import {GameScene} from "../Game/GameScene"; interface UserInputManagerDatum { keyInstance: Phaser.Input.Keyboard.Key; event: UserInputEvent } export enum UserInputEvent { MoveLeft = 1, MoveUp, MoveRight, MoveDown, SpeedUp, Interact, Shout, } //we cannot the map structure so we have to create a replacment export class ActiveEventList { private KeysCode : Map = new Map(); get(event: UserInputEvent): boolean { return this.KeysCode.get(event) || false; } set(event: UserInputEvent, value: boolean): void { this.KeysCode.set(event, value); } } //this class is responsible for catching user inputs and listing all active user actions at every game tick events. export class UserInputManager { private KeysCode!: UserInputManagerDatum[]; private Scene: GameScene; constructor(Scene : GameScene) { this.Scene = Scene; this.initKeyBoardEvent(); } initKeyBoardEvent(){ this.KeysCode = [ {event: UserInputEvent.MoveUp, keyInstance: this.Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.Z, false) }, {event: UserInputEvent.MoveUp, keyInstance: this.Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.W, false) }, {event: UserInputEvent.MoveLeft, keyInstance: this.Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.Q, false) }, {event: UserInputEvent.MoveLeft, keyInstance: this.Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.A, false) }, {event: UserInputEvent.MoveDown, keyInstance: this.Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.S, false) }, {event: UserInputEvent.MoveRight, keyInstance: this.Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.D, false) }, {event: UserInputEvent.MoveUp, keyInstance: this.Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.UP, false) }, {event: UserInputEvent.MoveLeft, keyInstance: this.Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.LEFT, false) }, {event: UserInputEvent.MoveDown, keyInstance: this.Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.DOWN, false) }, {event: UserInputEvent.MoveRight, keyInstance: this.Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.RIGHT, false) }, {event: UserInputEvent.SpeedUp, keyInstance: this.Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SHIFT, false) }, {event: UserInputEvent.Interact, keyInstance: this.Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.E, false) }, {event: UserInputEvent.Interact, keyInstance: this.Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SPACE, false) }, {event: UserInputEvent.Shout, keyInstance: this.Scene.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.F, false) }, ]; } clearAllInputKeyboard(){ this.Scene.input.keyboard.removeAllKeys(); } getEventListForGameTick(): ActiveEventList { const eventsMap = new ActiveEventList(); this.KeysCode.forEach(d => { if (d. keyInstance.isDown) { eventsMap.set(d.event, true); } }); return eventsMap; } spaceEvent(callback : Function){ this.Scene.input.keyboard.on('keyup-SPACE', (event: Event) => { callback(); return event; }); } }