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main.js
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// JS 13k 2021 entry
// Game state
var gs={
// Animation frame of reference
step:(1/60), // target step time @ 60 fps
acc:0, // accumulated time since last frame
lasttime:0, // time of last frame
// Control state
gamepad:-1,
gamepadbuttons:[], // Button mapping
gamepadaxes:[], // Axes mapping
gamepadaxesval:[], // Axes values
// SVG interface
svg:new svg3d(),
// Active 3D models
activemodels:[],
sea:{},
// Characters
player:{id:null, keystate:0, padstate:0}, // input bitfield [straferight][strafeleft][action][down][right][up][left]
carrier:{id:null, keystate:0, padstate:0}, // input bitfield [straferight][strafeleft][action][down][right][up][left]
thiskey:0,
lastkey:0,
leanx:0,
leany:0,
leanz:0,
npcs:[],
score:0,
thrust:0,
landed:false,
// Aircraft HUD
static_canvas:null,
static_ctx:null,
dynamic_canvas:null,
dynamic_ctx:null,
scale:1,
// Aircraft flight targets
rolltarget:0,
pitchtarget:0,
// Aircraft flight metrics
knots:0, // speed
altitude:70, // feet
roll:0, // roll angle degrees
pitch:0, // pitch angle degrees
compass:0, // compass heading degrees
hudcolour:"rgba(0, 220, 0, 0.9)",
randoms:new randomizer(3,6,6,4),
timeline:new timelineobj(),
state:0, // 0=intro, 1=title, 2=ingame 3=completed
};
///////////////////////////////////
var audioContext=new (window.webkitAudioContext || window.AudioContext)();
var throttle=0;
function createBrownNoise()
{
var lastOut = 0.0;
var node = audioContext.createScriptProcessor(4096, 1, 1);
node.onaudioprocess = function(e) {
var output = e.outputBuffer.getChannelData(0);
for (var i = 0; i < 4096; i++) {
var white = Math.random() * 2 - 1;
output[i] = (lastOut + (0.02 * white)) / 1.02;
lastOut = output[i];
output[i] *= 3.5; // (roughly) compensate for gain
}
}
return node;
}
var brownNoise = createBrownNoise();
var brownGain = audioContext.createGain();
brownGain.gain.value = 0;
brownNoise.connect(brownGain);
//brownGain.connect(audioContext.destination);
var panNode=audioContext.createStereoPanner();
panNode.connect(audioContext.destination);
brownGain.connect(panNode);
///////////////////////////////////
function updateposition()
{
var dbg="";
dbg+="X:"+Math.floor(gs.svg.tranx)+" Y:"+Math.floor(gs.svg.trany)+" Z:"+Math.floor(gs.svg.tranz)+"<br/>";
dbg+="RX:"+Math.floor(gs.svg.rotx)+" RY:"+Math.floor(gs.svg.roty)+" RZ:"+Math.floor(gs.svg.rotz)+"<br/>";
dbg+="KEY:"+gs.player.keystate;
if (gs.gamepad!=-1) dbg+=" PAD:"+gs.player.padstate;
dbg+="<br/>INV "+gs.npcs.length;
console.log(dbg);
}
// Clear both keyboard and gamepad input state
function clearinputstate(character)
{
character.keystate=0;
character.padstate=0;
}
// Check if an input is set in either keyboard or gamepad input state
function ispressed(character, keybit)
{
