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<style>
body {
background-color: black;
}
p {
font-size: 3rem;
color: #eee;
text-align: center;
}
</style>
<p>JavaScrip操作入力管理</p>
/*v-padの背景*/
#pad {
position: relative;
margin: 0 auto;
z-index: 100;
pointer-events: none;/*イベント発生させない*/
background-color: #FFFFE0;
}
.button {
position: absolute;
pointer-events: auto;
border: solid 2px gray;
background-color: rgba(50, 50, 50, 0.2);
}
.button p {
height: 100%;
width: 100%;
pointer-events: none;
color: gray;
font-size: 1rem;
display: flex;
justify-content: center;
align-items: center;
opacity: 0.5;
}
.dir-key {
position: absolute;
pointer-events: auto;
display: grid;
grid-template-columns: 1fr 1fr 1fr;
grid-template-rows: 1fr 1fr 1fr;
}
.dir-key .dir {
height: calc(100%-2px);
width: calc(100%-2px);
background-color: rgba(50, 50, 50, 0.2);
border: solid 2px gray;
pointer-events: none;
}
.dir.up {
grid-row: 1;
grid-column: 2;
border-bottom: none;
border-radius: 20% 20% 0 0;
}
.dir.down {
grid-row: 3;
grid-column: 2;
border-top: none;
border-radius:0 0 20% 20% ;
}
.dir.right {
grid-row: 2;
grid-column: 3;
border-left: none;
border-radius: 0 20% 20% 0;
}
.dir.left {
grid-row: 2;
grid-column: 1;
border-right: none;
border-radius: 20% 0 0 20% ;
}
.dir.mid {
grid-row: 2;
grid-column: 2;
border: none;
position: relative;
}
.mid .circle {
position: absolute;
width: 80%;
height: 80%;
border-radius: 50%;
top: 10%;
right: 10%;
background-color: rgba(50, 50, 50, 0.1);
pointer-events: none;
}
/********************************
これはInputManagerだけです。
使用してるサンプルはこっち
https://codepen.io/inwan78/pen/yLjoqyg
*********************************/
class InputManager {
constructor() {
//方向入力チェック用定数
this.keyDirections = {
UP: 1,
UP_RIGHT: 3,
RIGHT: 2,
DOWN_RIGHT: 6,
DOWN: 4,
DOWN_LEFT: 12,
LEFT: 8,
UP_LEFT: 9,
};
//キーの状態管理定数
this.keyStatus = {
HOLD: 2,
DOWN: 1,
UNDOWN: 0,
RELEASE: -1,
};
//キーの状態管理用変数
this.input = {
//入力されたキーのチェック用
keys: {
Up: false,
Right: false,
Down: false,
Left: false,
A: false,
B: false,
Start: false
},
//一つ前のキーの状態管理用
keysPrev: {
Up: false,
Right: false,
Down: false,
Left: false,
A: false,
B: false,
Start: false
},
};
//スマホ・タブレットの時だけv-pad表示
if(navigator.userAgent.match(/iPhone|iPad|Android/)){
this.vpad = new Vpad(this.input);
}
//ゲームパッド
this.gamePad = new GamePad(this.input);
//ゲームパッド接続時のイベント
addEventListener("gamepadconnected", (e) => {
this.gamePad.connected();
//バーチャルパッドがあったら(モバイルなら)非表示
if(this.vpad){
this.vpad.pad.style.display = "none";
}
});
//ゲームパッド切断時のイベント
addEventListener("gamepaddisconnected", (e) => {
this.gamePad.disconnected();
//バーチャルパッドがあったら(モバイルなら)表示
if(this.vpad){
this.vpad.pad.style.display = "block";
}
});
//キーを押した時
document.addEventListener('keydown', (e) => {
e.preventDefault();
switch(e.key){
case Config.Keys.Up:
this.input.keys.Up = true;
break;
case Config.Keys.Down:
this.input.keys.Down = true;
break;
case Config.Keys.Right:
this.input.keys.Right = true;
break;
case Config.Keys.Left:
this.input.keys.Left = true;
break;
case Config.Keys.A:
this.input.keys.A = true;
break;
case Config.Keys.B:
this.input.keys.B = true;
break;
case Config.Keys.Start:
this.input.keys.Start = true;
break;
}
});
//キーを離したとき
document.addEventListener('keyup', (e) => {
