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+ "name": "Gamepads", + "previewIconUrl": "https://resources.gdevelop-app.com/assets/Icons/gamepad-variant-outline.svg", + "shortDescription": "Add support for gamepads (or other controllers) to your game, giving access to information such as button presses, axis positions, trigger pressure, etc...", + "version": "0.8.1", + "description": [ + "Add support for gamepads (or other physical controllers).", + "", + "It gives access to:", + "- button presses,", + "- axis positions and force,", + "- trigger pressure,", + "- configurable deadzone,", + "- vibration,", + "- automatic \"gamepad mapper\" behaviors for 2D and 3D movement behaviors (platformer characters, top-down movement, 3D character etc...). Add one of these to the object with the movement behavior (i.e: the player most of the time) and the behavior will then be controlled automatically by the gamepad (it works by reading the gamepad state and simulating controls). No need for additional events to make it work once the behaviors are set up.", + "", + "The Bomberman-like example handles 4 players with gamepads ([open the project online](https://editor.gdevelop.io/?project=example://goose-bomberman))." + ], + "origin": { + "identifier": "Gamepads", + "name": "gdevelop-extension-store" + }, + "tags": [ + "controllers", + "gamepads", + "joysticks", + "axis", + "xbox", + "ps4", + "platformer", + "platform", + "top-down" + ], + "authorIds": [ + "2OwwM8ToR9dx9RJ2sAKTcrLmCB92", + "taRwmWxwAFYFL9yyBwB3cwBw0BO2", + "mnImQKdn8nQxwzkS5D6a1JB27V23" + ], + "dependencies": [], + "globalVariables": [], + "sceneVariables": [ + { + "name": "Buttons", + "type": "structure", + "children": [ + { + "name": "A or Cross", + "type": "string", + "value": "A" + }, + { + "name": "B or Circle", + "type": "string", + "value": "B" + }, + { + "name": "LB or L1", + "type": "string", + "value": "LB" + }, + { + "name": "LT or L2", + "type": "string", + "value": "LT" + }, + { + "name": "RB or R1", + "type": "string", + "value": "RB" + }, + { + "name": "RT or R2", + "type": "string", + "value": "RT" + }, + { + "name": "X or Square", + "type": "string", + "value": "X" + }, + { + "name": "Y or Triangle", + "type": "string", + "value": "Y" + } + ] + } + ], + "eventsFunctions": [ + { + "fullName": "", + "functionType": "Action", + "name": "onFirstSceneLoaded", + "sentence": "", + "events": [ + { + "type": "BuiltinCommonInstructions::Standard", + "conditions": [], + "actions": [] + }, + { + "type": "BuiltinCommonInstructions::JsCode", + "inlineCode": [ + "//Define an new private object javascript for the gamepad extension\r", + "gdjs._extensionController = {\r", + " players: {\r", + " 0: { mapping: 'DEFAULT', lastButtonUsed: -1, deadzone: 0.2, previousFrameStateButtons: {}, rumble: {} },\r", + " 1: { mapping: 'DEFAULT', lastButtonUsed: -1, deadzone: 0.2, previousFrameStateButtons: {}, rumble: {} },\r", + " 2: { mapping: 'DEFAULT', lastButtonUsed: -1, deadzone: 0.2, previousFrameStateButtons: {}, rumble: {} },\r", + " 3: { mapping: 'DEFAULT', lastButtonUsed: -1, deadzone: 0.2, previousFrameStateButtons: {}, rumble: {} },\r", + " },\r", + " lastActiveController: -1, // Last active controller\r", + " controllerButtonNames: { //Map associating controller button ids to button names\r", + " \"XBOX\": {\r", + " 0: \"A\",\r", + " 1: \"B\",\r", + " 2: \"X\",\r", + " 3: \"Y\",\r", + " 4: \"LB\",\r", + " 5: \"RB\",\r", + " 6: \"LT\",\r", + " 7: \"RT\",\r", + " 8: \"BACK\",\r", + " 9: \"START\",\r", + " 10: \"CLICK_STICK_LEFT\",\r", + " 11: \"CLICK_STICK_RIGHT\",\r", + " 12: \"UP\",\r", + " 13: \"DOWN\",\r", + " 14: \"LEFT\",\r", + " 15: \"RIGHT\",\r", + " 16: \"NONE\",\r", + " 17: \"NONE\"\r", + " },\r", + " \"PS4\": {\r", + " 0: \"CROSS\",\r", + " 1: \"CIRCLE\",\r", + " 2: \"SQUARE\",\r", + " 3: \"TRIANGLE\",\r", + " 4: \"L1\",\r", + " 5: \"R1\",\r", + " 6: \"L2\",\r", + " 7: \"R2\",\r", + " 8: \"SHARE\",\r", + " 9: \"OPTIONS\",\r", + " 10: \"CLICK_STICK_LEFT\",\r", + " 11: \"CLICK_STICK_RIGHT\",\r", + " 12: \"UP\",\r", + " 13: \"DOWN\",\r", + " 14: \"LEFT\",\r", + " 15: \"RIGHT\",\r", + " 16: \"PS_BUTTON\",\r", + " 17: \"CLICK_TOUCHPAD\"\r", + " }\r", + " }\r", + "};\r", + "\r", + "gdjs._extensionController.getInputString = function (type, buttonId) {\r", + " const controllerButtonNames = gdjs._extensionController.controllerButtonNames;\r", + " if (controllerButtonNames[type] !== undefined) {\r", + " return controllerButtonNames[type][buttonId];\r", + " }\r", + "\r", + " return \"UNKNOWN_BUTTON\";\r", + "}\r", + "\r", + "gdjs._extensionController.axisToAngle = function (deltaX, deltaY) {\r", + " const rad = Math.atan2(deltaY, deltaX);\r", + " const deg = rad * (180 / Math.PI);\r", + " return deg;\r", + "}\r", + "\r", + "gdjs._extensionController.isXbox = function (gamepad) {\r", + " return (gamepad ? (\r", + " gamepad.id.toUpperCase().indexOf(\"XBOX\") !== -1\r", + " // \"XINPUT\" cannot be used to check if it is a xbox controller is just a generic\r", + " // name reported in Firefox corresponding to the driver being used by the controller\r", + " // https://gamefaqs.gamespot.com/boards/916373-pc/73341312?page=1\r", + " ) : false);\r", + "}\r", + "\r", + "//Returns the new value taking into account the dead zone for the player_ID given\r", + "gdjs._extensionController.getNormalizedAxisValue = function (v, player_ID) {\r", + " // gdjs._extensionController = gdjs._extensionController || { deadzone: 0.2 };\r", + "\r", + " // Anything smaller than this is assumed to be 0,0\r", + " const DEADZONE = gdjs._extensionController.players[player_ID].deadzone;\r", + "\r", + " if (Math.abs(v) < DEADZONE) {\r", + " // In the dead zone, set to 0\r", + " v = 0;\r", + "\r", + " if (v == null) {\r", + " return 0;\r", + " } else {\r", + " return v;\r", + " }\r", + "\r", + " } else {\r", + " // We're outside the dead zone, but we'd like to smooth\r", + " // this value out so it still runs nicely between 0..1.\r", + " // That is, we don't want it to jump suddenly from 0 to\r", + " // DEADZONE.\r", + "\r", + " // Remap v from\r", + " // DEADZONE..1 to 0..(1-DEADZONE)\r", + " // or from\r", + " // -1..-DEADZONE to -(1-DEADZONE)..0\r", + "\r", + " v = v - Math.sign(v) * DEADZONE;\r", + "\r", + " // Remap v from\r", + " // 0..(1-DEADZONE) to 0..1\r", + " // or from\r", + " // -(1-DEADZONE)..0 to -1..0\r", + "\r", + " return v / (1 - DEADZONE);\r", + " }\r", + "};" + ], + "parameterObjects": "", + "useStrict": true, + "eventsSheetExpanded": true + } + ], + "parameters": [], + "objectGroups": [] + }, + { + "fullName": "", + "functionType": "Action", + "name": "onScenePostEvents", + "sentence": "", + "events": [ + { + "type": "BuiltinCommonInstructions::Standard", + "conditions": [], + "actions": [] + }, + { + "type": "BuiltinCommonInstructions::JsCode", + "inlineCode": [ + "//Each time a player press a button i save the last button pressed for the next frame", + "/** @type {Gamepad[]} */", + "const gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);", + "", + "//Get function parameter", + "let countPlayers = Object.keys(gdjs._extensionController.players).length;", + "", + "//Repeat for each players", + "for (let i = 0; i < countPlayers; i++) {", + " let gamepad = gamepads[i]; // Get the gamepad of the player", + "", + " //We have to keep this condition because if the user hasn't plugged in his controller yet, we can't get the controller in the gamepad variable.", + " if (gamepad == null) {", + " continue;", + " }", + "", + " for (let b = 0; b < Object.keys(gamepad.buttons).length; b++) { //For each buttons", + " if (gamepad.buttons[b].pressed) { //One of them is pressed", + " gdjs._extensionController.players[i].lastButtonUsed = b; //Save the button pressed", + "", + " //Save the state of the button for the next frame.", + " gdjs._extensionController.players[i].previousFrameStateButtons[b] = { pressed: true };", + "", + " // Update Last Active Controller", + " gdjs._extensionController.lastActiveController = i;", + " } else {", + " gdjs._extensionController.players[i].previousFrameStateButtons[b] = { pressed: false };", + " }", + " }", + "", + "", + " gdjs._extensionController.players[i].rumble.elapsedTime += runtimeScene.getElapsedTime(runtimeScene) / 1000;", + " if (", + " gdjs._extensionController.players[i].rumble.duration - gdjs._extensionController.players[i].rumble.elapsedTime <= 0 &&", + " (gdjs._extensionController.players[i].rumble.weakMagnitude || gdjs._extensionController.players[i].rumble.strongMagnitude)", + " ) {", + " gdjs._extensionController.players[i].rumble.weakMagnitude = 0;", + " gdjs._extensionController.players[i].rumble.strongMagnitude = 0;", + " }", + "", + "", + "}", + "" + ], + "parameterObjects": "", + "useStrict": true, + "eventsSheetExpanded": true + } + ], + "parameters": [], + "objectGroups": [] + }, + { + "fullName": "Accelerated speed", + "functionType": "Expression", + "name": "AcceleratedSpeed", + "private": true, + "sentence": "", + "events": [ + { + "type": "BuiltinCommonInstructions::Standard", + "conditions": [], + "actions": [ + { + "type": { + "value": "SetNumberVariable" + }, + "parameters": [ + "AcceleratedSpeed", + "=", + "CurrentSpeed" + ] + } + ], + "events": [ + { + "type": "BuiltinCommonInstructions::Standard", + "conditions": [ + { + "type": { + "value": "NumberVariable" + }, + "parameters": [ + "TargetedSpeed", + "<", + "0" + ] + } + ], + "actions": [], + "events": [ + { + "type": "BuiltinCommonInstructions::Comment", + "color": { + "b": 109, + "g": 230, + "r": 255, + "textB": 0, + "textG": 0, + "textR": 0 + }, + "comment": "Reduce the speed to match the stick force." + }, + { + "type": "BuiltinCommonInstructions::Standard", + "conditions": [ + { + "type": { + "value": "NumberVariable" + }, + "parameters": [ + "CurrentSpeed", + "<", + "TargetedSpeed" + ] + } + ], + "actions": [ + { + "type": { + "value": "SetNumberVariable" + }, + "parameters": [ + "AcceleratedSpeed", + "=", + "min(TargetedSpeed, CurrentSpeed + Acceleration * TimeDelta())" + ] + } + ] + }, + { + "type": "BuiltinCommonInstructions::Standard", + "conditions": [ + { + "type": { + "value": "NumberVariable" + }, + "parameters": [ + "CurrentSpeed", + ">", + "TargetedSpeed" + ] + }, + { + "type": { + "value": "NumberVariable" + }, + "parameters": [ + "CurrentSpeed", + "<", + "0" + ] + } + ], + "actions": [ + { + "type": { + "value": "SetNumberVariable" + }, + "parameters": [ + "AcceleratedSpeed", + "-", + "Acceleration * TimeDelta()" + ] + } + ] + }, + { + "type": "BuiltinCommonInstructions::Comment", + "color": { + "b": 109, + "g": 230, + "r": 255, + "textB": 0, + "textG": 0, + "textR": 0 + }, + "comment": "Turn back at least as fast as it would stop." + }, + { + "type": "BuiltinCommonInstructions::Standard", + "conditions": [ + { + "type": { + "value": "NumberVariable" + }, + "parameters": [ + "CurrentSpeed", + ">=", + "0" + ] + } + ], + "actions": [ + { + "type": { + "value": "SetNumberVariable" + }, + "parameters": [ + "AcceleratedSpeed", + "=", + "max(TargetedSpeed, CurrentSpeed - max(Acceleration , Deceleration) * TimeDelta())" + ] + } + ] + } + ] + }, + { + "type": "BuiltinCommonInstructions::Standard", + "conditions": [ + { + "type": { + "value": "NumberVariable" + }, + "parameters": [ + "TargetedSpeed", + ">", + "0" + ] + } + ], + "actions": [], + "events": [ + { + "type": "BuiltinCommonInstructions::Comment", + "color": { + "b": 109, + "g": 230, + "r": 255, + "textB": 0, + "textG": 0, + "textR": 0 + }, + "comment": "Reduce the speed to match the stick force." + }, + { + "type": "BuiltinCommonInstructions::Standard", + "conditions": [ + { + "type": { + "value": "NumberVariable" + }, + "parameters": [ + "CurrentSpeed", + ">", + "TargetedSpeed" + ] + } + ], + "actions": [ + { + "type": { + "value": "SetNumberVariable" + }, + "parameters": [ + "AcceleratedSpeed", + "=", + "max(TargetedSpeed, CurrentSpeed - Acceleration * TimeDelta())" + ] + } + ] + }, + { + "type": "BuiltinCommonInstructions::Standard", + "conditions": [ + { + "type": { + "value": "NumberVariable" + }, + "parameters": [ + "CurrentSpeed", + "<", + "TargetedSpeed" + ] + }, + { + "type": { + "value": "NumberVariable" + }, + "parameters": [ + "CurrentSpeed", + ">", + "0" + ] + } + ], + "actions": [ + { + "type": { + "value": "SetNumberVariable" + }, + "parameters": [ + "AcceleratedSpeed", + "+", + "Acceleration * TimeDelta()" + ] + } + ] + }, + { + "type": "BuiltinCommonInstructions::Comment", + "color": { + "b": 109, + "g": 230, + "r": 255, + "textB": 0, + "textG": 0, + "textR": 0 + }, + "comment": "Turn back at least as fast as it would stop." + }, + { + "type": "BuiltinCommonInstructions::Standard", + "conditions": [ + { + "type": { + "value": "NumberVariable" + }, + "parameters": [ + "CurrentSpeed", + "<=", + "0" + ] + } + ], + "actions": [ + { + "type": { + "value": "SetNumberVariable" + }, + "parameters": [ + "AcceleratedSpeed", + "=", + "min(TargetedSpeed, CurrentSpeed + max(Acceleration , Deceleration) * TimeDelta())" + ] + } + ] + } + ] + }, + { + "type": "BuiltinCommonInstructions::Standard", + "conditions": [ + { + "type": { + "value": "NumberVariable" + }, + "parameters": [ + "TargetedSpeed", + "=", + "0" + ] + } + ], + "actions": [], + "events": [ + { + "type": "BuiltinCommonInstructions::Standard", + "conditions": [ + { + "type": { + "value": "NumberVariable" + }, + "parameters": [ + "CurrentSpeed", + "<", + "0" + ] + } + ], + "actions": [ + { + "type": { + "value": "SetNumberVariable" + }, + "parameters": [ + "AcceleratedSpeed", + "=", + "min(0, CurrentSpeed + Acceleration * TimeDelta())" + ] + } + ] + }, + { + "type": "BuiltinCommonInstructions::Standard", + "conditions": [ + { + "type": { + "value": "NumberVariable" + }, + "parameters": [ + "CurrentSpeed", + ">", + "0" + ] + } + ], + "actions": [ + { + "type": { + "value": "SetNumberVariable" + }, + "parameters": [ + "AcceleratedSpeed", + "=", + "max(0, CurrentSpeed - Acceleration * TimeDelta())" + ] + } + ] + } + ] + }, + { + "type": "BuiltinCommonInstructions::Standard", + "conditions": [], + "actions": [ + { + "type": { + "value": "SetReturnNumber" + }, + "parameters": [ + "clamp(AcceleratedSpeed, -SpeedMax, SpeedMax)" + ] + } + ] + } + ], + "variables": [ + { + "name": "AcceleratedSpeed", + "type": "number", + "value": 0 + } + ] + } + ], + "expressionType": { + "type": "expression" + }, + "parameters": [ + { + "description": "Current speed", + "name": "CurrentSpeed", + "type": "expression" + }, + { + "description": "Targeted speed", + "name": "TargetedSpeed", + "type": "expression" + }, + { + "description": "Max speed", + "name": "SpeedMax", + "type": "expression" + }, + { + "description": "Acceleration", + "name": "Acceleration", + "type": "expression" + }, + { + "description": "Deceleration", + "name": "Deceleration", + "type": "expression" + } + ], + "objectGroups": [] + }, + { + "description": "Get the value of the pressure on a gamepad trigger.", + "fullName": "Pressure on a gamepad trigger", + "functionType": "Expression", + "name": "TriggerPressure", + "sentence": "Player _PARAM1_ push axis _PARAM2_ to _PARAM3_", + "events": [ + { + "type": "BuiltinCommonInstructions::JsCode", + "inlineCode": [ + "/** @type {Gamepad[]} */\r", + "const gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);\r", + "\r", + "//Get function parameters\r", + "const playerId = eventsFunctionContext.getArgument(\"player_ID\") - 1;\r", + "const trigger = eventsFunctionContext.getArgument(\"trigger\").toUpperCase();\r", + "\r", + "if (playerId < 0 || playerId > 4) {\r", + " console.error('Parameter gamepad identifier in expression: \"Pressure on a gamepad trigger\", is not valid number, must be between 0 and 4.');\r", + " return;\r", + "}\r", + "if (trigger != \"LT\" && trigger != \"RT\" && trigger != \"L2\" && trigger != \"R2\") {\r", + " console.error('Parameter trigger is not valid in expression: \"Pressure on a gamepad trigger\"');\r", + " return;\r", + "}\r", + "\r", + "const gamepad = gamepads[playerId];\r", + "\r", + "//we need keep this condition because when use have not yet plug her controller we can't get the controller in the gamepad variable.\r", + "if (gamepad == null) return;\r", + "\r", + "switch (trigger) {\r", + " case 'LT':\r", + " case 'L2':\r", + " eventsFunctionContext.returnValue = gamepad.buttons[6].value;\r", + " break;\r", + "\r", + " case 'RT':\r", + " case 'R2':\r", + " eventsFunctionContext.returnValue = gamepad.buttons[7].value;\r", + " break;\r", + "\r", + " default:\r", + " eventsFunctionContext.returnValue = -1;\r", + " break;\r", + "}" + ], + "parameterObjects": "", + "useStrict": true, + "eventsSheetExpanded": true + } + ], + "expressionType": { + "type": "expression" + }, + "parameters": [ + { + "description": "The gamepad identifier: 1, 2, 3 or 4", + "name": "player_ID", + "type": "expression" + }, + { + "description": "Trigger button", + "name": "trigger", + "supplementaryInformation": "[\"LT\",\"RT\",\"L2\",\"R2\"]", + "type": "stringWithSelector" + } + ], + "objectGroups": [] + }, + { + "description": "the force of gamepad stick (from 0 to 1).", + "fullName": "Stick force", + "functionType": "ExpressionAndCondition", + "name": "StickForce", + "sentence": "the gamepad _PARAM1_ _PARAM2_ stick force", + "events": [ + { + "type": "BuiltinCommonInstructions::JsCode", + "inlineCode": [ + "/** @type {Gamepad[]} */\r", + "const gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);\r", + "\r", + "//Get function parameters\r", + "const playerId = eventsFunctionContext.getArgument(\"player_ID\") - 1;\r", + "const stick = eventsFunctionContext.getArgument(\"stick\").toUpperCase();\r", + "\r", + "\r", + "if (playerId < 0 || playerId > 4) {\r", + " console.error('Parameter gamepad identifier is not valid in expression: \"Value of a stick force\"');\r", + " return;\r", + "}\r", + "\r", + "if (stick !== \"LEFT\" && stick !== \"RIGHT\") {\r", + " console.error('Parameter stick is not valid in expression: \"Value of a stick force\"');\r", + " return;\r", + "}\r", + "\r", + "const gamepad = gamepads[playerId];\r", + "\r", + "//we need keep this condition because when use have not yet plug her controller we can't get the controller in the gamepad variable.