return (((character.keystate&keybit)!=0) || ((character.padstate&keybit)!=0));
}
// Update the position of players/enemies
function updatemovements(character)
{
// Move player when a key is pressed
if ((character.keystate!=0) || (character.padstate!=0))
{
var val=0;
// Left key
if ((ispressed(character, 1)) && (!ispressed(character, 4)))
{
if ((character.padstate&1)!=0)
val=gs.gamepadaxesval[0];
else
val=-1;
// Yaw - Turn L/R
gs.svg.roty+=val*2;
gs.leanx=-val*50;
gs.leany=-val*50;
}
// Right key
if ((ispressed(character, 4)) && (!ispressed(character, 1)))
{
if ((character.padstate&4)!=0)
val=gs.gamepadaxesval[0];
else
val=1;
// Yaw - Turn L/R
gs.svg.roty+=val*2;
gs.leanx=-val*50;
gs.leany=-val*50;
}
// Up key
if ((ispressed(character, 2)) && (!ispressed(character, 8)))
{
if ((character.padstate&2)!=0)
val=gs.gamepadaxesval[1];
else
val=-1;
// Pitch - F/B
gs.svg.tranx+=(val*36)*Math.sin(gs.svg.roty*PIOVER180);
gs.svg.tranz+=(val*36)*Math.cos(gs.svg.roty*PIOVER180);
//gs.leanz=-25;
gs.pitchtarget=-10;
// Collective Up/Down
gs.svg.trany-=val*16;
}
else
{
gs.svg.tranx-=15*Math.sin(gs.svg.roty*PIOVER180);
gs.svg.tranz-=15*Math.cos(gs.svg.roty*PIOVER180);
}
// Down key
if ((ispressed(character, 8)) && (!ispressed(character, 2)))
{
if ((character.padstate&8)!=0)
val=gs.gamepadaxesval[1];
else
val=1;
// Pitch - F/B
gs.svg.tranx+=(val*24)*Math.sin(gs.svg.roty*PIOVER180);
gs.svg.tranz+=(val*24)*Math.cos(gs.svg.roty*PIOVER180);
//gs.leanz=25;
gs.pitchtarget=10;
// Collective Up/Down
gs.svg.trany-=val*16;
}
// Prevent angle over/underflow
if (gs.svg.rotx<0) gs.svg.rotx=360+gs.svg.rotx;
if (gs.svg.roty<0) gs.svg.roty=360+gs.svg.roty;
if (gs.svg.rotz<0) gs.svg.rotz=360+gs.svg.rotz;
if (gs.svg.rotx>360) gs.svg.rotx-=360;
if (gs.svg.roty>360) gs.svg.roty-=360;
if (gs.svg.rotz>360) gs.svg.rotz-=360;
// Action key
if (ispressed(character, 16))
{
}
// Strafe left key
if ((ispressed(character, 32)) && (!ispressed(character, 64)))
{
val=50;
// Roll - Sidestep / Strafe L/R
gs.svg.tranx+=val*Math.sin((gs.svg.roty+90)*PIOVER180);
gs.svg.tranz+=val*Math.cos((gs.svg.roty+90)*PIOVER180);
}
// Strafe right key
if ((ispressed(character, 64)) && (!ispressed(character, 32)))
{
val=-50;
// Roll - Sidestep / Strafe L/R
gs.svg.tranx+=val*Math.sin((gs.svg.roty+90)*PIOVER180);
gs.svg.tranz+=val*Math.cos((gs.svg.roty+90)*PIOVER180);
}
}
else
{
// Continue forwards if nothing pressed
gs.svg.tranx-=gs.thrust*Math.sin(gs.svg.roty*PIOVER180);
gs.svg.tranz-=gs.thrust*Math.cos(gs.svg.roty*PIOVER180);
}
// Neither up/down, so set pitch target to centreline
if ((character.keystate==0) || ((!ispressed(character, 2)) && (!ispressed(character, 8))))
gs.pitchtarget=0;
gs.dynamic_canvas.style.transform="scale("+gs.scale+") rotate("+gs.roll+"deg)";
// Do a dampened lean return
if (gs.leanx>0) gs.leanx-=gs.leanx>2?2:1;
if (gs.leanx<0) gs.leanx+=gs.leanx<-2?2:1;
if (gs.leany>0) gs.leany-=gs.leany>2?2:1;