e.preventDefault();
switch(e.key){
case Config.Keys.Up:
this.input.keys.Up = false;
break;
case Config.Keys.Down:
this.input.keys.Down = false;
break;
case Config.Keys.Right:
this.input.keys.Right = false;
break;
case Config.Keys.Left:
this.input.keys.Left = false;
break;
case Config.Keys.A:
this.input.keys.A = false;
break;
case Config.Keys.B:
this.input.keys.B = false;
break;
case Config.Keys.Start:
this.input.keys.Start = false;
break;
}
});
}
//方向キー入力チェック
checkDirection() {
let direction = 0;//初期化
if(this.input.keys.Up){
direction += this.keyDirections.UP;
}
if(this.input.keys.Right){
direction += this.keyDirections.RIGHT;
}
if(this.input.keys.Down){
direction += this.keyDirections.DOWN;
}
if(this.input.keys.Left){
direction += this.keyDirections.LEFT;
}
return direction;
}
//ボタンの入力状態をチェックして返す
checkButton(key) {
if(this.input.keys[key]){
if(this.input.keysPrev[key] == false){
this.input.keysPrev[key] = true;
return this.keyStatus.DOWN;//押されたとき
}
return this.keyStatus.HOLD;//押しっぱなし
}else{
if(this.input.keysPrev[key] == true){
this.input.keysPrev[key] = false;
return this.keyStatus.RELEASE;//ボタンを離した時
}
return this.keyStatus.UNDOWN;//押されていない
}
}
}
/******************************************************
* バーチャルパッド
******************************************************/
class Vpad {
constructor(input){
this.input = input;//InputManagerのinput
this.resizePad();
// リサイズイベントの登録
window.addEventListener('resize', ()=>{this.resizePad();});
}
//画面サイズが変わるたびにvpadも作り変える
resizePad(){
let styleDisplay = "block";//ゲームパッド対策
//すでにあれば一度削除する
if(this.pad != undefined){
styleDisplay = this.pad.style.display;//ゲームパッド対策
while(this.pad.firstChild){
this.pad.removeChild(this.pad.firstChild);
}
this.pad.parentNode.removeChild(this.pad);
}
const screen = document.getElementById("game-screen");//ゲーム画面
//HTMLのdivでvpad作成
const pad = document.createElement('div');
document.body.appendChild(pad);
this.pad = pad;
pad.id = "pad";
pad.style.width = screen.style.width;
pad.style.display = styleDisplay;
//タッチで拡大とか起こるのを防ぐ
pad.addEventListener("touchstart", (e) => {
e.preventDefault();
});
pad.addEventListener("touchmove", (e) => {
e.preventDefault();
});
//横長の場合位置変更
if(window.innerWidth > window.innerHeight){
pad.style.width = `${window.innerWidth}px`;
pad.style.position = "absolute";//画面の上にかぶせるため
pad.style.backgroundColor = "transparent";//透明
pad.style.bottom = "0";//下に固定
}
const height = Number(screen.style.height.split('px')[0]) * 0.5;//ゲーム画面の半分の高さをゲームパッドの高さに
pad.style.height = `${height}px`;
//方向キー作成
if(Config.vpadType){
new Config.vpadType(this.pad, this.input, height);
}else{
new DirKey4way(this.pad, this.input, height);
}
//Aボタン作成
let style = {
width: `${height * 0.5}px`,
height: `${height * 0.5}px`,
right: `${height * 0.5}px`,
top: `${height * 0.4}px`,
borderRadius: "50%"
}
new ActBtn(this.pad, this.input, "A", "A", style);
//Bボタン作成
style = {
width: `${height * 0.5}px`,
height: `${height * 0.5}px`,
right: `${height * 0.05}px`,
top: `${height * 0.1}px`,
borderRadius: "50%"
}
new ActBtn(this.pad, this.input, "B", "B", style);
//STARTボタン作成
style = {
width: `${height * 0.3}px`,
height: `${height * 0.15}px`,
right: `${height * 0.65}px`,
top: `${height * 0.05}px`,