\r", + "if (gamepad == null) return;\r", + "\r", + "\r", + "switch (stick) {\r", + " case 'LEFT':\r", + " eventsFunctionContext.returnValue = gdjs.evtTools.common.clamp(Math.abs(gdjs._extensionController.getNormalizedAxisValue(gamepad.axes[0], playerId)) + Math.abs(gdjs._extensionController.getNormalizedAxisValue(gamepad.axes[1], playerId)), 0, 1);\r", + " break;\r", + "\r", + " case 'RIGHT':\r", + " eventsFunctionContext.returnValue = gdjs.evtTools.common.clamp(Math.abs(gdjs._extensionController.getNormalizedAxisValue(gamepad.axes[2], playerId)) + Math.abs(gdjs._extensionController.getNormalizedAxisValue(gamepad.axes[3], playerId)), 0, 1);\r", + " break;\r", + "\r", + " default:\r", + " eventsFunctionContext.returnValue = -1;\r", + " break;\r", + "}" + ], + "parameterObjects": "", + "useStrict": true, + "eventsSheetExpanded": true + } + ], + "expressionType": { + "type": "expression" + }, + "parameters": [ + { + "description": "The gamepad identifier: 1, 2, 3 or 4", + "name": "player_ID", + "type": "expression" + }, + { + "description": "Stick: \"Left\" or \"Right\"", + "name": "stick", + "supplementaryInformation": "[\"Left\",\"Right\"]", + "type": "stringWithSelector" + } + ], + "objectGroups": [] + }, + { + "description": "Get the rotation value of a gamepad stick.\nIf the deadzone value is high, the angle value is rounded to main axes, left, left, up, down.\nAn zero deadzone value give a total freedom on the angle value.", + "fullName": "Value of a stick rotation (deprecated)", + "functionType": "Expression", + "name": "StickRotationValue", + "private": true, + "sentence": "Player _PARAM1_ push axis _PARAM2_ to _PARAM3_", + "events": [ + { + "type": "BuiltinCommonInstructions::Standard", + "conditions": [], + "actions": [ + { + "type": { + "value": "SetReturnNumber" + }, + "parameters": [ + "Gamepads::StickAngle(player_ID, stick)" + ] + } + ] + } + ], + "expressionType": { + "type": "expression" + }, + "parameters": [ + { + "description": "The gamepad identifier: 1, 2, 3 or 4", + "name": "player_ID", + "type": "expression" + }, + { + "description": "Stick: \"Left\" or \"Right\"", + "name": "stick", + "supplementaryInformation": "[\"Left\",\"Right\"]", + "type": "stringWithSelector" + } + ], + "objectGroups": [] + }, + { + "description": "Return the angle of a gamepad stick.\nIf the deadzone value is high, the angle value is rounded to main axes, left, left, up, down.\nAn zero deadzone value give a total freedom on the angle value.", + "fullName": "Stick angle", + "functionType": "Expression", + "name": "StickAngle", + "sentence": "", + "events": [ + { + "type": "BuiltinCommonInstructions::JsCode", + "inlineCode": [ + "/** @type {Gamepad[]} */\r", + "const gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);\r", + "\r", + "//Get function parameters\r", + "const playerId = eventsFunctionContext.getArgument(\"player_ID\") - 1;\r", + "const stick = eventsFunctionContext.getArgument(\"stick\").toUpperCase();\r", + "\r", + "\r", + "if (playerId < 0 || playerId > 4) {\r", + " console.error('Parameter gamepad identifier is not valid in expression: \"Value of a stick rotation\"');\r", + " return;\r", + "}\r", + "if (stick !== \"LEFT\" && stick !== \"RIGHT\") {\r", + " console.error('Parameter stick is not valid in expression: \"Value of a stick rotation\"');\r", + " return;\r", + "}\r", + "const gamepad = gamepads[playerId];\r", + "\r", + "//we need keep this condition because when use have not yet plug her controller we can't get the controller in the gamepad variable.\r", + "if (gamepad == null) return;\r", + "\r", + "switch (stick) {\r", + " case 'LEFT':\r", + " eventsFunctionContext.returnValue = gdjs._extensionController.axisToAngle(gdjs._extensionController.getNormalizedAxisValue(gamepad.axes[0], playerId), gdjs._extensionController.getNormalizedAxisValue(gamepad.axes[1], playerId));\r", + " break;\r", + "\r", + " case 'RIGHT':\r", + " eventsFunctionContext.returnValue = gdjs._extensionController.axisToAngle(gdjs._extensionController.getNormalizedAxisValue(gamepad.axes[2], playerId), gdjs._extensionController.getNormalizedAxisValue(gamepad.axes[3], playerId));\r", + " break;\r", + "\r", + " default:\r", + " eventsFunctionContext.returnValue = -1;\r", + " break;\r", + "}" + ], + "parameterObjects": "", + "useStrict": true, + "eventsSheetExpanded": true + } + ], + "expressionType": { + "type": "expression" + }, + "parameters": [ + { + "description": "The gamepad identifier: 1, 2, 3 or 4", + "name": "player_ID", + "type": "expression" + }, + { + "description": "Stick: \"Left\" or \"Right\"", + "name": "stick", + "supplementaryInformation": "[\"Left\",\"Right\"]", + "type": "stringWithSelector" + } + ], + "objectGroups": [] + }, + { + "description": "Get the value of axis of a gamepad stick.", + "fullName": "Value of a gamepad axis (deprecated)", + "functionType": "Expression", + "name": "AxisValue", + "private": true, + "sentence": "Player _PARAM1_ push axis _PARAM2_ to _PARAM3_", + "events": [ + { + "type": "BuiltinCommonInstructions::JsCode", + "inlineCode": [ + "/** @type {Gamepad[]} */\r", + "const gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);\r", + "\r", + "//Get function parameters\r", + "const playerId = eventsFunctionContext.getArgument(\"player_ID\") - 1;\r", + "const stick = eventsFunctionContext.getArgument(\"stick\").toUpperCase();\r", + "const direction = eventsFunctionContext.getArgument(\"direction\").toUpperCase();\r", + "\r", + "if (playerId < 0 || playerId > 4) {\r", + " console.error('Parameter gamepad identifier is not valid in expression: \"Value of a gamepad axis\"');\r", + " return;\r", + "}\r", + "if (stick != \"LEFT\" && stick != \"RIGHT\") {\r", + " console.error('Parameter stick is not valid in expression: \"Value of a gamepad axis\"');\r", + " return;\r", + "}\r", + "if (direction != \"UP\" && direction != \"DOWN\" && direction != \"LEFT\" && direction != \"RIGHT\" && direction != \"HORIZONTAL\" && direction != \"VERTICAL\") {\r", + " console.error('Parameter direction is not valid in expression: \"Value of a gamepad axis\"');\r", + " return;\r", + "}\r", + "const gamepad = gamepads[playerId];\r", + "\r", + "//we need keep this condition because when use have not yet plug her controller we can't get the controller in the gamepad variable.\r", + "if (gamepad == null) return;\r", + "\r", + "let parameterError = false;\r", + "switch (stick) {\r", + " case 'LEFT':\r", + " switch (direction) {\r", + " case 'LEFT':\r", + " if (gdjs._extensionController.getNormalizedAxisValue(gamepad.axes[0], playerId) < 0) {\r", + " eventsFunctionContext.returnValue = -gdjs._extensionController.getNormalizedAxisValue(gamepad.axes[0], playerId);\r", + " }\r", + " break;\r", + "\r", + " case 'RIGHT':\r", + " if (gdjs._extensionController.getNormalizedAxisValue(gamepad.axes[0], playerId) > 0) {\r", + " eventsFunctionContext.returnValue = gdjs._extensionController.getNormalizedAxisValue(gamepad.axes[0], playerId);\r", + " }\r", + " break;\r", + "\r", + " case 'UP':\r", + " if (gdjs._extensionController.getNormalizedAxisValue(gamepad.axes[1], playerId) < 0) {\r", + " eventsFunctionContext.returnValue = -gdjs._extensionController.getNormalizedAxisValue(gamepad.axes[1], playerId);\r", + " }\r", + " break;\r", + "\r", + " case 'DOWN':\r", + " if (gdjs._extensionController.getNormalizedAxisValue(gamepad.axes[1], playerId) > 0) {\r", + " eventsFunctionContext.returnValue = gdjs._extensionController.getNormalizedAxisValue(gamepad.axes[1], playerId);\r", + " }\r", + " break;\r", + "\r", + " case \"HORIZONTAL\":\r", + " eventsFunctionContext.returnValue = gdjs._extensionController.getNormalizedAxisValue(gamepad.axes[0], playerId);\r", + " break;\r", + "\r", + " case \"VERTICAL\":\r", + " eventsFunctionContext.returnValue = gdjs._extensionController.getNormalizedAxisValue(gamepad.axes[1], playerId);\r", + " break;\r", + "\r", + " default:\r", + " break;\r", + " }\r", + " break;\r", + "\r", + " case 'RIGHT':\r", + " switch (direction) {\r", + " case 'LEFT':\r", + " if (gdjs._extensionController.getNormalizedAxisValue(gamepad.axes[2], playerId) < 0) {\r", + " eventsFunctionContext.returnValue = -gdjs._extensionController.getNormalizedAxisValue(gamepad.axes[2], playerId);\r", + " }\r", + " break;\r", + "\r", + " case 'RIGHT':\r", + " if (gdjs._extensionController.getNormalizedAxisValue(gamepad.axes[2], playerId) > 0) {\r", + " eventsFunctionContext.returnValue = gdjs._extensionController.getNormalizedAxisValue(gamepad.axes[2], playerId);\r", + " }\r", + " break;\r", + "\r", + " case 'UP':\r", + " if (gdjs._extensionController.getNormalizedAxisValue(gamepad.axes[3], playerId) < 0) {\r", + " eventsFunctionContext.returnValue = -gdjs._extensionController.getNormalizedAxisValue(gamepad.axes[3], playerId);\r", + " }\r", + " break;\r", + "\r", + " case 'DOWN':\r", + " if (gdjs._extensionController.getNormalizedAxisValue(gamepad.axes[3], playerId) > 0) {\r", + " eventsFunctionContext.returnValue = gdjs._extensionController.getNormalizedAxisValue(gamepad.axes[3], playerId);\r", + " }\r", + " break;\r", + "\r", + " case \"HORIZONTAL\":\r", + " eventsFunctionContext.returnValue = gdjs._extensionController.getNormalizedAxisValue(gamepad.axes[2], playerId);\r", + " break;\r", + "\r", + " case \"VERTICAL\":\r", + " eventsFunctionContext.returnValue = gdjs._extensionController.getNormalizedAxisValue(gamepad.axes[3], playerId);\r", + " break;\r", + "\r", + " default:\r", + " break;\r", + " }\r", + " break;\r", + "\r", + " default:\r", + " break;\r", + "}\r", + "" + ], + "parameterObjects": "", + "useStrict": true, + "eventsSheetExpanded": true + } + ], + "expressionType": { + "type": "expression" + }, + "parameters": [ + { + "description": "The gamepad identifier: 1, 2, 3 or 4", + "name": "player_ID", + "type": "expression" + }, + { + "description": "Stick: \"Left\" or \"Right\"", + "name": "stick", + "supplementaryInformation": "[\"Left\",\"Right\"]", + "type": "stringWithSelector" + }, + { + "description": "Direction", + "name": "direction", + "supplementaryInformation": "[\"Up\",\"Down\",\"Left\",\"Right\",\"Horizontal\",\"Vertical\"]", + "type": "stringWithSelector" + } + ], + "objectGroups": [] + }, + { + "description": "Return the gamepad stick force on X axis (from -1 at the left to 1 at the right).", + "fullName": "Stick X force", + "functionType": "Expression", + "name": "StickForceX", + "sentence": "", + "events": [ + { + "type": "BuiltinCommonInstructions::JsCode", + "inlineCode": [ + "/** @type {Gamepad[]} */\r", + "const gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);\r", + "\r", + "//Get function parameters\r", + "const playerId = eventsFunctionContext.getArgument(\"Gamepad\") - 1;\r", + "const stick = eventsFunctionContext.getArgument(\"Stick\").toLowerCase();\r", + "\r", + "if (playerId < 0 || playerId > 4) {\r", + " console.error('Parameter gamepad identifier is not valid in expression: \"Value of a gamepad axis\"');\r", + " return;\r", + "}\r", + "if (stick != \"left\" && stick != \"right\") {\r", + " console.error('Parameter stick is not valid in expression: \"Value of a gamepad axis\"');\r", + " return;\r", + "}\r", + "const gamepad = gamepads[playerId];\r", + "\r", + "//we need keep this condition because when use have not yet plug her controller we can't get the controller in the gamepad variable.\r", + "if (gamepad == null) return;\r", + "\r", + "const axisIndex = stick === 'right' ? 2 : 0;\r", + "eventsFunctionContext.returnValue = gdjs._extensionController.getNormalizedAxisValue(gamepad.axes[axisIndex], playerId);\r", + "" + ], + "parameterObjects": "", + "useStrict": true, + "eventsSheetExpanded": true + } + ], + "expressionType": { + "type": "expression" + }, + "parameters": [ + { + "description": "The gamepad identifier: 1, 2, 3 or 4", + "name": "Gamepad", + "type": "expression" + }, + { + "description": "Stick: \"Left\" or \"Right\"", + "name": "Stick", + "supplementaryInformation": "[\"Left\",\"Right\"]", + "type": "stringWithSelector" + } + ], + "objectGroups": [] + }, + { + "description": "Return the gamepad stick force on Y axis (from -1 at the top to 1 at the bottom).", + "fullName": "Stick Y force", + "functionType": "Expression", + "name": "StickForceY", + "sentence": "", + "events": [ + { + "type": "BuiltinCommonInstructions::JsCode", + "inlineCode": [ + "/** @type {Gamepad[]} */\r", + "const gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);\r", + "\r", + "//Get function parameters\r", + "const playerId = eventsFunctionContext.getArgument(\"Gamepad\") - 1;\r", + "const stick = eventsFunctionContext.getArgument(\"Stick\").toLowerCase();\r", + "\r", + "if (playerId < 0 || playerId > 4) {\r", + " console.error('Parameter gamepad identifier is not valid in expression: \"Value of a gamepad axis\"');\r", + " return;\r", + "}\r", + "if (stick != \"left\" && stick != \"right\") {\r", + " console.error('Parameter stick is not valid in expression: \"Value of a gamepad axis\"');\r", + " return;\r", + "}\r", + "const gamepad = gamepads[playerId];\r", + "\r", + "//we need keep this condition because when use have not yet plug her controller we can't get the controller in the gamepad variable.\r", + "if (gamepad == null) return;\r", + "\r", + "const axisIndex = stick === 'right' ? 3 : 1;\r", + "eventsFunctionContext.returnValue = gdjs._extensionController.getNormalizedAxisValue(gamepad.axes[axisIndex], playerId);\r", + "" + ], + "parameterObjects": "", + "useStrict": true, + "eventsSheetExpanded": true + } + ], + "expressionType": { + "type": "expression" + }, + "parameters": [ + { + "description": "The gamepad identifier: 1, 2, 3 or 4", + "name": "Gamepad", + "type": "expression" + }, + { + "description": "Stick: \"Left\" or \"Right\"", + "name": "Stick", + "supplementaryInformation": "[\"Left\",\"Right\"]", + "type": "stringWithSelector" + } + ], + "objectGroups": [] + }, + { + "description": "Test if a button is released on a gamepad. Buttons can be:\n* Xbox: \"A\", \"B\", \"X\", \"Y\", \"LB\", \"RB\", \"LT\", \"RT\", \"BACK\", \"START\",\n* PS4: \"CROSS\", \"SQUARE\", \"CIRCLE\", \"TRIANGLE\", \"L1\", \"L2\", \"R1\", \"R2\", \"SHARE\", \"OPTIONS\", \"PS_BUTTON\", \"CLICK_TOUCHPAD\",\n* Other: \"UP\", \"DOWN\", \"LEFT\", \"RIGHT\", \"CLICK_STICK_LEFT\", \"CLICK_STICK_RIGHT\".", + "fullName": "Gamepad button released", + "functionType": "Condition", + "name": "C_Button_released", + "sentence": "Button _PARAM2_ of gamepad _PARAM1_ is released", + "events": [ + { + "type": "BuiltinCommonInstructions::JsCode", + "inlineCode": [ + "/** @type {Gamepad[]} */\r", + "const gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);\r", + "\r", + "//Get function parameters\r", + "const playerId = eventsFunctionContext.getArgument(\"player_ID\") - 1;\r", + "const button = eventsFunctionContext.getArgument(\"button\").toUpperCase();\r", + "\r", + "if (playerId < 0 || playerId > 4) {\r", + " console.error('Parameter gamepad identifier in condition: \"Gamepad button released\", is not valid number, must be between 0 and 4.');\r", + " return;\r", + "}\r", + "if (button === \"\") {\r", + " console.error('Parameter button is not valid in condition: \"Gamepad button released\"');\r", + " return;\r", + "}\r", + "\r", + "const gamepad = gamepads[playerId];\r", + "\r", + "//we need keep this condition because when use have not yet plug her controller we can't get the controller in the gamepad variable.\r", + "if (gamepad == null) return;\r", + "\r", + "let buttonId;\r", + "\r", + "switch (button) {\r", + " case 'A':\r", + " case 'CROSS':\r", + " buttonId = 0;\r", + " break;\r", + " case 'B':\r", + " case 'CIRCLE':\r", + " buttonId = 1;\r", + " break;\r", + " case 'X':\r", + " case 'SQUARE':\r", + " buttonId = 2;\r", + " break;\r", + " case 'Y':\r", + " case 'TRIANGLE':\r", + " buttonId = 3;\r", + " break;\r", + " case 'LB':\r", + " case 'L1':\r", + " buttonId = 4;\r", + " break;\r", + " case 'RB':\r", + " case 'R1':\r", + " buttonId = 5;\r", + " break;\r", + " case 'LT':\r", + " case 'L2':\r", + " buttonId = 6;\r", + " break;\r", + " case 'RT':\r", + " case 'R2':\r", + " buttonId = 7;\r", + " break;\r", + "\r", + " case 'UP':\r", + " buttonId = 12;\r", + " break;\r", + " case 'DOWN':\r", + " buttonId = 13;\r", + " break;\r", + " case 'LEFT':\r", + " buttonId = 14;\r", + " break;\r", + " case 'RIGHT':\r", + " buttonId = 15;\r", + " break;\r", + "\r", + " case 'BACK':\r", + " case 'SHARE':\r", + " buttonId = 8;\r", + " break;\r", + " case 'START':\r", + " case 'OPTIONS':\r", + " buttonId = 9;\r", + " break;\r", + "\r", + " case 'CLICK_STICK_LEFT':\r", + " buttonId = 10;\r", + " break;\r", + " case 'CLICK_STICK_RIGHT':\r", + " buttonId = 11;\r", + " break;\r", + "\r", + " //PS4\r", + " case 'PS_BUTTON':\r", + " buttonId = 16;\r", + " break;\r", + " case 'CLICK_TOUCHPAD':\r", + " buttonId = 17;\r", + " break;\r", + "\r", + " default:\r", + " console.error('The button: ' + button + ' in condition: \"Gamepad button released\" is not valid.');\r", + " break;\r", + "}\r", + "\r", + "if (buttonId === undefined) {\r", + " console.error('There is no buttons valid in condition: \"Gamepad button released\"');\r", + " eventsFunctionContext.returnValue = false;\r", + " return;\r", + "}\r", + "\r", + "if (gamepad.buttons == null || gamepad.buttons[buttonId] == null) {\r", + " console.error('Buttons on the gamepad are not accessible in condition: \"Gamepad button released\"');\r", + " eventsFunctionContext.returnValue = false;\r", + " return;\r", + "}\r", + "\r", + "//Define default value on pressed button or use previous value\r", + "gdjs._extensionController.players[playerId].previousFrameStateButtons[buttonId] = gdjs._extensionController.players[playerId].previousFrameStateButtons[buttonId] || { pressed: false };\r", + "\r", + "//Get state of button at previous frame\r", + "const previousStateButton = gdjs._extensionController.players[playerId].previousFrameStateButtons[buttonId].pressed;\r", + "\r", + "//When previousStateButton is true and actual button state is not pressed\r", + "//Player have release the button\r", + "if (previousStateButton === true && gamepad.buttons[buttonId].pressed === false) {\r", + " // Save the last button used for the player \r", + " gdjs._extensionController.players[playerId].lastButtonUsed = buttonId;\r", + " gdjs._extensionController.players[playerId].previousFrameStateButtons[buttonId].pressed = true;\r", + " eventsFunctionContext.returnValue = true;\r", + "\r", + "} else {\r", + " gdjs._extensionController.players[playerId].previousFrameStateButtons[buttonId].pressed = false;\r", + " eventsFunctionContext.returnValue = false;\r", + "}\r", + "" + ], + "parameterObjects": "", + "useStrict": true, + "eventsSheetExpanded": true + } + ], + "parameters": [ + { + "description": "The gamepad identifier: 1, 2, 3 or 4", + "name": "player_ID", + "type": "expression" + }, + { + "description": "Name of the button", + "name": "button", + "supplementaryInformation": "[\"A\",\"Cross\",\"B\",\"Circle\",\"X\",\"Square\",\"Y\",\"Triangle\",\"LB\",\"L1\",\"RB\",\"R1\",\"LT\",\"L2\",\"RT\",\"R2\",\"Up\",\"Down\",\"Left\",\"Right\",\"Back\",\"Share\",\"Start\",\"Options\",\"Click_Stick_Left\",\"Click_Stick_Right\",\"PS_Button\",\"Click_Touchpad\"]", + "type": "stringWithSelector" + } + ], + "objectGroups": [] + }, + { + "description": "Return the index of the last pressed button of a gamepad.", + "fullName": "Last pressed button (id)", + "functionType": "Expression", + "name": "LastButtonID", + "sentence": "", + "events": [ + { + "type": "BuiltinCommonInstructions::JsCode", + "inlineCode": [ + "//Get function parameter\r", + "const playerId = eventsFunctionContext.getArgument(\"player_ID\") - 1;\r", + "\r", + "//Player id is not valid\r", + "if (playerId < 0 || playerId > 4) {\r", + " console.error('Parameter gamepad identifier in expression: \"Last pressed button (id)\", is not valid number, must be between 0 and 4.');\r", + " return;\r", + "}\r", + "\r", + "//Return the last button used by the player\r", + "eventsFunctionContext.returnValue = gdjs._extensionController.players[playerId].lastButtonUsed;" + ], + "parameterObjects": "", + "useStrict": true, + "eventsSheetExpanded": true + } + ], + "expressionType": { + "type": "expression" + }, + "parameters": [ + { + "description": "The gamepad identifier: 1, 2, 3 or 4", + "name": "player_ID", + "type": "expression" + } + ], + "objectGroups": [] + }, + { + "description": "Check if any button is pressed on a gamepad.", + "fullName": "Any gamepad button pressed", + "functionType": "Condition", + "name": "C_Any_Button_pressed", + "sentence": "Any button of gamepad _PARAM1_ is pressed", + "events": [ + { + "type": "BuiltinCommonInstructions::JsCode", + "inlineCode": [ + "/** @type {Gamepad[]} */\r", + "const gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);\r", + "\r", + "//Get function parameter\r", + "const playerId = eventsFunctionContext.getArgument(\"player_ID\") - 1;\r", + "\r", + "if (playerId < 0 || playerId > 4) {\r", + " console.error('Parameter gamepad identifier in condition: \"Any gamepad button pressed\", is not valid number, must be between 0 and 4.');\r", + " return;\r", + "}\r", + "const gamepad = gamepads[playerId];\r", + "\r", + "//we need keep this condition because when use have not yet plug her controller we can't get the controller in the gamepad variable.\r", + "if (gamepad == null) return;\r", + "\r", + "let buttonId;\r", + "for (let i = 0; i < gamepad.buttons.length; i++) { //For each buttons\r", + " if (gamepad.buttons[i].pressed) { //One of them is pressed\r", + " buttonId = i; //Save the button pressed\r", + " break;\r", + " }\r", + "}\r", + "\r", + "if (buttonId === undefined) {\r", + " // No buttons are pressed.\r", + " eventsFunctionContext.returnValue = false;\r", + " return;\r", + "}\r", + "\r", + "if (gamepad.buttons == null || gamepad.buttons[buttonId] == null) {\r", + " console.error('Buttons on the gamepad are not accessible in condition: \"Any gamepad button pressed\"');\r", + " eventsFunctionContext.returnValue = false;\r", + " return;\r", + "}\r", + "\r", + "//When a button is pressed, save the button in lastButtonUsed for each players\r", + "if (gamepad.buttons[buttonId].pressed) gdjs._extensionController.players[playerId].lastButtonUsed = buttonId;\r", + "eventsFunctionContext.returnValue = gamepad.buttons[buttonId].pressed;\r", + "\r", + "\r", + "" + ], + "parameterObjects": "", + "useStrict": true, + "eventsSheetExpanded": true + } + ], + "parameters": [ + { + "description": "The gamepad identifier: 1, 2, 3 or 4", + "name": "player_ID", + "type": "expression" + } + ], + "objectGroups": [] + }, + { + "description": "Return the last button pressed. \nButtons for Xbox and PS4 can be:\n* Xbox: \"A\", \"B\", \"X\", \"Y\", \"LB\", \"RB\", \"LT\", \"RT\", \"BACK\", \"START\",\n* PS4: \"CROSS\", \"SQUARE\", \"CIRCLE\", \"TRIANGLE\", \"L1\", \"L2\", \"R1\", \"R2\", \"SHARE\", \"OPTIONS\", \"PS_BUTTON\", \"CLICK_TOUCHPAD\",\n* Both: \"UP\", \"DOWN\", \"LEFT\", \"RIGHT\", \"CLICK_STICK_LEFT\", \"CLICK_STICK_RIGHT\".", + "fullName": "Last pressed button (string)", + "functionType": "StringExpression", + "name": "LastButtonString", + "sentence": "Button _PARAM2_ of gamepad _PARAM1_ is pressed", + "events": [ + { + "type": "BuiltinCommonInstructions::JsCode", + "inlineCode": [ + "/** @type {Gamepad[]} */\r", + "const gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);\r", + "\r", + "//Get function parameters\r", + "const playerId = eventsFunctionContext.getArgument(\"player_ID\") - 1;\r", + "const controllerType = eventsFunctionContext.getArgument(\"controller_type\").toUpperCase();\r", + "\r", + "if (playerId < 0 || playerId > 4) {\r", + " console.error('Parameter gamepad identifier in string expression: \"Last pressed button (LastButtonString)\", is not valid number, must be between 0 and 4.');\r", + " return;\r", + "}\r", + "if (controllerType === \"\") {\r", + " console.error('Parameter controller type is not valid in string expression: \"Last pressed button (LastButtonString)\"');\r", + " return;\r", + "}\r", + "\r", + "const gamepad = gamepads[playerId];\r", + "\r", + "if (gamepad !== null) { //Gamepad exist\r", + " //Get last btn id\r", + " const lastButtonUsedID = gdjs._extensionController.players[playerId].lastButtonUsed;\r", + "\r", + " //Return last button as string \r", + " eventsFunctionContext.returnValue = gdjs._extensionController.getInputString(controllerType, lastButtonUsedID);\r", + "\r", + "} else { //Gamepad dosen't exist\r", + " console.error('Your controller is not supported or the gamepad wasn\\'t detected in string expression: \"Last pressed button (LastButtonString)\"');\r", + " eventsFunctionContext.returnValue = \"Gamepad not connected\";\r", + "}" + ], + "parameterObjects": "", + "useStrict": true, + "eventsSheetExpanded": true + } + ], + "expressionType": { + "type": "string" + }, + "parameters": [ + { + "description": "The gamepad identifier: 1, 2, 3 or 4", + "name": "player_ID", + "type": "expression" + }, + { + "description": "Controller type", + "name": "controller_type", + "supplementaryInformation": "[\"Xbox\",\"PS4\"]", + "type": "stringWithSelector" + } + ], + "objectGroups": [] + }, + { + "description": "Return the number of gamepads.", + "fullName": "Gamepad count", + "functionType": "Expression", + "name": "GamepadCount", + "sentence": "", + "events": [ + { + "type": "BuiltinCommonInstructions::JsCode", + "inlineCode": [ + "const gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);\r", + "\r", + "//Get the last activated controller\r", + "const controllerId = gdjs._extensionController.lastActiveController;\r", + "\r", + "// Check if controller is active\r", + "const gamepad = gamepads[controllerId];\r", + "if (gamepad == null) {\r", + " eventsFunctionContext.returnValue = 0;\r", + "} else {\r", + " // Return active controller id\r", + " eventsFunctionContext.returnValue = controllerId + 1;\r", + "}\r", + "" + ], + "parameterObjects": "", + "useStrict": true, + "eventsSheetExpanded": true + } + ], + "expressionType": { + "type": "expression" + }, + "parameters": [], + "objectGroups": [] + }, + { + "description": "Check if a button is pressed on a gamepad. \nButtons can be:\n* Xbox: \"A\", \"B\", \"X\", \"Y\", \"LB\", \"RB\", \"LT\", \"RT\", \"BACK\", \"START\",\n* PS4: \"CROSS\", \"SQUARE\", \"CIRCLE\", \"TRIANGLE\", \"L1\", \"L2\", \"R1\", \"R2\", \"SHARE\", \"OPTIONS\", \"PS_BUTTON\", \"CLICK_TOUCHPAD\",\n* Other: \"UP\", \"DOWN\", \"LEFT\", \"RIGHT\", \"CLICK_STICK_LEFT\", \"CLICK_STICK_RIGHT\".", + "fullName": "Gamepad button pressed", + "functionType": "Condition", + "name": "C_Button_pressed", + "sentence": "Button _PARAM2_ of gamepad _PARAM1_ is pressed", + "events": [ + { + "type": "BuiltinCommonInstructions::JsCode", + "inlineCode": [ + "/** @type {Gamepad[]} */\r", + "const gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);\r", + "\r", + "//Get function parameters\r", + "const playerId = eventsFunctionContext.getArgument(\"player_ID\") - 1;\r", + "const button = eventsFunctionContext.getArgument(\"button\").toUpperCase();\r", + "\r", + "if (playerId < 0 || playerId > 4) {\r", + " console.error('Parameter gamepad identifier in condition: \"Gamepad button pressed\", is not valid number, must be between 0 and 4.');\r", + " return;\r", + "}\r", + "if (button === \"\") {\r", + " console.error('Parameter button is not valid in condition: \"Gamepad button pressed\"');\r", + " eventsFunctionContext.returnValue = false;\r", + " return;\r", + "}\r", + "\r", + "const gamepad = gamepads[playerId];\r", + "\r", + "//we need keep this condition because when use have not yet plug her controller we can't get the controller in the gamepad variable.