if (gs.leany<0) gs.leany+=gs.leany<-2?2:1;
if (gs.leanz>0) gs.leanz-=gs.leanz>2?2:1;
if (gs.leanz<0) gs.leanz+=gs.leanz<-2?2:1;
panNode.pan.setValueAtTime(gs.leanx/100, audioContext.currentTime);
// Rotate new level to flat
if (gs.svg.rotz>20) gs.svg.rotz-=0.25;
}
function angle2d(x1, y1, x2, y2)
{
var result=(Math.atan2(y2-y1,x2-x1)*(180/Math.PI));
return result;
}
// Distance between 2 [x,y,z] points
function distance3d(x1, y1, z1, x2, y2, z2)
{
return (
Math.sqrt(
Math.pow(x2-x1, 2) + Math.pow(y2-y1, 2) + Math.pow(z2-z1, 2)
)
);
}
// Roughly see if two points have overlap
function overlap3d(x1, y1, z1, x2, y2, z2, overlap)
{
var dx=Math.abs(Math.max(x1, x2)-Math.min(x1, x2));
var dy=Math.abs(Math.max(y1, y2)-Math.min(y1, y2));
var dz=Math.abs(Math.max(z1, z2)-Math.min(z1, z2));
return ((dx<overlap) && (dy<overlap) && (dz<overlap));
}
// Find a model with matching id
function findmodelbyid(id)
{
for (var i=0; i<gs.activemodels.length; i++)
{
if (gs.activemodels[i].id==id)
return i;
}
return -1;
}
// Switch model colours
function swapcolours(modelid, source, target)
{
try
{
if (modelid==-1) return;
for (var i=0; i<gs.activemodels[modelid].c.length; i++)
if (gs.activemodels[modelid].c[i]==source)
gs.activemodels[modelid].c[i]=target;
}
catch (e) {}
}
// Remove all NPCs
function removenpcs()
{
for (var i=0; i<gs.npcs.length; i++)
{
var npc=findmodelbyid(gs.npcs[i]);
if (npc!=-1)
gs.activemodels.splice(npc, 1);
}
// Wipe NPC array
gs.npcs=[];
}
// Remove all models
function removeallmodels()
{
removenpcs();
gs.activemodels=[];
}
// Determine if level completed
function levelcompleted()
{
// Check for landing
if (((gs.svg.roty>=345) || (gs.svg.roty<=15)) // aligned as per take-off
&& (gs.altitude>=0) && (gs.altitude<=70) // altitude ok
&& (gs.knots>=50) && (gs.knots<=65) // speed ok
&& (gs.tranx>=472) && (gs.tranx<=679) // x position ok
&& (gs.tranz>=692) && (gs.tranz<=10730)) // y position ok
{
gs.landed=true;
return true;
}
// x=692 to z=10730
// x=472 to z=6765
// Check for crash
return ((gs.altitude<0) || (gs.npcs.length==0));
}
// Update the text HUD
function updatetxthud()
{
clear(gs.svg.svghud);
switch (gs.state)
{
case 1:
writeseg(gs.svg.svghud, 120, 100, "AIRSPACE", "gold", 1);
writeseg(gs.svg.svghud, 240, 150, "ALPHA ZULU", "gold", 0.35);
writeseg(gs.svg.svghud, 60, 350, "WASD/CURSORS/SPACE/ENTER/GAMEPAD TO PLAY", "gold", 0.25);
break;
case 2:
// TODO playing
break;
case 3:
if ((gs.landed) || (gs.altitude>0))
{
writeseg(gs.svg.svghud, 50, 170, "YOU'VE DONE IT", "gold", 0.75);
writeseg(gs.svg.svghud, 55, 240, "THE STEALTH JET IS HOME SAFE", "gold", 0.35);
writeseg(gs.svg.svghud, 100, 350, "PRESS FIRE TO PLAY AGAIN", "gold", 0.25);
}
else
{
writeseg(gs.svg.svghud, 175, 170, "FAILED", "red", 1);
writeseg(gs.svg.svghud, 70, 240, "YOU'VE CRASHED INTO THE SEA", "red", 0.35);
