Take a rough swing at phone support

This commit is contained in:
Eevee (Evelyn Woods) committed 2020-09-26 02:55:39 -06:00
1 parent a2e1ed4820
commit b40805c02e
3 files changed
+220 -24

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+133 -14
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@@ -500,6 +500,7 @@ class Player extends PrimaryView {
let key_target = document.body;
this.previous_input = new Set; // actions that were held last tic
this.previous_action = null; // last direction we were moving, if any
this.using_touch = false; // true if using touch controls
this.current_keys = new Set; // keys that are currently held
// TODO this could all probably be more rigorous but it's fine for now
key_target.addEventListener('keydown', ev => {
@@ -542,6 +543,7 @@ class Player extends PrimaryView {
ev.stopPropagation();
ev.preventDefault();
// TODO for demo compat, this should happen as part of input reading?
if (this.state === 'waiting') {
this.set_state('playing');
}
@@ -560,13 +562,97 @@ class Player extends PrimaryView {
ev.preventDefault();
}
});
// Similarly, grab touch events and translate them to directions
this.current_touches = {}; // ident => action
let touch_target = this.root.querySelector('.-main-area');
let collect_touches = ev => {
ev.stopPropagation();
ev.preventDefault();
// If state is anything other than playing/waiting, probably switch to playing, similar
// to pressing spacebar
if (ev.type === 'touchstart') {
if (this.state === 'paused') {
this.toggle_pause();
return;
}
else if (this.state === 'stopped') {
if (this.level.state === 'success') {
// Advance to the next level
// TODO game ending?
// TODO this immediately begins it too, not sure why
this.conductor.change_level(this.conductor.level_index + 1);
}
else {
// Restart
this.restart_level();
}
return;
}
}
// Figure out where these touches are, relative to the game area
// TODO allow starting a level without moving?
let rect = touch_target.getBoundingClientRect();
for (let touch of ev.changedTouches) {
// Normalize touch coordinates to [-1, 1]
let rx = (touch.clientX - rect.left) / rect.width * 2 - 1;
let ry = (touch.clientY - rect.top) / rect.height * 2 - 1;
// Divine a direction from the results
let action;
if (Math.abs(rx) > Math.abs(ry)) {
if (rx < 0) {
action = 'left';
}
else {
action = 'right';
}
}
else {
if (ry < 0) {
action = 'up';
}
else {
action = 'down';
}
}
this.current_touches[touch.identifier] = action;
}
// TODO for demo compat, this should happen as part of input reading?
if (this.state === 'waiting') {
this.set_state('playing');
}
};
touch_target.addEventListener('touchstart', collect_touches);
touch_target.addEventListener('touchmove', collect_touches);
let dismiss_touches = ev => {
for (let touch of ev.changedTouches) {
delete this.current_touches[touch.identifier];
}
};
touch_target.addEventListener('touchend', dismiss_touches);
touch_target.addEventListener('touchcancel', dismiss_touches);
// When we lose focus, act as though every key was released, and pause the game
window.addEventListener('blur', ev => {
this.current_keys.clear();
this.current_touches = {};
if (this.state === 'playing' || this.state === 'rewinding') {
this.set_state('paused');
this.autopause();
}
});
// Same when the window becomes hidden (especially important on phones, where this covers
// turning the screen off!)