\r", + "if (gamepad == null) return;\r", + "\r", + "let buttonId;\r", + "\r", + "switch (button) {\r", + " case 'A':\r", + " case 'CROSS':\r", + " buttonId = 0;\r", + " break;\r", + " case 'B':\r", + " case 'CIRCLE':\r", + " buttonId = 1;\r", + " break;\r", + " case 'X':\r", + " case 'SQUARE':\r", + " buttonId = 2;\r", + " break;\r", + " case 'Y':\r", + " case 'TRIANGLE':\r", + " buttonId = 3;\r", + " break;\r", + " case 'LB':\r", + " case 'L1':\r", + " buttonId = 4;\r", + " break;\r", + " case 'RB':\r", + " case 'R1':\r", + " buttonId = 5;\r", + " break;\r", + " case 'LT':\r", + " case 'L2':\r", + " buttonId = 6;\r", + " break;\r", + " case 'RT':\r", + " case 'R2':\r", + " buttonId = 7;\r", + " break;\r", + "\r", + " case 'UP':\r", + " buttonId = 12;\r", + " break;\r", + " case 'DOWN':\r", + " buttonId = 13;\r", + " break;\r", + " case 'LEFT':\r", + " buttonId = 14;\r", + " break;\r", + " case 'RIGHT':\r", + " buttonId = 15;\r", + " break;\r", + "\r", + " case 'BACK':\r", + " case 'SHARE':\r", + " buttonId = 8;\r", + " break;\r", + " case 'START':\r", + " case 'OPTIONS':\r", + " buttonId = 9;\r", + " break;\r", + "\r", + " case 'CLICK_STICK_LEFT':\r", + " buttonId = 10;\r", + " break;\r", + " case 'CLICK_STICK_RIGHT':\r", + " buttonId = 11;\r", + " break;\r", + "\r", + " //PS4\r", + " case 'PS_BUTTON':\r", + " buttonId = 16;\r", + " break;\r", + " case 'CLICK_TOUCHPAD':\r", + " buttonId = 17;\r", + " break;\r", + "\r", + " default:\r", + " console.error('The button: ' + button + ' in condition: \"Gamepad button pressed\" is not valid.');\r", + " eventsFunctionContext.returnValue = false;\r", + " break;\r", + "}\r", + "\r", + "\r", + "\r", + "if (buttonId === undefined) {\r", + " console.error('There is no buttons valid in condition: \"Gamepad button pressed\"');\r", + " eventsFunctionContext.returnValue = false;\r", + " return;\r", + "}\r", + "\r", + "if (gamepad.buttons == null || gamepad.buttons[buttonId] == null) {\r", + " console.error('Buttons on the gamepad are not accessible in condition: \"Gamepad button pressed\"');\r", + " eventsFunctionContext.returnValue = false;\r", + " return;\r", + "}\r", + "\r", + "//When a button is pressed, save the button in lastButtonUsed for each players\r", + "if (gamepad.buttons[buttonId].pressed) gdjs._extensionController.players[playerId].lastButtonUsed = buttonId;\r", + "eventsFunctionContext.returnValue = gamepad.buttons[buttonId].pressed;\r", + "\r", + "\r", + "\r", + "" + ], + "parameterObjects": "", + "useStrict": true, + "eventsSheetExpanded": true + } + ], + "parameters": [ + { + "description": "The gamepad identifier: 1, 2, 3 or 4", + "name": "player_ID", + "type": "expression" + }, + { + "description": "Name of the button", + "name": "button", + "supplementaryInformation": "[\"A\",\"Cross\",\"B\",\"Circle\",\"X\",\"Square\",\"Y\",\"Triangle\",\"LB\",\"L1\",\"RB\",\"R1\",\"LT\",\"L2\",\"RT\",\"R2\",\"Up\",\"Down\",\"Left\",\"Right\",\"Back\",\"Share\",\"Start\",\"Options\",\"Click_Stick_Left\",\"Click_Stick_Right\",\"PS_Button\",\"Click_Touchpad\"]", + "type": "stringWithSelector" + } + ], + "objectGroups": [] + }, + { + "description": "Return the value of the deadzone applied to a gamepad sticks, between 0 and 1.", + "fullName": "Gamepad deadzone for sticks", + "functionType": "Expression", + "name": "Deadzone", + "sentence": "", + "events": [ + { + "type": "BuiltinCommonInstructions::Standard", + "conditions": [], + "actions": [] + }, + { + "type": "BuiltinCommonInstructions::JsCode", + "inlineCode": [ + "//Get function parameter\r", + "const playerId = eventsFunctionContext.getArgument(\"player_ID\") - 1;\r", + "\r", + "if (playerId < 0 || playerId > 4) {\r", + " console.error('Parameter gamepad identifier in expression: \"Gamepad deadzone for sticks\", is not valid number, must be between 0 and 4.');\r", + " return;\r", + "}\r", + "///Return the deadzone value for a given player\r", + "eventsFunctionContext.returnValue = gdjs._extensionController.players[playerId].deadzone;" + ], + "parameterObjects": "", + "useStrict": true, + "eventsSheetExpanded": true + } + ], + "expressionType": { + "type": "expression" + }, + "parameters": [ + { + "description": "The gamepad identifier: 1, 2, 3 or 4", + "name": "player_ID", + "type": "expression" + } + ], + "objectGroups": [] + }, + { + "description": "Set the deadzone for sticks of the gamepad. The deadzone is an area for which movement on sticks won't be taken into account (instead, the stick will be considered as not moved). Deadzone is between 0 and 1, and is by default 0.2.", + "fullName": "Set gamepad deadzone for sticks", + "functionType": "Action", + "name": "A_Set_deadzone", + "sentence": "Set deadzone for sticks on gamepad: _PARAM1_ to _PARAM2_", + "events": [ + { + "type": "BuiltinCommonInstructions::JsCode", + "inlineCode": [ + "//Get function parameter\r", + "const playerId = eventsFunctionContext.getArgument(\"player_ID\") - 1;\r", + "const newDeadzone = eventsFunctionContext.getArgument(\"deadzone\");\r", + "\r", + "if (playerId < 0 || playerId > 4) {\r", + " console.error('Parameter gamepad identifier in action: \"Set gamepad deadzone for sticks\", is not valid, must be between 0 and 4.');\r", + " return;\r", + "}\r", + "\r", + "// clamp the newDeadzone in range [0, 1].\r", + "// https://github.com/4ian/GDevelop-extensions/pull/33#issuecomment-618224857\r", + "gdjs._extensionController.players[playerId].deadzone = gdjs.evtTools.common.clamp(newDeadzone, 0, 1);\r", + "" + ], + "parameterObjects": "", + "useStrict": true, + "eventsSheetExpanded": true + } + ], + "parameters": [ + { + "description": "The gamepad identifier: 1, 2, 3 or 4", + "name": "player_ID", + "type": "expression" + }, + { + "description": "Deadzone for sticks, 0.2 by default (0 to 1)", + "name": "deadzone", + "type": "expression" + } + ], + "objectGroups": [] + }, + { + "description": "Check if a stick of a gamepad is pushed in a given direction.", + "fullName": "Gamepad stick pushed (axis)", + "functionType": "Condition", + "name": "C_Axis_pushed", + "sentence": "_PARAM2_ stick of gamepad _PARAM1_ is pushed in direction _PARAM3_", + "events": [ + { + "type": "BuiltinCommonInstructions::JsCode", + "inlineCode": [ + "/** @type {Gamepad[]} */\r", + "const gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);\r", + "\r", + "//Get function parameters\r", + "const playerId = eventsFunctionContext.getArgument(\"player_ID\") - 1;\r", + "const stick = eventsFunctionContext.getArgument(\"stick\").toUpperCase();\r", + "const direction = eventsFunctionContext.getArgument(\"direction\").toUpperCase();\r", + "\r", + "if (playerId < 0 || playerId > 4) {\r", + " console.error('Parameter gamepad identifier in condition: \"Gamepad stick pushed (axis)\", is not valid number, must be between 0 and 4.');\r", + " return;\r", + "}\r", + "if (stick != \"LEFT\" && stick != \"RIGHT\") {\r", + " console.error('Parameter stick in condition: \"Gamepad stick pushed (axis)\", is not valid, must be LEFT or RIGHT');\r", + " return;\r", + "}\r", + "if (direction != \"UP\" && direction != \"DOWN\" && direction != \"LEFT\" && direction != \"RIGHT\" && direction != \"ANY\") {\r", + " console.error('Parameter deadzone in condition: \"Gamepad stick pushed (axis)\", is not valid, must be UP, DOWN, LEFT or RIGHT');\r", + " return;\r", + "}\r", + "\r", + "const gamepad = gamepads[playerId];\r", + "\r", + "//we need keep this condition because when use have not yet plug her controller we can't get the controller in the gamepad variable.\r", + "if (gamepad == null) {\r", + " eventsFunctionContext.returnValue = false;\r", + " return;\r", + "}\r", + "\r", + "\r", + "//Define in onFirstSceneLoaded function\r", + "const getNormalizedAxisValue = gdjs._extensionController.getNormalizedAxisValue;\r", + "\r", + "switch (stick) {\r", + " case 'LEFT':\r", + " switch (direction) {\r", + " case 'LEFT':\r", + " if (getNormalizedAxisValue(gamepad.axes[0], playerId) < 0) {\r", + " eventsFunctionContext.returnValue = true;\r", + " return;\r", + " }\r", + " break;\r", + "\r", + " case 'RIGHT':\r", + " if (getNormalizedAxisValue(gamepad.axes[0], playerId) > 0) {\r", + " eventsFunctionContext.returnValue = true;\r", + " return;\r", + " }\r", + " break;\r", + "\r", + " case 'UP':\r", + " if (getNormalizedAxisValue(gamepad.axes[1], playerId) < 0) {\r", + " eventsFunctionContext.returnValue = true;\r", + " return;\r", + " }\r", + " break;\r", + "\r", + " case 'DOWN':\r", + " if (getNormalizedAxisValue(gamepad.axes[1], playerId) > 0) {\r", + " eventsFunctionContext.returnValue = true;\r", + " return;\r", + " }\r", + " break;\r", + "\r", + " case 'ANY':\r", + " if ( getNormalizedAxisValue(gamepad.axes[0], playerId) < 0\r", + " || getNormalizedAxisValue(gamepad.axes[0], playerId) > 0\r", + " || getNormalizedAxisValue(gamepad.axes[1], playerId) < 0 \r", + " || getNormalizedAxisValue(gamepad.axes[1], playerId) > 0) {\r", + " eventsFunctionContext.returnValue = true;\r", + " return;\r", + " }\r", + " break;\r", + "\r", + " default:\r", + " console.error('The value Direction on stick Left on the condition: \"Gamepad stick pushed (axis)\" is not valid.');\r", + " eventsFunctionContext.returnValue = false;\r", + " break;\r", + " }\r", + " break;\r", + "\r", + " case 'RIGHT':\r", + " switch (direction) {\r", + " case 