writeseg(gs.svg.svghud, 100, 350, "PRESS FIRE TO GO BACK AND TRY AGAIN", "gold", 0.25);
}
break;
default:
break;
}
}
function addnpcs(count)
{
// Remove NPCs from previous level
removenpcs();
// Add some new invaders
for (var n=0; n<count; n++)
{
var o=addnamedmodel("stealth", gs.randoms.rnd(10000)-5000, 800, 0-gs.randoms.rnd(10000), 0, gs.randoms.rnd(360), 0);
gs.activemodels[o].s=0.1;
applymodelrotation(o, 270, 0, 270);
gs.npcs.push(gs.activemodels[o].id);
gs.activemodels[o].vx=25*Math.sin(gs.activemodels[o].roty*PIOVER180);
gs.activemodels[o].vz=-25*Math.cos(gs.activemodels[o].roty*PIOVER180);
}
}
// Update the game world state
function update()
{
if (gs.state!=2) return;
if (levelcompleted())
{
gs.state=3;
gs.level=1;
gs.lastkey=0; gs.thiskey=0;
updatetxthud();
removeallmodels();
clearhud(gs);
throttle=0;
brownGain.gain.value=throttle;
// Start a timeout before allowing keys
gs.timeline.reset();
gs.timeline.add(1000, function(){ window.requestAnimationFrame(awaitkeyboard); });
gs.timeline.begin();
return;
}
// Apply keystate to player
updatemovements(gs.player);
// If player out of bounds, then reset
if ((gs.svg.tranx<-10000) ||
(gs.svg.tranx>10000) ||
(gs.svg.tranz<0) ||
(gs.svg.tranz>20000))
{
gs.svg.tranx=0;
gs.svg.tranz=5000;
}
// Keep player in view
gs.activemodels[gs.player.id].x=-gs.svg.tranx;
gs.activemodels[gs.player.id].y=-gs.svg.trany;
gs.activemodels[gs.player.id].z=-gs.svg.tranz;
gs.activemodels[gs.player.id].rotx=-gs.svg.rotx;
gs.activemodels[gs.player.id].roty=-gs.svg.roty;
gs.activemodels[gs.player.id].rotz=0;
// Update player angle
gs.activemodels[gs.player.id].rotx+=gs.leanx;
gs.activemodels[gs.player.id].roty+=gs.leany;
gs.activemodels[gs.player.id].rotz+=gs.leanz;
// gs.compass=Math.atan2(2*Math.sin(gs.activemodels[gs.player.id].roty*PIOVER180), 2*Math.cos(gs.activemodels[gs.player.id].roty*PIOVER180))*(180/Math.PI);
gs.compass=gs.svg.roty;
gs.altitude=-gs.svg.trany-70;
gs.rolltarget=gs.leanx;
gs.knots=gs.thrust*4;
// Dappen roll
if (gs.roll<gs.rolltarget) gs.roll++;
if (gs.roll>gs.rolltarget) gs.roll--;
// Dappen pitch
if (gs.pitch<gs.pitchtarget) gs.pitch+=0.2;
if (gs.pitch>gs.pitchtarget) gs.pitch-=0.2;
if (throttle==0)
gs.thrust=0;
// Loose altitude if we are stalling
if (gs.knots<=50)
gs.svg.trany+=5;
// updateposition();
drawhud(gs);
// Move object by velocity (if required)
gs.activemodels.forEach(function (item, index) {
item.x+=item.vx;
item.y+=item.vy;
item.z+=item.vz;
});
// Move enemies around
for (var i=0; i<gs.npcs.length; i++)
{
var npcid=findmodelbyid(gs.npcs[i]);
if (npcid==-1) continue;
var angle=gs.activemodels[npcid].roty;
// Change direction sometimes
if (gs.randoms.rnd(250)<10)
{
// Randomize a new angle
angle=(gs.activemodels[npcid].roty+(gs.randoms.rnd(50)-25))%360;
gs.activemodels[npcid].roty=angle;
// Set new movement vector
gs.activemodels[npcid].vx=25*Math.sin(angle*PIOVER180);
