slifer 0.1.2 → 0.1.4
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- package/LICENSE +21 -21
- package/README.md +66 -59
- package/bun.lockb +0 -0
- package/index.ts +3 -3
- package/libs/libSDL2.so +0 -0
- package/libs/libSDL2_image.so +0 -0
- package/libs/libSDL2_ttf.so +0 -0
- package/package.json +17 -14
- package/src/ffi.ts +230 -213
- package/src/global.ts +10 -9
- package/src/modules/graphics.ts +157 -155
- package/src/modules/keyboard.ts +79 -77
- package/src/modules/mouse.ts +101 -99
- package/src/slifer.ts +132 -115
- package/tsconfig.json +28 -27
package/src/modules/graphics.ts
CHANGED
@@ -1,156 +1,158 @@
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import { libimage, libsdl, libttf } from "../ffi";
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import Global from "../global";
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import { type Pointer, ptr } from 'bun:ffi';
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import path from 'path';
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* @
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*
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libsdl.symbols.
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const
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const
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const
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_dest[
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_dest[
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_dest[
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_center
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_center[
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destArr
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destArr[
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destArr[
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destArr[
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}
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}
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readonly
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readonly
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readonly
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this.
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this.
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this.
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}
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import { libimage, libsdl, libttf } from "../ffi";
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import Global from "../global";
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import { type Pointer, ptr } from 'bun:ffi';
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import path from 'path';
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/** @internal */
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class Graphics {
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/**
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* Slifers draw function. Used to draw everything to the screen.
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*/
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render() {
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libsdl.symbols.SDL_RenderPresent(Global.ptrRenderer);
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}
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/**
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* Create a new color. All values are from 0-255
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*
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* @param r red value
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* @param g green value
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* @param b blue value
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* @param a alpha value
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* @returns Color object
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*/
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makeColor(r: number, g: number, b: number, a: number) {
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const _color = new Color(r, g, b, a);
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return _color;
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}
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/**
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* Sets the background of the window to a color of choice.
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*
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* Make sure this is put in the top level of the while loop
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* as it will clear the renderer.
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*
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* @param color Color object. Make using Slifer.Graphics.makeColor
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*/
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setBackground(color: Color) {
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libsdl.symbols.SDL_SetRenderDrawColor(Global.ptrRenderer, color.r, color.g, color.b, color.a);
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libsdl.symbols.SDL_RenderClear(Global.ptrRenderer);
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}
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+
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/**
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* Loads a new image
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*
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* @param path string path to image
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* @returns Image ready to draw
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*/
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loadImage(path: string) : Image {
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const _path = Buffer.from(path + "\x00");
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const surface = libimage.symbols.IMG_Load(_path);
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if (surface == null) throw `Image failed to load`;
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const texture = libsdl.symbols.SDL_CreateTextureFromSurface(Global.ptrRenderer, surface);
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if (texture == null) throw `Image failed to be created`;
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return new Image(texture);
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}
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/**
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* Method to draw the image to the screen
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*
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* @param image Image object to draw. Made using Slifer.Graphics.loadImage
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* @param x x position to draw image
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* @param y y position to draw image
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* @param rotation (optional) rotation of image
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* @param xs (optional) scale of x axis
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* @param ys (optional) scale of y axis
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* @param flip (optional) horizontal flip
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*/
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draw(image: Image, x: number, y: number, rotation?: number, xs?: number, ys?: number, flip?: true) {
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const _dest = new Uint32Array(4);
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const wArr = new Uint32Array(1);
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const hArr = new Uint32Array(1);
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libsdl.symbols.SDL_QueryTexture((image as any).pointer, null, null, ptr(wArr), ptr(hArr));
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_dest[0] = x;
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_dest[1] = y;
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_dest[2] = wArr[0] * (xs ? xs : 1);
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_dest[3] = hArr[0] * (ys ? ys : 1);
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const _center = new Uint32Array(2);
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_center[0] = _dest[2] / 2;
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_center[1] = _dest[3] / 2;
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libsdl.symbols.SDL_RenderCopyEx(Global.ptrRenderer, (image as any).pointer, null, ptr(_dest), rotation ? rotation : 0, ptr(_center), flip ? Number(flip) : 0);
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}
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/**
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* Method to draw text to the screen
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*
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* @param text the string of text to print
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* @param x x position
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* @param y y position
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* @param color color of text. Made using Slifer.Graphics.makeColor.
