundingClientRect();
for (const t of e.changedTouches) {
if (dismissModal()) return; // the popup owns this gesture and nothing else sees it
if (!G.horde && !(G.mgT > 0)) { // rack tap selects a tin — but never during finger-steer modes
const slot = rackHit((t.clientX - r.left) / r.width, (t.clientY - r.top) / r.height);
if (slot >= 0) { selectWeapon(slot); continue; }
}
if (!stick) {
stick = { id: t.identifier, x0: t.clientX, y0: t.clientY, t0: performance.now(),
moved: false, aimable: canAimServe() }; // context locked at touch start — a movement drag never morphs into a serve
// the reticle appears the moment the thumb lands, but mag 0 aims at nothing — you have to pull
if (stick.aimable) G.aim = { fx: 0, fy: 0, mag: 0 };
else steerPX = (t.clientX - r.left) / r.width * 2 - 1;
}
else keyPressed('Space');
}
}, { passive: false });
cv.addEventListener('touchmove', e => {
e.preventDefault();
if (!stick) return;
for (const t of e.changedTouches) {
if (t.identifier !== stick.id) continue;
const dx = t.clientX - stick.x0, dy = t.clientY - stick.y0, dist = Math.hypot(dx, dy);
if (dist > DEAD) stick.moved = true;
if (stick.aimable) { // slingshot: PULL BACK, launch forward — the shot is the inverse of the drag
if (dist > DEAD) {
if (!stick.tossed) { serveToss(); stick.tossed = true; } // the pull kicks off the toss animation
G.aim = { fx: -dx / dist, fy: -dy / dist, mag: dist };
// the moment the pull is strong enough to actually splatter, it clicks — you can feel
// where the threshold is without watching the reticle
const hot = pullQuality(dist) >= TUNE.zSplatQ;
if (hot !== !!stick.hot) { stick.hot = hot; if (hot) pock(0.45, 1250); }
} else G.aim = { fx: 0, fy: 0, mag: 0 };
continue;
}
const r = cv.getBoundingClientRect();
steerPX = (t.clientX - r.left) / r.width * 2 - 1;
touchAxis.x = Math.abs(dx) > DEAD ? Math.sign(dx) : 0;
touchAxis.z = Math.abs(dy) > DEAD ? Math.sign(dy) : 0;
}
}, { passive: false });
const endTouch = e => {
e.preventDefault();
for (const t of e.changedTouches) {
if (!stick || t.identifier !== stick.id) continue;
const dt = performance.now() - stick.t0;
const dx = t.clientX - stick.x0, dy = t.clientY - stick.y0, dist = Math.hypot(dx, dy);
const aim = G.aim; G.aim = null; steerPX = null;
if (stick.aimable && stick.moved) { // slingshot release
// only a real pull fires — walked back under pullMin, it cancels and nothing is spent.
// (a bare hold used to fire at a free auto-target; that was the whole exploit)
if (aim && dist >= TUNE.pullMin) dragServe(aim);
}
else if (!stick.moved && dt < 250) keyPressed('Space'); // tap
else if (dt < 300 && dist > 28) { // flick = aimed swing
flickAim = { ax: Math.abs(dx) > dist * 0.38 ? Math.sign(dx) : 0,
az: Math.abs(dy) > dist * 0.38 ? Math.sign(dy) : 0,
fx: dx / dist, fy: dy / dist, mag: dist, // raw vector: splatter free-aim
t: performance.now() };
keyPressed('Space');
}
stick = null; touchAxis.x = 0; touchAxis.z = 0;
}
};
cv.addEventListener('touchend', endTouch, { passive: false });
cv.addEventListener('touchcancel', endTouch, { passive: false });
// Mouse/desktop dismissal. Registered ONLY on fine pointers: on a touch screen pointerdown
// fires before touchstart, so a shared handler would clear the modal and let the touchstart
// below it fall through into a serve — exactly the swallowed-gesture bug.
if (!matchMedia('(pointer: coarse)').matches)
cv.addEventListener('pointerdown', () => dismissModal());