gs.activemodels[npcid].vz=-25*Math.cos(angle*PIOVER180);
}
// If out of bounds, then set on a new random course
if ((gs.activemodels[npcid].x<-5000) ||
(gs.activemodels[npcid].z<-10000) ||
(gs.activemodels[npcid].x>5000) ||
(gs.activemodels[npcid].z>0))
{
// Randomize a new angle
angle=(gs.activemodels[npcid].roty+180+gs.randoms.rnd(45))%360;
gs.activemodels[npcid].roty=angle;
// Set new movement vector
gs.activemodels[npcid].vx=25*Math.sin(angle*PIOVER180);
gs.activemodels[npcid].vz=-25*Math.cos(angle*PIOVER180);
// Move enemy away from boundary
gs.activemodels[npcid].x+=gs.activemodels[npcid].vx;
gs.activemodels[npcid].z+=gs.activemodels[npcid].vz;
}
}
updatetxthud();
}
// Request animation frame callback
function rafcallback(timestamp)
{
// First time round, just save epoch
if (gs.lasttime>0)
{
// Determine accumulated time since last call
gs.acc+=((timestamp-gs.lasttime) / 1000);
// If it's more than 15 seconds since last call, reset
if ((gs.acc>gs.step) && ((gs.acc/gs.step)>(60*15)))
gs.acc=gs.step*2;
var progress=timestamp/100;
// Gamepad support
if (!!(navigator.getGamepads))
gamepadscan();
// Process "steps" since last call
while (gs.acc>gs.step)
{
update();
gs.acc-=gs.step;
}
// Render the game world
gs.svg.render(progress);
}
// Remember when we were last called
gs.lasttime=timestamp;
// Request we are called on the next frame if still playing
if (gs.state==2)
window.requestAnimationFrame(rafcallback);
}
// Handle resize events
function playfieldsize()
{
var xmax=960;
var ymax=540;
var height=window.innerHeight;
var aspectratio=xmax/ymax;
var ratio=xmax/ymax;
var width=Math.floor(height*ratio);
var top=0;
var left=Math.floor((window.innerWidth/2)-(width/2));
if ((window.innerWidth/window.innerHeight)<aspectratio)
{
width=window.innerWidth;
ratio=ymax/xmax;
height=Math.floor(width*ratio);
left=0;
top=Math.floor((window.innerHeight/2)-(height/2));
}
left+=(width/5);
gs.scale=(height/ymax);
gs.static_canvas.style.top=top+"px";
gs.static_canvas.style.left=left+"px";
gs.static_canvas.style.transformOrigin='0 0';
gs.static_canvas.style.transform='scale('+gs.scale+')';
gs.dynamic_canvas.style.top=((window.innerHeight/2)-(gs.static_canvas.height/2))+"px";
gs.dynamic_canvas.style.left=(((window.innerWidth/2)-(gs.static_canvas.width/2))+(gs.static_canvas.width/16))+"px";
gs.dynamic_canvas.style.transformOrigin='center';
gs.dynamic_canvas.style.transform='scale('+gs.scale+')';
gs.svg.resize();
}
function generatesea(gridx, gridy, gridsize)
{
var sea={t:"sea", w:gridx, d:gridy, tilesize:gridsize, heightmap:[], v:[], f:[], c:[], s:10, x:0, y:0, z:0};
var maxheight=10;
for (var y=0; y<gridy; y++)
for (var x=0; x<gridx; x++)
{
if (x>0)
sea.heightmap[(y*gridx)+x]=sea.heightmap[(y*gridx)+(x-1)]+(gs.randoms.rnd(maxheight/2)-(maxheight/4));
else
sea.heightmap[(y*gridx)+x]=gs.randoms.rnd(maxheight);