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*/
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print(text: string, x: number, y: number, color: Color) {
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// Create text buffer
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const textBuffer = Buffer.from(text+"\x00");
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// Get width and height of text
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const wArr = new Uint32Array(1);
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const hArr = new Uint32Array(1);
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libttf.symbols.TTF_SizeText(Global.ptrFont,textBuffer , ptr(wArr), ptr(hArr));
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// Define color
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const _col = ((color.r << 0) + (color.g << 8) + (color.b << 16));
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// Create texture
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const surface = libttf.symbols.TTF_RenderText_Solid(Global.ptrFont, textBuffer, _col);
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if (surface == null) throw `Surface creation failed on print`;
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const texture = libsdl.symbols.SDL_CreateTextureFromSurface(Global.ptrRenderer, surface);
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if (texture == null) throw `Texture creation failed on print`;
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// Create destination
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const destArr = new Uint32Array(4);
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destArr[0] = x;
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destArr[1] = y;
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destArr[2] = wArr[0];
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destArr[3] = hArr[0];
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// Draw text
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libsdl.symbols.SDL_RenderCopy(Global.ptrRenderer, texture, null, ptr(destArr));
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}
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/**
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* Sets the font to a ttf file in your project
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*
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* @param path relative path to font
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* @param pt size of text
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*/
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setFont(path: string, pt: number) {
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const tempFont = libttf.symbols.TTF_OpenFont(Buffer.from(path+"\x00"), pt);
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if (tempFont == null) throw `Font loading failed`;
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Global.ptrFont = tempFont;
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}
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}
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class Image {
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private pointer;
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constructor(texture: Pointer) {
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this.pointer = texture;
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}
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}
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class Color {
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readonly r;
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readonly g;
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readonly b;
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readonly a;
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constructor(r: number, g: number, b: number, a: number) {
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this.r = r;
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this.g = g;
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this.b = b;
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this.a = a;
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}
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}
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/** @internal */
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export default Graphics;
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package/src/modules/keyboard.ts
CHANGED
@@ -1,78 +1,80 @@
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static
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this.
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this.
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const
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const
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}
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'
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'
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'
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/** @internal */
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class Keyboard {
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static downKeyMap = new Map<string, boolean>();
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static pressedKeyMap = new Map<string, boolean>();
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static releasedKeyMap = new Map<string, boolean>();
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static setKeyDown(key: string) {
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this.downKeyMap.set(key, true);
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this.releasedKeyMap.set(key, false);
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}
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+
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static setKeyUp(key: string) {
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this.downKeyMap.set(key, false);
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this.pressedKeyMap.set(key, false);
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}
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/**
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*
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* @param key string of key
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* @returns if the key is being held down
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*/
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isDown(key: keys) {
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const _state = Keyboard.downKeyMap.get(key);
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if (_state == undefined) return false
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return _state;
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}
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/**
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*
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* @param key string of key
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* @returns if key is pressed. Returns only once
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*/
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isPressed(key: keys) {
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const _pressedState = Keyboard.pressedKeyMap.get(key);
|
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const _downState = Keyboard.downKeyMap.get(key);
|
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+
|
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if (_downState == true) {
|
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if (_pressedState == false || _pressedState == undefined) {
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Keyboard.pressedKeyMap.set(key, true);
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return true;
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}
|
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}
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|
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return false;
|
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}
|
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/**
|
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*
|
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* @param key string of key
|
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* @returns if key is released. Returns only once
|
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+
*/
|
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isReleased(key: keys) {
|
55
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const _releasedState = Keyboard.releasedKeyMap.get(key);
|
56
|
+
const _downState = Keyboard.downKeyMap.get(key);
|
57
|
+
|
58
|
+
if (_downState == false) {
|
59
|
+
if (_releasedState == false || undefined) {
|
60
|
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Keyboard.releasedKeyMap.set(key, true);
|
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return true;
|
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+
}
|
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+
}
|
64
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+
|
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return false;
|
66
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}
|
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}
|
68
|
+
|
69
|
+
type keys = 'a' |'b' |'c' |'d' |'e' |'f' |'g' |'h' |'i' |'j' |'k' |'l' |'m' |'n' |'o' |'p' |'q' |'r' |'s' |'t' |'u' |'v' |'w' |'x' |'y' |'z' |
|
70
|
+
'1' |'2' |'3' |'4' |'5' |'6' |'7' |'8' |'9' |'0' |
|
71
|
+
'space' |
|
72
|
+
'caps lock' |
|
73
|
+
'tab' |
|
74
|
+
'left shift' |
|
75
|
+
'right shift' |
|
76
|
+
'left ctrl' |
|
77
|
+
'escape';
|
78
|
+
|
79
|
+
/** @internal */
|
78
80
|
export default Keyboard;
|