'LEFT':\r", + " if (getNormalizedAxisValue(gamepad.axes[2], playerId) < 0) {\r", + " eventsFunctionContext.returnValue = true;\r", + " return;\r", + " }\r", + " break;\r", + "\r", + " case 'RIGHT':\r", + " if (getNormalizedAxisValue(gamepad.axes[2], playerId) > 0) {\r", + " eventsFunctionContext.returnValue = true;\r", + " return;\r", + " }\r", + " break;\r", + "\r", + " case 'UP':\r", + " if (getNormalizedAxisValue(gamepad.axes[3], playerId) < 0) {\r", + " eventsFunctionContext.returnValue = true;\r", + " return;\r", + " }\r", + " break;\r", + "\r", + " case 'DOWN':\r", + " if (getNormalizedAxisValue(gamepad.axes[3], playerId) > 0) {\r", + " eventsFunctionContext.returnValue = true;\r", + " return;\r", + " }\r", + " break;\r", + "\r", + " case 'ANY':\r", + " if ( getNormalizedAxisValue(gamepad.axes[2], playerId) < 0\r", + " || getNormalizedAxisValue(gamepad.axes[2], playerId) > 0\r", + " || getNormalizedAxisValue(gamepad.axes[3], playerId) < 0 \r", + " || getNormalizedAxisValue(gamepad.axes[3], playerId) > 0) {\r", + " eventsFunctionContext.returnValue = true;\r", + " return;\r", + " }\r", + " break;\r", + "\r", + " default:\r", + " console.error('The value Direction on stick Right on the condition: \"Gamepad stick pushed (axis)\" is not valid.');\r", + " eventsFunctionContext.returnValue = false;\r", + " break;\r", + " }\r", + " break;\r", + "\r", + " default:\r", + " console.error('The value Stick on the condition: \"Gamepad stick pushed (axis)\" is not valid.');\r", + " eventsFunctionContext.returnValue = false;\r", + " break;\r", + "}\r", + "\r", + "eventsFunctionContext.returnValue = false;\r", + "" + ], + "parameterObjects": "", + "useStrict": true, + "eventsSheetExpanded": true + } + ], + "parameters": [ + { + "description": "The gamepad identifier: 1, 2, 3 or 4", + "name": "player_ID", + "type": "expression" + }, + { + "description": "Stick: \"Left\" or \"Right\"", + "name": "stick", + "supplementaryInformation": "[\"Left\",\"Right\"]", + "type": "stringWithSelector" + }, + { + "description": "Direction", + "name": "direction", + "supplementaryInformation": "[\"Up\",\"Down\",\"Left\",\"Right\",\"Any\"]", + "type": "stringWithSelector" + } + ], + "objectGroups": [] + }, + { + "description": "Return the number of connected gamepads.", + "fullName": "Connected gamepads number", + "functionType": "Expression", + "name": "ConnectedGamepadsCount", + "sentence": "", + "events": [ + { + "type": "BuiltinCommonInstructions::Standard", + "conditions": [], + "actions": [] + }, + { + "type": "BuiltinCommonInstructions::JsCode", + "inlineCode": [ + "/** @type {Gamepad[]} */\r", + "const gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);\r", + "\r", + "// Gamepads can be disconnected and become null, so we have to filter them.\r", + "eventsFunctionContext.returnValue = Object.keys(gamepads).filter(key => !!gamepads[key]).length;\r", + "" + ], + "parameterObjects": "", + "useStrict": true, + "eventsSheetExpanded": true + } + ], + "expressionType": { + "type": "expression" + }, + "parameters": [], + "objectGroups": [] + }, + { + "description": "Return a string containing informations about the specified gamepad.", + "fullName": "Gamepad type", + "functionType": "StringExpression", + "name": "GamepadType", + "sentence": "Player _PARAM1_ use _PARAM2_ controller", + "events": [ + { + "type": "BuiltinCommonInstructions::JsCode", + "inlineCode": [ + "/** @type {Gamepad[]} */", + "const gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);", + "", + "//Get function parameter", + "const playerId = eventsFunctionContext.getArgument(\"player_ID\") - 1;", + "", + "if (playerId < 0 || playerId > 4) {", + " console.error('Parameter gamepad identifier in string expression: \"Gamepad type\", is not valid number, must be between 0 and 4');", + " return;", + "}", + "", + "const gamepad = gamepads[playerId];", + "", + "//we need keep this condition because when use have not yet plug her controller we can't get the controller in the gamepad variable.", + "if (gamepad == null) return;", + "", + "eventsFunctionContext.returnValue = (gamepad && gamepad.id) ? gamepad.id : \"No information for player \" + (playerId + 1)", + "" + ], + "parameterObjects": "", + "useStrict": true, + "eventsSheetExpanded": true + } + ], + "expressionType": { + "type": "string" + }, + "parameters": [ + { + "description": "The gamepad identifier: 1, 2, 3 or 4", + "name": "player_ID", + "type": "expression" + } + ], + "objectGroups": [] + }, + { + "description": "Check if the specified gamepad has the specified information in its description. Useful to know if the gamepad is a Xbox or PS4 controller.", + "fullName": "Gamepad type", + "functionType": "Condition", + "name": "C_Controller_type", + "sentence": "Gamepad _PARAM1_ is a _PARAM2_ controller", + "events": [ + { + "type": "BuiltinCommonInstructions::JsCode", + "inlineCode": [ + "/** @type {Gamepad[]} */", + "const gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);", + "", + "//Get function parameters", + "const playerId = eventsFunctionContext.getArgument(\"player_ID\") - 1;", + "const controllerType = eventsFunctionContext.getArgument(\"controller_type\").toUpperCase();", + "", + "if (playerId < 0 || playerId > 4) {", + " console.error('Parameter gamepad identifier in condition: \"Gamepad type\", is not valid number, must be between 0 and 4.');", + " return;", + "}", + "if (controllerType === \"\") {", + " console.error('Parameter type in condition: \"Gamepad type\", is not a string.');", + " return;", + "}", + "", + "const gamepad = gamepads[playerId];", + "", + "//we need keep this condition because when use have not yet plug her controller we can't get the controller in the gamepad variable.", + "if (gamepad == null) return;", + "", + "", + "if (controllerType == \"XBOX\") {", + " eventsFunctionContext.returnValue = gdjs._extensionController.isXbox(gamepad);", + "} else {", + " eventsFunctionContext.returnValue = gamepad ? gamepad.id.toUpperCase().indexOf(controllerType) !== -1 : false;", + "}" + ], + "parameterObjects": "", + "useStrict": true, + "eventsSheetExpanded": true + } + ], + "parameters": [ + { + "description": "The gamepad identifier: 1, 2, 3 or 4", + "name": "player_ID", + "type": "expression" + }, + { + "description": "Type: \"Xbox\", \"PS4\", \"Steam\" or \"PS3\" (among other)", + "name": "controller_type", + "type": "string" + } + ], + "objectGroups": [] + }, + { + "description": "Check if a gamepad is connected.", + "fullName": "Gamepad connected", + "functionType": "Condition", + "name": "C_Controller_X_is_connected", + "sentence": "Gamepad _PARAM1_ is plugged and connected", + "events": [ + { + "type": "BuiltinCommonInstructions::JsCode", + "inlineCode": [ + "/** @type {Gamepad[]} */", + "const gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);", + "", + "//Get function parameter", + "const playerId = eventsFunctionContext.getArgument(\"player_ID\") - 1;", + "", + "if (playerId < 0 || playerId > 4) {", + " console.error('Parameter gamepad identifier in condition: \"Gamepad connected\", is not valid number, must be between 0 and 4.');", + " return;", + "}", + "", + "// If gamepad was disconnected it will be null (so this will return false)", + "// If gamepad was never connected it will be undefined (so this will return false)", + "eventsFunctionContext.returnValue = !!gamepads[playerId];" + ], + "parameterObjects": "", + "useStrict": true, + "eventsSheetExpanded": true + } + ], + "parameters": [ + { + "description": "The gamepad identifier: 1, 2, 3 or 4", + "name": "player_ID", + "type": "expression" + } + ], + "objectGroups": [] + }, + { + "description": "Generate a vibration on the specified controller. Might only work if the game is running in a recent web browser.", + "fullName": "Gamepad vibration", + "functionType": "Action", + "name": "A_Vibrate_controller", + "sentence": "Make gamepad _PARAM1_ vibrate for _PARAM2_ seconds", + "events": [ + { + "type": "BuiltinCommonInstructions::JsCode", + "inlineCode": [ + "/** @type {Gamepad[]} */", + "//Vibration work only on game in browser.", + "const gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);", + "", + "//Get function parameters", + "const playerId = eventsFunctionContext.getArgument(\"Player_ID\") - 1;", + "const duration = eventsFunctionContext.getArgument(\"Duration\") || 1;", + "", + "if (playerId < 0 || playerId > 4) {", + " console.error('Parameter gamepad identifier in action: \"Gamepad connected\", is not valid number, must be between 0 and 4.');", + " return;", + "}", + "", + "const gamepad = gamepads[playerId];", + "", + "//we need keep this condition because when use have not yet plug her controller we can't get the controller in the gamepad variable.", + "if (gamepad == null) return;", + "", + "if (gamepad && gamepad.vibrationActuator) {", + " gamepad.vibrationActuator.playEffect(\"dual-rumble\", {", + " startDelay: 0,", + " duration: duration * 1000,", + " weakMagnitude: 1.0,", + " strongMagnitude: 1.0", + " });", + "}" + ], + "parameterObjects": "", + "useStrict": true, + "eventsSheetExpanded": true + } + ], + "parameters": [ + { + "description": "The gamepad identifier: 1, 2, 3 or 