sea.v.push([x*gridsize-((gridx*gridsize)/2), (sea.heightmap[(y*gridx)+x]), 0-(y*gridsize)]);
}
for (y=1; y<gridy; y++)
for (x=1; x<gridx; x++)
{
var offs=((y*gridx)+x)+1;
sea.f.push([
offs,
offs-1,
offs-gridy-1
]);
sea.c.push(3);
sea.f.push([
offs,
offs-gridy-1,
offs-gridy
]);
sea.c.push(3);
}
return sea;
}
// Scan for any connected gamepads
function gamepadscan()
{
var gamepads=navigator.getGamepads();
var found=0;
var gleft=false;
var gright=false;
var gup=false;
var gdown=false;
var gjump=false;
for (var padid=0; padid<gamepads.length; padid++)
{
// Only support first found gamepad
if ((found==0) && (gamepads[padid] && gamepads[padid].connected))
{
found++;
// If we don't already have this one, add mapping for it
if (gs.gamepad!=padid)
{
// console.log("Found new gamepad "+padid+" '"+gamepads[padid].id+"'");
gs.gamepad=padid;
if (gamepads[padid].mapping==="standard")
{
// Browser supported "standard" gamepad
gs.gamepadbuttons[0]=14; // left (left) d-left
gs.gamepadbuttons[1]=15; // right (left) d-right
gs.gamepadbuttons[2]=12; // top (left) d-up
gs.gamepadbuttons[3]=13; // bottom (left) d-down
gs.gamepadbuttons[4]=0; // bottom button (right) x
gs.gamepadaxes[0]=0; // left/right axis
gs.gamepadaxes[1]=1; // up/down axis
gs.gamepadaxes[2]=2; // cam left/right axis
gs.gamepadaxes[3]=3; // cam up/down axis
}
else
if (gamepads[padid].id=="054c-0268-Sony PLAYSTATION(R)3 Controller")
{
// PS3 DualShock 3
gs.gamepadbuttons[0]=15; // left (left) d-left
gs.gamepadbuttons[1]=16; // right (left) d-right
gs.gamepadbuttons[2]=13; // top (left) d-up
gs.gamepadbuttons[3]=14; // bottom (left) d-down
gs.gamepadbuttons[4]=0; // bottom button (right) x
gs.gamepadaxes[0]=0; // left/right axis
gs.gamepadaxes[1]=1; // up/down axis
gs.gamepadaxes[2]=3; // cam left/right axis
gs.gamepadaxes[3]=4; // cam up/down axis
}
else
if (gamepads[padid].id=="045e-028e-Microsoft X-Box 360 pad")
{
// XBOX 360
// 8Bitdo GBros. Adapter (XInput mode)
gs.gamepadbuttons[0]=-1; // left (left) d-left
gs.gamepadbuttons[1]=-1; // right (left) d-right
gs.gamepadbuttons[2]=-1; // top (left) d-up
gs.gamepadbuttons[3]=-1; // bottom (left) d-down
gs.gamepadbuttons[4]=0; // bottom button (right) x
gs.gamepadaxes[0]=6; // left/right axis
gs.gamepadaxes[1]=7; // up/down axis
gs.gamepadaxes[2]=3; // cam left/right axis
gs.gamepadaxes[3]=4; // cam up/down axis
}
else
if (gamepads[padid].id=="0f0d-00c1- Switch Controller")
{
// Nintendo Switch
gs.gamepadbuttons[0]=-1; // left (left) d-left
gs.gamepadbuttons[1]=-1; // right (left) d-right
gs.gamepadbuttons[2]=-1; // top (left) d-up
gs.gamepadbuttons[3]=-1; // bottom (left) d-down
gs.gamepadbuttons[4]=1; // bottom button (right) x
gs.gamepadaxes[0]=4; // left/right axis
gs.gamepadaxes[1]=5; // up/down axis
gs.gamepadaxes[2]=2; // cam left/right axis
gs.gamepadaxes[3]=3; // cam up/down axis
}
else
