Sim: clamp knockback under tile size (wall tunneling), bomb/ball terminal velocity, grapple constraint no longer drags players into terrain, bite window ends on getting hit, shield/boost cleared on death, spawn invuln preserved through countdown, spike/saw events only on real damage. Mapgen: spawn footprint validation (was embedding dogs in 58% of seeds), saw paths rejected if they grind terrain or sweep spawns, towers no longer hang slabs over pits. Net: heartbeat+watchdog for dead peers, broker-error tolerance once P2P link is up, join/host reentrancy guards. UI: text-field keystrokes no longer hit game hotkeys, audio unlocks on mouse, textBaseline leak, snapshot carries onGround/landT so client dogs animate.
31 lines
1.2 KiB
JavaScript
31 lines
1.2 KiB
JavaScript
// Keyboard → input bitmasks. Two local slots; netplay merges both slots so the
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// online player can use either WASD or arrows.
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import { B } from './consts.js';
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const MAPS = [
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{ KeyA: B.L, KeyD: B.R, KeyW: B.U | B.JUMP, KeyS: B.D, KeyF: B.ATK, KeyG: B.SPC, KeyH: B.ITM },
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{ ArrowLeft: B.L, ArrowRight: B.R, ArrowUp: B.U | B.JUMP, ArrowDown: B.D, KeyK: B.ATK, KeyL: B.SPC, Semicolon: B.ITM },
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];
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const bits = [0, 0];
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const down = new Set();
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const PREVENT = new Set(['ArrowLeft', 'ArrowRight', 'ArrowUp', 'ArrowDown', 'Space']);
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export function initInput() {
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window.addEventListener('keydown', (e) => {
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if (e.target && e.target.tagName === 'INPUT') return; // leave text fields alone
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if (PREVENT.has(e.code)) e.preventDefault();
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if (down.has(e.code)) return;
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down.add(e.code);
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for (let s = 0; s < 2; s++) if (MAPS[s][e.code]) bits[s] |= MAPS[s][e.code];
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});
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window.addEventListener('keyup', (e) => {
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down.delete(e.code);
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for (let s = 0; s < 2; s++) if (MAPS[s][e.code]) bits[s] &= ~MAPS[s][e.code];
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});
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window.addEventListener('blur', () => { bits[0] = 0; bits[1] = 0; down.clear(); });
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}
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export function getBits(slot) { return bits[slot]; }
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export function getMergedBits() { return bits[0] | bits[1]; }
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