Comparing version 1.2.0 to 1.2.1
@@ -1,2 +0,1 @@ | ||
/** Representation of a two-dimensional vector. */ | ||
class Vector2 { | ||
@@ -15,3 +14,2 @@ constructor(x = 0, y = 0) { | ||
})(MouseButton || (MouseButton = {})); | ||
/** Representation of the player's mouse. */ | ||
class Mouse { | ||
@@ -45,8 +43,6 @@ constructor({ canvas, doc = document }) { | ||
} | ||
/** Returns whether the passed in button is currently pressed. */ | ||
isPressed(/* istanbul ignore next */ button = MouseButton.Left) { | ||
isPressed(button = MouseButton.Left) { | ||
return this.pressedButtons.has(button); | ||
} | ||
/** Returns whether the passed in mouse button was pressed. */ | ||
wasPressed(/* istanbul ignore next */ button = MouseButton.Left) { | ||
wasPressed(button = MouseButton.Left) { | ||
if (this.queuedButtons.has(button)) { | ||
@@ -58,3 +54,2 @@ this.queuedButtons.delete(button); | ||
} | ||
/** Returns the movement since the last check. */ | ||
getPointerMovement() { | ||
@@ -65,3 +60,2 @@ const movement = this.pointerMovement; | ||
} | ||
/** Returns the scroll distance since the last request. */ | ||
getScrollDistance() { | ||
@@ -72,11 +66,8 @@ const distance = this.scrollDistance; | ||
} | ||
/** Requests pointer lock. */ | ||
lockPointer() { | ||
this.canvas.requestPointerLock(); | ||
} | ||
/** Exits the pointer lock. */ | ||
unlockPointer() { | ||
this.document.exitPointerLock(); | ||
} | ||
/** Returns whether the pointer is currently locked. */ | ||
isPointerLocked() { | ||
@@ -93,3 +84,2 @@ return this.document.pointerLockElement === this.canvas; | ||
constructor( | ||
/* istanbul ignore next */ | ||
{ doc = document } = {}) { | ||
@@ -147,3 +137,2 @@ this.pressedKeys = new Set(); | ||
constructor( | ||
/* istanbul ignore next */ | ||
{ win = window, nav = navigator } = {}) { | ||
@@ -154,3 +143,2 @@ this.pressedButtons = new Set(); | ||
this.window.addEventListener('gamepadconnected', ({ gamepad }) => { | ||
/* istanbul ignore else */ | ||
if (!this.isConnected()) | ||
@@ -160,3 +148,2 @@ this.gamepadIndex = gamepad.index; | ||
this.window.addEventListener('gamepaddisconnected', ({ gamepad }) => { | ||
/* istanbul ignore else */ | ||
if (this.gamepadIndex === gamepad.index) { | ||
@@ -173,17 +160,12 @@ const gamepads = this.navigator.getGamepads(); | ||
} | ||
/** Returns whether a gamepad is currently connected. */ | ||
isConnected() { | ||
return this.gamepadIndex !== undefined && this.gamepad.connected; | ||
} | ||
/** The current gamepad instance. */ | ||
get gamepad() { | ||
return this.navigator.getGamepads()[this.gamepadIndex]; | ||
} | ||
/** Returns whether the button is pressed. */ | ||
isPressed(button) { | ||
return this.isConnected() && this.gamepad.buttons[button].pressed; | ||
} | ||
/** Returns whether the button was pressed. */ | ||
wasPressed(button) { | ||
/* istanbul ignore else */ | ||
if (this.isConnected()) { | ||
@@ -190,0 +172,0 @@ if (this.gamepad.buttons[button].pressed) { |
@@ -7,3 +7,2 @@ (function (global, factory) { | ||
/** Representation of a two-dimensional vector. */ | ||
class Vector2 { | ||
@@ -21,3 +20,2 @@ constructor(x = 0, y = 0) { | ||
})(exports.MouseButton || (exports.MouseButton = {})); | ||
/** Representation of the player's mouse. */ | ||
class Mouse { | ||