if ((gamepads[padid].id=="054c-05c4-Sony Computer Entertainment Wireless Controller") || (gamepads[padid].id=="045e-02e0-8Bitdo SF30 Pro") || (gamepads[padid].id=="045e-02e0-8BitDo GBros Adapter"))
{
// PS4 DualShock 4
// 8Bitdo SF30 Pro GamePad (XInput mode)
// 8Bitdo GBros. Adapter (XInput mode)
gs.gamepadbuttons[0]=-1; // left (left) d-left
gs.gamepadbuttons[1]=-1; // right (left) d-right
gs.gamepadbuttons[2]=-1; // top (left) d-up
gs.gamepadbuttons[3]=-1; // bottom (left) d-down
gs.gamepadbuttons[4]=0; // bottom button (right) x
gs.gamepadaxes[0]=0; // left/right axis
gs.gamepadaxes[1]=1; // up/down axis
gs.gamepadaxes[2]=3; // cam left/right axis
gs.gamepadaxes[3]=4; // cam up/down axis
}
else
if ((gamepads[padid].id=="054c-0ce6-Sony Interactive Entertainment Wireless Controller") || (gamepads[padid].id=="054c-0ce6-Wireless Controller"))
{
// PS5 DualSense
gs.gamepadbuttons[0]=-1; // left (left) d-left
gs.gamepadbuttons[1]=-1; // right (left) d-right
gs.gamepadbuttons[2]=-1; // top (left) d-up
gs.gamepadbuttons[3]=-1; // bottom (left) d-down
gs.gamepadbuttons[4]=1; // bottom button (right) x
gs.gamepadaxes[0]=0; // left/right axis
gs.gamepadaxes[1]=1; // up/down axis
gs.gamepadaxes[2]=2; // cam left/right axis
gs.gamepadaxes[3]=5; // cam up/down axis
}
else
if ((gamepads[padid].id=="057e-2009-Pro Controller") || (gamepads[padid].id=="18d1-9400-Google Inc. Stadia Controller") || (gamepads[padid].id=="18d1-9400-Google LLC Stadia Controller rev. A") || (gamepads[padid].id.match("/^18d1-9400-Stadia/i")))
{
// Nintendo Switch Pro Controller
// 8Bitdo SF30 Pro GamePad (Switch mode)
// 8Bitdo GBros. Adapter (Switch mode)
// Google Stadia Controller (Wired and Bluetooth)
gs.gamepadbuttons[0]=-1; // left (left) d-left
gs.gamepadbuttons[1]=-1; // right (left) d-right
gs.gamepadbuttons[2]=-1; // top (left) d-up
gs.gamepadbuttons[3]=-1; // bottom (left) d-down
gs.gamepadbuttons[4]=0; // bottom button (right) x
gs.gamepadaxes[0]=0; // left/right axis
gs.gamepadaxes[1]=1; // up/down axis
gs.gamepadaxes[2]=2; // cam left/right axis
gs.gamepadaxes[3]=3; // cam up/down axis
}
else
if (gamepads[padid].id=="2dc8-6100-8Bitdo SF30 Pro")
{
// 8Bitdo SF30 Pro GamePad (DInput mode)
gs.gamepadbuttons[0]=-1; // left (left) d-left
gs.gamepadbuttons[1]=-1; // right (left) d-right
gs.gamepadbuttons[2]=-1; // top (left) d-up
gs.gamepadbuttons[3]=-1; // bottom (left) d-down
gs.gamepadbuttons[4]=1; // bottom button (right) x
gs.gamepadaxes[0]=0; // left/right axis
gs.gamepadaxes[1]=1; // up/down axis
gs.gamepadaxes[2]=2; // cam left/right axis
gs.gamepadaxes[3]=3; // cam up/down axis
}
else
{
// Unknown non-"standard" mapping
gs.gamepadbuttons[0]=-1; // left (left) d-left
gs.gamepadbuttons[1]=-1; // right (left) d-right
gs.gamepadbuttons[2]=-1; // top (left) d-up
gs.gamepadbuttons[3]=-1; // bottom (left) d-down
gs.gamepadbuttons[4]=-1; // bottom button (right) x
gs.gamepadaxes[0]=-1; // left/right axis
