Files
splatter-tennis/input.js
T
wuwiandClaude Opus 4.8 37e5bfd10f Weapons: a courtside rack you pick from + pixel-art HUD
Tins now accumulate on a courtside rack (cap 3) instead of replacing each other; a PLAIN slot banks specials for later, and GUN is a charge you pop for an auto-fire burst. Tap the rack or press 1-5 to choose what your serve throws. A fresh delivery auto-equips but never overrides a deliberate PLAIN, and the 1:1 sudden-death duel forces plain balls.

HUD gets real art: generated pixel-art weapon icons, an ornate Wimbledon scoreboard PNG backing the live text (no more code-drawn boxes on top), and a bundled Silkscreen pixel font replacing the system serif. Rack tiles get padding, count-over-label alignment, and an infinity marker on the ball.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 16:11:12 +02:00

113 lines
5.3 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 } from './audio.js';
import { G, score } from './state.js';
import { keyPressed, dragServe, selectWeapon } 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 (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.
const canAimServe = () =>
G.mode === 'splatter' && G.phase === 'pretoss' && score.server === 'P' && G.weapon !== 4 // GUN pops on tap, no reticle
&& !G.horde && !(G.mgT > 0) && !G.changeover && !(G.interlude && G.interlude.introT > 0);
let steerPX = null; // live absolute finger x (-1..1 across the canvas) — machine-gun steering reads it
export const touchPX = () => steerPX;
cv.addEventListener('touchstart', e => {
e.preventDefault(); audio();
const r = cv.getBoundingClientRect();
for (const t of e.changedTouches) {
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: mag 0 = auto-target the most advanced
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) { // aiming, not steering: the reticle tracks the thumb (home = auto-target)
G.aim = dist > DEAD ? { fx: dx / dist, fy: dy / dist, mag: dist } : { 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 || dt >= 250)) { // two-stage release
// a pure HOLD (never moved) fires at the auto-target; a drag fires at the reticle;
// a drag walked back home cancels — the tin stays in stock
if (aim && (!stick.moved || dist > DEAD * 1.5)) 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 });