document.addEventListener('visibilitychange', ev => {
if (document.visibilityState === 'hidden') {
this.current_keys.clear();
this.current_touches = {};
if (this.state === 'playing' || this.state === 'rewinding') {
this.autopause();
}
}
});
@@ -688,6 +774,9 @@ class Player extends PrimaryView {
for (let key of this.current_keys) {
input.add(this.key_mapping[key]);
}
for (let action of Object.values(this.current_touches)) {
input.add(action);
}
return input;
}
}
@@ -907,6 +996,10 @@ class Player extends PrimaryView {
}
}
autopause() {
this.set_state('paused');
}
// waiting: haven't yet pressed a key so the timer isn't going
// playing: playing normally
// paused: um, paused
@@ -931,7 +1024,12 @@ class Player extends PrimaryView {
else if (this.state === 'paused') {
overlay_reason = 'paused';
overlay_bottom = "/// paused ///";
overlay_keyhint = "press P to resume";
if (this.using_touch) {
overlay_keyhint = "tap to resume";
}
else {
overlay_keyhint = "press P to resume";
}
}
else if (this.state === 'stopped') {
if (this.level.state === 'failure') {
@@ -939,7 +1037,13 @@ class Player extends PrimaryView {
overlay_top = "whoops";
let obits = OBITUARIES[this.level.fail_reason] ?? OBITUARIES['generic'];
overlay_bottom = random_choice(obits);
overlay_keyhint = "press space to try again, or Z to rewind";
if (this.using_touch) {
// TODO touch gesture to rewind?
overlay_keyhint = "tap to try again, or tap undo/rewind above";
}
else {
overlay_keyhint = "press space to try again, or Z to rewind";
}
}
else {
// We just beat the level! Hey, that's cool.
@@ -1002,7 +1106,12 @@ class Player extends PrimaryView {
"alphanumeric!", "nice dynamic typing!",
]);
}
overlay_keyhint = "press space to move on";
if (this.using_touch) {
overlay_keyhint = "tap to move on";
}
else {
overlay_keyhint = "press space to move on";
}
overlay_middle = mk('dl.score-chart',
mk('dt', "base score"),
@@ -1134,14 +1243,23 @@ class Player extends PrimaryView {
// Auto-size the game canvas to fit the screen, if possible
adjust_scale() {
// TODO make this optional
// The base size is the size of the canvas, i.e. the viewport size times the tile size --
// but note that horizontally we have 4 extra tiles for the inventory
// TODO if there's ever a portrait view for phones, this will need adjusting
let base_x = this.conductor.tileset.size_x * (this.renderer.viewport_size_x + 4);
let base_y = this.conductor.tileset.size_y * this.renderer.viewport_size_y;
// The main UI is centered in a flex item with auto margins, so the
// extra space available is the size of those margins
let style = window.getComputedStyle(this.root);
let is_portrait = !! style.getPropertyValue('--is-portrait');
// The base size is the size of the canvas, i.e. the viewport size times the tile size --
// but note that we have 2x4 extra tiles for the inventory depending on layout
// TODO if there's ever a portrait view for phones, this will need adjusting
let base_x, base_y;
if (is_portrait) {
base_x = this.conductor.tileset.size_x * this.renderer.viewport_size_x;
base_y = this.conductor.tileset.size_y * (this.renderer.viewport_size_y + 2);
}
else {
base_x = this.conductor.tileset.size_x * (this.renderer.viewport_size_x + 4);
base_y = this.conductor.tileset.size_y * this.renderer.viewport_size_y;
}
// The main UI is centered in a flex item with auto margins, so the extra space available is
// the size of those margins (which naturally discounts the size of the buttons and music
// title and whatnot, so those automatically reserve their own space)
if (style['display'] === 'none') {
// the computed margins can be 'auto' in this case
return;
@@ -1153,9 +1271,10 @@ class Player extends PrimaryView {
let total_x = extra_x + this.renderer.canvas.offsetWidth + this.inventory_el.offsetWidth;
let total_y = extra_y + this.renderer.canvas.offsetHeight;
let dpr = window.devicePixelRatio || 1.0;
// Divide to find the biggest scale that still fits. But don't
// exceed 90% of the available space, or it'll feel cramped.
let scale = Math.floor(0.9 * dpr * Math.min(total_x / base_x, total_y / base_y));
// Divide to find the biggest scale that still fits. But don't exceed 90% of the available
// space, or it'll feel cramped (except on small screens, where being too small HURTS).
let maxfrac = total_x < 800 ? 1 : 0.9;
let scale = Math.floor(maxfrac * dpr * Math.min(total_x / base_x, total_y / base_y));
if (scale <= 1) {
scale = 1;
}