gs.gamepadaxes[1]=-1; // up/down axis
gs.gamepadaxes[2]=-1; // cam left/right axis
gs.gamepadaxes[3]=-1; // cam up/down axis
}
}
// Check analog axes
for (var i=0; i<gamepads[padid].axes.length; i++)
{
var val=gamepads[padid].axes[i];
if (i==gs.gamepadaxes[0])
{
gs.gamepadaxesval[0]=val;
if (val<-0.5) // Left
gleft=true;
if (val>0.5) // Right
gright=true;
}
if (i==gs.gamepadaxes[1])
{
gs.gamepadaxesval[1]=val;
if (val<-0.5) // Up
gup=true;
if (val>0.5) // Down
gdown=true;
}
if (i==gs.gamepadaxes[2])
gs.gamepadaxesval[2]=val;
if (i==gs.gamepadaxes[3])
gs.gamepadaxesval[3]=val;
}
// Check buttons
for (i=0; i<gamepads[padid].buttons.length; i++)
{
var val=gamepads[padid].buttons[i];
var pressed=val==1.0;
if (typeof(val)=="object")
{
pressed=val.pressed;
val=val.value;
}
if (pressed)
{
switch (i)
{
case gs.gamepadbuttons[0]: gleft=true; break;
case gs.gamepadbuttons[1]: gright=true; break;
case gs.gamepadbuttons[2]: gup=true; break;
case gs.gamepadbuttons[3]: gdown=true; break;
case gs.gamepadbuttons[4]: gjump=true; break;
default: break;
}
}
}
// Update padstate
if (gup)
gs.player.padstate|=2;
else
gs.player.padstate&=~2;
if (gdown)
gs.player.padstate|=8;
else
gs.player.padstate&=~8;
if (gleft)
gs.player.padstate|=1;
else
gs.player.padstate&=~1;
if (gright)
gs.player.padstate|=4;
else
gs.player.padstate&=~4;
if (gjump)
gs.player.padstate|=16;
else
gs.player.padstate&=~16;
}
}
// Detect disconnect
if ((found==0) && (gs.gamepad!=-1))
{
// console.log("Disconnected gamepad "+padid);
gs.gamepad=-1;
}
}
// Deep clone an object
function clone(obj)
{
return JSON.parse(JSON.stringify(obj));
}
// Generate a UUID v4 as per RFC 4122
function uuidv4()
{
return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function(c) {
var r = Math.random() * 16 | 0, v = c == 'x' ? r : (r & 0x3 | 0x8);
return v.toString(16);
});
}
function applymodelrotation(id, rotx, roty, rotz)
{
gs.svg.initmodelrotation(rotx, roty, rotz);
for (var i=0; i<gs.activemodels[id].v.length; i++)
{
var nv=gs.svg.rotatevertex(gs.activemodels[id].v[i][0], gs.activemodels[id].v[i][1], gs.activemodels[id].v[i][2]);
gs.activemodels[id].v[i][0]=nv[0];
gs.activemodels[id].v[i][1]=nv[1];
gs.activemodels[id].v[i][2]=nv[2];
}
}
// Add models to active models
function addmodel(model, x, y, z, rotx, roty, rotz)
{
var obj=clone(model);
obj.id=uuidv4();
// Translation
obj.x=x;
obj.y=y;
obj.z=z;
// Rotation
obj.rotx=rotx;
obj.roty=roty;
obj.rotz=rotz;
// Velocity
obj.vx=0;
obj.vy=0;
obj.vz=0;
// Flags
obj.flags=0;
gs.activemodels.push(obj);
return (gs.activemodels.length-1);
}
// Update the player key state
function updatekeystate(e, dir)
{
switch (e.which)
{
case 37: // cursor left
case 65: // A
case 90: // Z
if (dir==1)
gs.player.keystate|=1;
else
gs.player.keystate&=~1;
e.preventDefault();
break;
case 38: // cursor up
case 87: // W
case 59: // semicolon