4", + "name": "Player_ID", + "type": "expression" + }, + { + "description": "Time of the vibration, in seconds (optional, default value is 1)", + "name": "Duration", + "type": "expression" + } + ], + "objectGroups": [] + }, + { + "description": "Generate an advanced vibration on the specified controller. Incompatible with Firefox.", + "fullName": "Advanced gamepad vibration", + "functionType": "Action", + "name": "A_Advanced_Vibration_Controller", + "sentence": "Make gamepad _PARAM1_ vibrate for _PARAM2_ seconds with the vibration magnitude of _PARAM3_ and _PARAM4_", + "events": [ + { + "type": "BuiltinCommonInstructions::JsCode", + "inlineCode": [ + "/** @type {Gamepad[]} */", + "//Vibration work only on game in browser.", + "const gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);", + "", + "//Get function parameters", + "const playerId = eventsFunctionContext.getArgument(\"Player_ID\") - 1;", + "const duration = eventsFunctionContext.getArgument(\"Duration\") || 1;", + "const strongRumbleMagnitude = eventsFunctionContext.getArgument(\"StrongMagnitude\");", + "const weakRumbleMagnitude = eventsFunctionContext.getArgument(\"WeakMagnitude\");", + "", + "if (playerId < 0 || playerId > 4) {", + " console.error('Parameter gamepad identifier in action: \"Advanced gamepad vibration\", is not valid number, must be between 0 and 4.');", + " return;", + "}", + "if (weakRumbleMagnitude < 0 || weakRumbleMagnitude > 1) {", + " console.error('Parameter weakRumble identifier in action: \"Advanced gamepad vibration\", is not valid number, must be between 0 and 1.');", + " return;", + "}", + "if (strongRumbleMagnitude < 0 || strongRumbleMagnitude > 1) {", + " console.error('Parameter strongRumble identifier in action: \"Advanced gamepad vibration\", is not valid number, must be between 0 and 1.');", + " return;", + "}", + "", + "const gamepad = gamepads[playerId];", + "", + "//we need keep this condition because when use have not yet plug the controller we can't get the controller in the gamepad variable.", + "if (gamepad == null) return;", + "", + "if (gamepad && gamepad.vibrationActuator) {", + " gamepad.vibrationActuator.playEffect(\"dual-rumble\", {", + " startDelay: 0,", + " duration: duration * 1000,", + " weakMagnitude: weakRumbleMagnitude,", + " strongMagnitude: strongRumbleMagnitude", + " });", + "}", + "", + "gdjs._extensionController.players[playerId].rumble.duration = duration;", + "gdjs._extensionController.players[playerId].rumble.elapsedTime = 0;", + "gdjs._extensionController.players[playerId].rumble.weakMagnitude = weakRumbleMagnitude;", + "gdjs._extensionController.players[playerId].rumble.strongMagnitude = strongRumbleMagnitude;" + ], + "parameterObjects": "", + "useStrict": true, + "eventsSheetExpanded": true + } + ], + "parameters": [ + { + "description": "The gamepad identifier: 1, 2, 3 or 4", + "name": "Player_ID", + "type": "expression" + }, + { + "description": "Time of the vibration, in seconds (optional, default value is 1)", + "name": "Duration", + "type": "expression" + }, + { + "description": "Strong rumble magnitude (from 0 to 1)", + "name": "StrongMagnitude", + "type": "expression" + }, + { + "description": "Weak rumble magnitude (from 0 to 1)", + "name": "WeakMagnitude", + "type": "expression" + } + ], + "objectGroups": [] + }, + { + "description": "Change a vibration on the specified controller. Incompatible with Firefox.", + "fullName": "Change gamepad active vibration", + "functionType": "Action", + "name": "A_Change_Vibration_Magnitude", + "sentence": "Change the vibration magnitude of _PARAM2_ & _PARAM3_ on gamepad _PARAM1_", + "events": [ + { + "type": "BuiltinCommonInstructions::JsCode", + "inlineCode": [ + "/** @type {Gamepad[]} */", + "//Vibration work only on game in browser.", + "const gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);", + "", + "//Get function parameters", + "const playerId = eventsFunctionContext.getArgument(\"Player_ID\") - 1;", + "const elapsedTime = gdjs._extensionController.players[playerId].rumble.elapsedTime || 0;", + "const originalDuration = gdjs._extensionController.players[playerId].rumble.duration || 1;", + "const strongRumbleMagnitude = eventsFunctionContext.getArgument(\"StrongMagnitude\");", + "const weakRumbleMagnitude = eventsFunctionContext.getArgument(\"WeakMagnitude\");", + "", + "", + "if (playerId < 0 || playerId > 4) {", + " console.error('Parameter gamepad identifier in action: \"Change gamepad active vibration\", is not valid number, must be between 0 and 4.');", + " return;", + "}", + "if (weakRumbleMagnitude < 0 || weakRumbleMagnitude > 1) {", + " console.error('Parameter weakRumble identifier in action: \"Change gamepad active vibration\", is not valid number, must be between 0 and 1.');", + " return;", + "}", + "if (strongRumbleMagnitude < 0 || strongRumbleMagnitude > 1) {", + " console.error('Parameter strongRumble identifier in action: \"Change gamepad active vibration\", is not valid number, must be between 0 and 1.');", + " return;", + "}", + "", + "const gamepad = gamepads[playerId];", + "", + "//we need keep this condition because when use have not yet plug the controller we can't get the controller in the gamepad variable.", + "if (gamepad == null) return;", + "", + "if (originalDuration - elapsedTime <= 0) return;", + "", + "if (gamepad && gamepad.vibrationActuator) {", + " gamepad.vibrationActuator.playEffect(\"dual-rumble\", {", + " startDelay: 0,", + " duration: 1000 * (originalDuration - elapsedTime),", + " weakMagnitude: weakRumbleMagnitude,", + " strongMagnitude: strongRumbleMagnitude", + " });", + "}", + "", + "gdjs._extensionController.players[playerId].rumble.weakMagnitude = weakRumbleMagnitude;", + "gdjs._extensionController.players[playerId].rumble.strongMagnitude = strongRumbleMagnitude;" + ], + "parameterObjects": "", + "useStrict": true, + "eventsSheetExpanded": true + } + ], + "parameters": [ + { + "description": "The gamepad identifier: 1, 2, 3 or 4", + "name": "Player_ID", + "type": "expression" + }, + { + "description": "Strong rumble magnitude (from 0 to 1)", + "name": "StrongMagnitude", + "type": "expression" + }, + { + "description": "Weak rumble magnitude (from 0 to 1)", + "name": "WeakMagnitude", + "type": "expression" + } + ], + "objectGroups": [] + }, + { + "description": "Check if any button is released on a gamepad.", + "fullName": "Any gamepad button released", + "functionType": "Condition", + "name": "C_any_button_released", + "sentence": "Any button of gamepad _PARAM1_ is released", + "events": [ + { + "type": "BuiltinCommonInstructions::Standard", + "conditions": [], + "actions": [] + }, + { + "type": "BuiltinCommonInstructions::JsCode", + "inlineCode": [ + "/** @type {Gamepad[]} */\r", + "const gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);\r", + "\r", + "//Get function parameters\r", + "const playerId = eventsFunctionContext.getArgument(\"player_ID\") - 1;\r", + "\r", + "if (playerId < 0 || playerId > 4) {\r", + "\tconsole.error('Parameter gamepad identifier in condition: \"Any gamepad button released\", is not valid number, must be between 0 and 4.');\r", + "\treturn;\r", + "}\r", + "\r", + "const gamepad = gamepads[playerId];\r", + "\r", + "//we need keep this condition because when use have not yet plug her controller we can't get the controller in the gamepad variable.\r", + "if (gamepad == null) return;\r", + "\r", + "for (let buttonId = 0; buttonId < gamepad.buttons.length; buttonId++) { //For each buttons on current frame.\r", + "\r", + "\tif (buttonId === undefined) {\r", + "\t\teventsFunctionContext.returnValue = false;\r", + "\t\treturn;\r", + "\t}\r", + "\r", + "\t//Get previous value or define value by default for the current button\r", + "\tgdjs._extensionController.players[playerId].previousFrameStateButtons[buttonId] = gdjs._extensionController.players[playerId].previousFrameStateButtons[buttonId] || { pressed: false };\r", + "\r", + "\t//Get state of the button at previous frame\r", + "\tconst previousStateButtonIsPressed = gdjs._extensionController.players[playerId].previousFrameStateButtons[buttonId].pressed;\r", + "\r", + "\t//Get the state of the button on the current frame.\r", + "\tconst currentFrameStateButtonIsPressed = gamepad.buttons[buttonId].pressed;\r", + "\r", + "\t//When previousStateButtonIsPressed is true and actual button state is not pressed\r", + "\t//Player have release the button\r", + "\tif (previousStateButtonIsPressed === true && currentFrameStateButtonIsPressed === false) {\r", + "\t\tgdjs._extensionController.players[playerId].previousFrameStateButtons[buttonId].pressed = true;\r", + "\t\teventsFunctionContext.returnValue = true;\r", + "\t\t//break;\r", + "\t\treturn;\r", + "\t} else {\r", + "\t\t//The player didn't released the button yet, the previous frame state is still true\r", + "\t\tgdjs._extensionController.players[playerId].previousFrameStateButtons[buttonId].pressed = false;\r", + "\t\teventsFunctionContext.returnValue = false;\r", + "\t}\r", + "\r", + "\tif (currentFrameStateButtonIsPressed) gdjs._extensionController.players[playerId].lastButtonUsed = buttonId;\r", + "}\r", + "" + ], + "parameterObjects": "", + 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