@@ -51,8 +49,6 @@ constructor({ canvas, doc = document }) { | ||
} | ||
/** Returns whether the passed in button is currently pressed. */ | ||
isPressed(/* istanbul ignore next */ button = exports.MouseButton.Left) { | ||
isPressed(button = exports.MouseButton.Left) { | ||
return this.pressedButtons.has(button); | ||
} | ||
/** Returns whether the passed in mouse button was pressed. */ | ||
wasPressed(/* istanbul ignore next */ button = exports.MouseButton.Left) { | ||
wasPressed(button = exports.MouseButton.Left) { | ||
if (this.queuedButtons.has(button)) { | ||
@@ -64,3 +60,2 @@ this.queuedButtons.delete(button); | ||
} | ||
/** Returns the movement since the last check. */ | ||
getPointerMovement() { | ||
@@ -71,3 +66,2 @@ const movement = this.pointerMovement; | ||
} | ||
/** Returns the scroll distance since the last request. */ | ||
getScrollDistance() { | ||
@@ -78,11 +72,8 @@ const distance = this.scrollDistance; | ||
} | ||
/** Requests pointer lock. */ | ||
lockPointer() { | ||
this.canvas.requestPointerLock(); | ||
} | ||
/** Exits the pointer lock. */ | ||
unlockPointer() { | ||
this.document.exitPointerLock(); | ||
} | ||
/** Returns whether the pointer is currently locked. */ | ||
isPointerLocked() { | ||
@@ -99,3 +90,2 @@ return this.document.pointerLockElement === this.canvas; | ||
constructor( | ||
/* istanbul ignore next */ | ||
{ doc = document } = {}) { | ||
@@ -153,3 +143,2 @@ this.pressedKeys = new Set(); | ||
constructor( | ||
/* istanbul ignore next */ | ||
{ win = window, nav = navigator } = {}) { | ||
@@ -160,3 +149,2 @@ this.pressedButtons = new Set(); | ||
this.window.addEventListener('gamepadconnected', ({ gamepad }) => { | ||
/* istanbul ignore else */ | ||
if (!this.isConnected()) | ||
@@ -166,3 +154,2 @@ this.gamepadIndex = gamepad.index; | ||
this.window.addEventListener('gamepaddisconnected', ({ gamepad }) => { | ||
/* istanbul ignore else */ | ||
if (this.gamepadIndex === gamepad.index) { | ||
@@ -179,17 +166,12 @@ const gamepads = this.navigator.getGamepads(); | ||
} | ||
/** Returns whether a gamepad is currently connected. */ | ||
isConnected() { | ||
return this.gamepadIndex !== undefined && this.gamepad.connected; | ||
} | ||
/** The current gamepad instance. */ | ||
get gamepad() { | ||
return this.navigator.getGamepads()[this.gamepadIndex]; | ||
} | ||
/** Returns whether the button is pressed. */ | ||
isPressed(button) { | ||
return this.isConnected() && this.gamepad.buttons[button].pressed; | ||
} | ||
/** Returns whether the button was pressed. */ | ||
wasPressed(button) { | ||
/* istanbul ignore else */ | ||
if (this.isConnected()) { | ||
@@ -196,0 +178,0 @@ if (this.gamepad.buttons[button].pressed) { |
{ | ||
"name": "contro", | ||
"version": "1.2.0", | ||
"version": "1.2.1", | ||
"description": "Game controls done right.", | ||
@@ -5,0 +5,0 @@ "main": "dist/contro.esm.js", |
License Policy Violation
LicenseThis package is not allowed per your license policy. Review the package's license to ensure compliance.
Found 1 instance in 1 package
License Policy Violation
LicenseThis package is not allowed per your license policy. Review the package's license to ensure compliance.
Found 1 instance in 1 package
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