borderRadius: `${height * 0.15 * 0.5}px`
}
new ActBtn(this.pad, this.input, "Start", "START", style);
}
}
//十字ボタン作成
function creatCrossButton(parent, padHeight){
//HTMLのdivでキーのエリアを作成
const div = document.createElement('div');
parent.appendChild(div);
div.className = "dir-key";
div.style.width = div.style.height = `${padHeight * 0.8}px`;
div.style.left = `${padHeight * 0.05}px`;
div.style.top = `${padHeight * 0.1}px`;
//十字キーのボタン(張りぼて。タッチイベントはない)
const up = document.createElement('div');
up.className = "dir up";
div.appendChild(up);
const left = document.createElement('div');
left.className = "dir left";
div.appendChild(left);
const right = document.createElement('div');
right.className = "dir right";
div.appendChild(right);
const down = document.createElement('div');
down.className = "dir down";
div.appendChild(down);
const mid = document.createElement('div');
mid.className = "dir mid";
div.appendChild(mid);
const circle = document.createElement('div');
circle.className = "circle";
mid.appendChild(circle);
return div;
}
class DirKey4way {
constructor(parent, input, padHeight) {
this.isTouching = false;
this.maxRadius = padHeight * 0.15;//中心移動させる半径
this.emptySpace = padHeight * 0.05;//あそび
const div = creatCrossButton(parent, padHeight);
const pos = div.getBoundingClientRect();//位置を取得している
this.originX = padHeight*0.8*0.5 + pos.left;
this.originY = padHeight*0.8*0.5 + pos.top;
//タッチイベント
div.addEventListener("touchstart", (e) => {
e.preventDefault();
this.isTouching = true;
dirSet(e);
});
div.addEventListener("touchmove", (e) => {
e.preventDefault();
if(!this.isTouching) return;
dirReset();//からなず一度リセット
dirSet(e);
});
div.addEventListener("touchend", (e) => {
dirReset();
this.isTouching = false;
});
const dirSet = (e) => {
let y = e.targetTouches[0].clientY - this.originY;
let x = e.targetTouches[0].clientX - this.originX;
const abs_x = Math.abs(x);
const abs_y = Math.abs(y);
if(abs_x > abs_y){//xの方が大きい場合左右移動となる
if(x < 0){//マイナスであれば左
input.keys.Left = true;
}else{
input.keys.Right = true;
}
}else{//yの方が大きい場合上下移動となる
if(y < 0){//マイナスであれば上
input.keys.Up = true;
}else{
input.keys.Down = true;
}
}
}
const dirReset = () => {
input.keys.Right = input.keys.Left = input.keys.Up = input.keys.Down = false;
}
}
}
//方向キークラス8方向
class DirKey8way {
constructor(parent, input, padHeight) {
this.isTouching = false;
this.originX = 0;
this.originY = 0;
this.maxRadius = padHeight * 0.15;//中心移動させる半径
this.emptySpace = padHeight * 0.05;//あそび
const div = creatCrossButton(parent, padHeight);
//タッチイベント
div.addEventListener("touchstart", (e) => {
e.preventDefault();
this.isTouching = true;
//タッチした位置を原点にする
this.originX = e.targetTouches[0].clientX;
this.originY = e.targetTouches[0].clientY;
});
div.addEventListener("touchmove", (e) => {
e.preventDefault();
if(!this.isTouching) return;
dirReset();//からなず一度リセット
//タッチ位置を取得
const posX = e.targetTouches[0].clientX;
const posY = e.targetTouches[0].clientY;
//原点からの移動量を計算
let vecY = posY - this.originY;
let vecX = posX - this.originX;
let vec = Math.sqrt(vecX * vecX + vecY * vecY);
if(vec < this.emptySpace)return;//移動が少ない時は反応しない(遊び)
const rad = Math.atan2(posY - this.originY, posX - this.originX);
const y = Math.sin(rad);
const x = Math.cos(rad);
