"use strict";
/**
* Keyboard input handling. An instance of Keyboard is available as {@link Splat.Game#keyboard}.
* @constructor
* @param {module:KeyMap} keymap A map of keycodes to descriptive key names.
*/
function Keyboard(keyMap) {
/**
* The current key states.
* @member {object}
* @private
*/
this.keys = {};
var self = this;
for (var kc in keyMap) {
if (keyMap.hasOwnProperty(kc)) {
this.keys[keyMap[kc]] = 0;
}
}
window.addEventListener("keydown", function(event) {
event.preventDefault();
if (keyMap.hasOwnProperty(event.keyCode)) {
if (self.keys[keyMap[event.keyCode]] === 0) {
self.keys[keyMap[event.keyCode]] = 2;
}
return false;
}
});
window.addEventListener("keyup", function(event) {
event.preventDefault();
if (keyMap.hasOwnProperty(event.keyCode)) {
self.keys[keyMap[event.keyCode]] = 0;
return false;
}
});
}
/**
* Test if a key is currently pressed.
* @param {string} name The name of the key to test
* @returns {boolean}
*/
Keyboard.prototype.isPressed = function(name) {
return this.keys[name] >= 1;
};
/**
* Test if a key is currently pressed, also making it look like the key was unpressed.
* This makes is so multiple successive calls will not return true unless the key was repressed.
* @param {string} name The name of the key to test
* @returns {boolean}
*/
Keyboard.prototype.consumePressed = function(name) {
var p = this.keys[name] === 2;
if (p) {
this.keys[name] = 1;
}
return p;
};
module.exports = Keyboard;