first commit

This commit is contained in:
jakciehan
2026-04-10 22:59:39 +08:00
commit cc2e7b9bb0
89 changed files with 23631 additions and 0 deletions
+206
View File
@@ -0,0 +1,206 @@
/**
* Joystick.js
* Virtual joystick component for touch-based directional control.
* Positioned at the bottom-left of the screen; overlaid as a separate layer
* above the map when they intersect.
*/
const {
DIRECTION,
SCREEN_WIDTH,
SCREEN_HEIGHT,
} = require('../base/GameGlobal');
class Joystick {
constructor() {
// Position and size — anchored to screen bottom-left, shifted slightly
// towards the upper-right for comfortable thumb reach
this.radius = 50;
this.innerRadius = 20;
const padding = this.radius + 30;
this.cx = padding + 15; // left edge + rightward offset
this.cy = SCREEN_HEIGHT - padding - 30; // bottom edge + upward offset
// State
this._active = false;
this._touchId = null;
this._touchX = 0;
this._touchY = 0;
this._direction = -1; // -1 = no direction
this._dx = 0;
this._dy = 0;
// Touch area (larger than visual for easier use)
this._touchAreaRadius = this.radius * 2;
}
/**
* Handle touch events.
* @param {string} eventType
* @param {Touch} touch - Single touch object.
* @returns {boolean} Whether this joystick consumed the touch.
*/
handleTouch(eventType, touch) {
const tx = touch.clientX;
const ty = touch.clientY;
if (eventType === 'touchstart') {
// Check if touch is within joystick area
const dist = Math.sqrt((tx - this.cx) ** 2 + (ty - this.cy) ** 2);
if (dist <= this._touchAreaRadius) {
this._active = true;
this._touchId = touch.identifier;
this._updateDirection(tx, ty);
return true;
}
return false;
}
if (eventType === 'touchmove') {
if (this._active && touch.identifier === this._touchId) {
this._updateDirection(tx, ty);
return true;
}
return false;
}
if (eventType === 'touchend') {
if (this._active && touch.identifier === this._touchId) {
this._active = false;
this._touchId = null;
this._direction = -1;
this._dx = 0;
this._dy = 0;
return true;
}
return false;
}
return false;
}
/**
* Calculate direction from touch position.
* @private
*/
_updateDirection(tx, ty) {
this._touchX = tx;
this._touchY = ty;
const dx = tx - this.cx;
const dy = ty - this.cy;
const dist = Math.sqrt(dx * dx + dy * dy);
if (dist < 10) {
this._direction = -1;
this._dx = 0;
this._dy = 0;
return;
}
// Clamp to radius for visual
const clampDist = Math.min(dist, this.radius);
this._dx = (dx / dist) * clampDist;
this._dy = (dy / dist) * clampDist;
// Determine 4-direction based on angle
const angle = Math.atan2(dy, dx);
// Right: -45° to 45°, Down: 45° to 135°, Left: 135° to -135°, Up: -135° to -45°
if (angle >= -Math.PI / 4 && angle < Math.PI / 4) {
this._direction = DIRECTION.RIGHT;
} else if (angle >= Math.PI / 4 && angle < Math.PI * 3 / 4) {
this._direction = DIRECTION.DOWN;
} else if (angle >= -Math.PI * 3 / 4 && angle < -Math.PI / 4) {
this._direction = DIRECTION.UP;
} else {
this._direction = DIRECTION.LEFT;
}
}
/**
* Render the joystick.
* @param {CanvasRenderingContext2D} ctx
*/
render(ctx) {
ctx.save();
ctx.globalAlpha = 0.3;
// Outer circle
ctx.fillStyle = '#333333';
ctx.strokeStyle = '#666666';
ctx.lineWidth = 2;
ctx.beginPath();
ctx.arc(this.cx, this.cy, this.radius, 0, Math.PI * 2);
ctx.fill();
ctx.stroke();
// Direction indicators
ctx.globalAlpha = 0.3;
ctx.fillStyle = '#FFFFFF';
const arrowSize = 8;
// Up arrow
this._drawArrow(ctx, this.cx, this.cy - this.radius * 0.6, DIRECTION.UP, arrowSize);
// Down arrow
this._drawArrow(ctx, this.cx, this.cy + this.radius * 0.6, DIRECTION.DOWN, arrowSize);
// Left arrow
this._drawArrow(ctx, this.cx - this.radius * 0.6, this.cy, DIRECTION.LEFT, arrowSize);
// Right arrow
this._drawArrow(ctx, this.cx + this.radius * 0.6, this.cy, DIRECTION.RIGHT, arrowSize);
// Inner knob
ctx.globalAlpha = 0.6;
const knobX = this._active ? this.cx + this._dx : this.cx;
const knobY = this._active ? this.cy + this._dy : this.cy;
ctx.fillStyle = this._active ? '#FFD700' : '#888888';
ctx.beginPath();
ctx.arc(knobX, knobY, this.innerRadius, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
}
/**
* Draw a small directional arrow.
* @private
*/
_drawArrow(ctx, x, y, dir, size) {
ctx.beginPath();
switch (dir) {
case DIRECTION.UP:
ctx.moveTo(x, y - size);
ctx.lineTo(x - size, y + size);
ctx.lineTo(x + size, y + size);
break;
case DIRECTION.DOWN:
ctx.moveTo(x, y + size);
ctx.lineTo(x - size, y - size);
ctx.lineTo(x + size, y - size);
break;
case DIRECTION.LEFT:
ctx.moveTo(x - size, y);
ctx.lineTo(x + size, y - size);
ctx.lineTo(x + size, y + size);
break;
case DIRECTION.RIGHT:
ctx.moveTo(x + size, y);
ctx.lineTo(x - size, y - size);
ctx.lineTo(x - size, y + size);
break;
}
ctx.closePath();
ctx.fill();
}
/** Current direction (-1 if idle). */
get direction() {
return this._direction;
}
/** Whether the joystick is being touched. */
get active() {
return this._active;
}
}
module.exports = Joystick;