//移動幅が大きいときは中心を移動させる
if(vec > this.maxRadius){
this.originX = posX - x * this.maxRadius;
this.originY = posY - y * this.maxRadius;
}
const abs_x = Math.abs(x);
const abs_y = Math.abs(y);
if(abs_x > abs_y){//xの方が大きい場合左右移動となる
if(x < 0){//マイナスであれば左
input.keys.Left = true;
}else{
input.keys.Right = true;
}
if(abs_x <= abs_y * 2){//2yがxより大きい場合斜め入力と判断
if(y < 0){//マイナスであれば上
input.keys.Up = true;
}else{
input.keys.Down = true;
}
}
}else{//yの方が大きい場合上下移動となる
if(y < 0){//マイナスであれば上
input.keys.Up = true;
}else{
input.keys.Down = true;
}
if(abs_y <= abs_x * 2){//2xがyより大きい場合斜め入力と判断
if(x < 0){//マイナスであれば左
input.keys.Left = true;
}else{
input.keys.Right = true;
}
}
}
});
div.addEventListener("touchend", (e) => {
dirReset();
this.isTouching = false;
});
const dirReset = () => {
input.keys.Right = input.keys.Left = input.keys.Up = input.keys.Down = false;
}
}
}
//アクションボタンクラス
class ActBtn {
constructor(parent, input, key, name, style) {
//HTMLのdivでボタンを作成
const div = document.createElement('div');
div.className = "button";
parent.appendChild(div);
div.style.width = style.width;
div.style.height = style.height;
div.style.right = style.right;
div.style.top = style.top;
div.style.borderRadius = style.borderRadius;
//ボタン名を表示
const p = document.createElement('p');
p.innerHTML = name;
div.appendChild(p);
//タッチスタート
div.addEventListener("touchstart", (e) => {
e.preventDefault();
input.keys[key] = true;
});
//タッチエンド
div.addEventListener("touchend", (e) => {
input.keys[key] = false;
});
}
}
//ゲームパッドクラス
class GamePad {
constructor(input){
this.input = input;
this.isConnected = false;
this.isStickUsing = false;
}
connected(){
this.isConnected = true;
}
disconnected(){
this.isConnected = false;
}
update(){
if(!this.isConnected) return;
const input = this.input;
const pads = navigator.getGamepads();
const sticks = pads[0].axes;
//X軸
if(sticks[0] > 0.5){
input.keys.Right = true;
this.isStickUsing = true;
}else if(this.isStickUsing){
input.keys.Right = false;
}
if(sticks[0] < -0.5){
input.keys.Left = true;
this.isStickUsing = true;
}else if(this.isStickUsing){
input.keys.Left = false;
}
//Y軸
if(sticks[1] > 0.5){
input.keys.Down = true;
this.isStickUsing = true;
}else if(this.isStickUsing){
input.keys.Down = false;
}
if(sticks[1] < -0.5){
input.keys.Up = true;
this.isStickUsing = true;
}else if(this.isStickUsing){
input.keys.Up = false;
}
const buttons = pads[0].buttons;
//上
if(buttons[12].pressed){
input.keys.Up = true;
this.isStickUsing = false;
}else if(!this.isStickUsing){
input.keys.Up = false;
}
//下
if(buttons[13].pressed){
input.keys.Down = true;
this.isStickUsing = false;
}else if(!this.isStickUsing){
input.keys.Down = false;
}
//左
if(buttons[14].pressed){
input.keys.Left = true;
this.isStickUsing = false;
}else if(!this.isStickUsing){
input.keys.Left = false;
}
//右
if(buttons[15].pressed){
input.keys.Right = true;
this.isStickUsing = false;
}else if(!this.isStickUsing){
input.keys.Right = false;
}
//スタート
if(buttons[9].pressed){
input.keys.Start = true;
}else{
input.keys.Start = false;
}
//A
if(buttons[0].pressed){
input.keys.A = true;
}else{
input.keys.A = false;
}
//B
if(buttons[1].pressed){
input.keys.B = true;
}else{
input.keys.B = false;
}
}
}
Also see: Tab Triggers