phaser/src/gameobjects/Button.js

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/**
* @author Richard Davey <rich@photonstorm.com>
2014-02-05 05:54:25 +00:00
* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Create a new `Button` object. A Button is a special type of Sprite that is set-up to handle Pointer events automatically.
*
* The four states a Button responds to are:
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*
* * 'Over' - when the Pointer moves over the Button. This is also commonly known as 'hover'.
* * 'Out' - when the Pointer that was previously over the Button moves out of it.
* * 'Down' - when the Pointer is pressed down on the Button. I.e. touched on a touch enabled device or clicked with the mouse.
* * 'Up' - when the Pointer that was pressed down on the Button is released again.
*
* A different texture/frame and activation sound can be specified for any of the states.
*
* Frames can be specified as either an integer (the frame ID) or a string (the frame name); the same values that can be used with a Sprite constructor.
*
* @class Phaser.Button
* @constructor
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* @extends Phaser.Image
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* @param {Phaser.Game} game Current game instance.
* @param {number} [x=0] - X position of the Button.
* @param {number} [y=0] - Y position of the Button.
* @param {string} [key] - The image key (in the Game.Cache) to use as the texture for this Button.
* @param {function} [callback] - The function to call when this Button is pressed.
* @param {object} [callbackContext] - The context in which the callback will be called (usually 'this').
* @param {string|integer} [overFrame] - The frame / frameName when the button is in the Over state.
* @param {string|integer} [outFrame] - The frame / frameName when the button is in the Out state.
* @param {string|integer} [downFrame] - The frame / frameName when the button is in the Down state.
* @param {string|integer} [upFrame] - The frame / frameName when the button is in the Up state.
*/
Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame) {
x = x || 0;
y = y || 0;
key = key || null;
callback = callback || null;
callbackContext = callbackContext || this;
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Phaser.Image.call(this, game, x, y, key, outFrame);
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/**
* The Phaser Object Type.
* @property {number} type
*/
this.type = Phaser.BUTTON;
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/**
* The frames for each state - can be integers or strings when set. Indexed by `Button.STATE_*`.
* @property {Array<string|integer|null>} _stateFrames
* @private
*/
this._stateFrames = [null, null, null, null];
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/**
* The sounds and markers for each state.
* Indexed by `Button.STATE_* << 1` for the sound and `+1` for the marker; expanded on-demand.
* @property {object[]} _stateSounds
* @private
*/
this._stateSounds = [];
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/**
* The Signal (or event) dispatched when this Button is in an Over state.
* @property {Phaser.Signal} onInputOver
*/
this.onInputOver = new Phaser.Signal();
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/**
* The Signal (or event) dispatched when this Button is in an Out state.
* @property {Phaser.Signal} onInputOut
*/
this.onInputOut = new Phaser.Signal();
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/**
* The Signal (or event) dispatched when this Button is in an Down state.
* @property {Phaser.Signal} onInputDown
*/
this.onInputDown = new Phaser.Signal();
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/**
* The Signal (or event) dispatched when this Button is in an Up state.
* @property {Phaser.Signal} onInputUp
*/
this.onInputUp = new Phaser.Signal();
/**
* If true then onOver events (such as onOverSound) will only be triggered if the Pointer object causing them was the Mouse Pointer.
* The frame will still be changed as applicable.
* @property {boolean} onOverMouseOnly
* @default
*/
this.onOverMouseOnly = false;
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/**
* When true the the texture frame will not be automatically switched on up/down/over/out events.
* @property {boolean} freezeFrames
* @default
*/
this.freezeFrames = false;
/**
* When the Button is touched / clicked and then released you can force it to enter a state of "out" instead of "up".
* @property {boolean} forceOut
* @default
*/
this.forceOut = false;
this.inputEnabled = true;
this.input.start(0, true);
this.setFrames(overFrame, outFrame, downFrame, upFrame);
if (callback !== null)
{
this.onInputUp.add(callback, callbackContext);
}
// Redirect the input events to here so we can handle animation updates, etc
this.events.onInputOver.add(this.onInputOverHandler, this);
this.events.onInputOut.add(this.onInputOutHandler, this);
this.events.onInputDown.add(this.onInputDownHandler, this);
this.events.onInputUp.add(this.onInputUpHandler, this);
this.events.onRemovedFromWorld.add(this.removedFromWorld, this);
};
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Phaser.Button.prototype = Object.create(Phaser.Image.prototype);
Phaser.Button.prototype.constructor = Phaser.Button;
// State constants, useful to index into small state arrays.
// (Arranged by "expected likelines" of custom frames/sounds and may change - don't hard-code.)
Phaser.Button.STATE_OVER = 0;
Phaser.Button.STATE_DOWN = 1;
Phaser.Button.STATE_UP = 2;
Phaser.Button.STATE_OUT = 3;
/**
* Clears all of the frames set on this Button.
*
* @method Phaser.Button#clearFrames
*/
Phaser.Button.prototype.clearFrames = function () {
this.setFrames(null, null, null, null);
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};
/**
* Called when this Button is removed from the World.
*
* @method Phaser.Button#removedFromWorld
* @protected
*/
Phaser.Button.prototype.removedFromWorld = function () {
this.inputEnabled = false;
};
/**
* Set the frame name/ID for the given state.
*
* @method Phaser.Button#setStateFrame
* @private
* @param {integer} state - See `Button.STATE_*`
* @param {number|string} frame - The number or string representing the frame.
* @param {boolean} switchImmediately - Immediately switch to the frame if it was set - and this is true.
*/
Phaser.Button.prototype.setStateFrame = function (state, frame, switchImmediately)
{
if (frame != null) // Anything but null/undefined
{
this._stateFrames[state] = frame;
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if (switchImmediately)
{
this.changeStateFrame(frame);
}
}
else
{
this._stateFrames[state] = null;
}
};
/**
* Change the frame to that of the given state, _if_ the state has a frame assigned _and_ if the frames are not currently "frozen".
*
* @method Phaser.Button#changeStateFrame
* @private
* @param {integer} state - See `Button.STATE_*`
* @return {boolean} True only if the frame was assigned a value, possibly the same one it already had.
*/
Phaser.Button.prototype.changeStateFrame = function (state) {
if (this.freezeFrames)
{
return false;
}
var frame = this._stateFrames[state];
if (typeof frame === 'string')
{
this.frameName = frame;
return true;
}
else if (typeof frame === 'number')
{
this.frame = frame;
return true;
}
else
{
return false;
}
};
/**
* Used to manually set the frames that will be used for the different states of the Button.
*
* Frames can be specified as either an integer (the frame ID) or a string (the frame name); these are the same values that can be used with a Sprite constructor.
*
* @method Phaser.Button#setFrames
* @public
* @param {string|integer} [overFrame] - The frame / frameName when the button is in the Over state.
* @param {string|integer} [outFrame] - The frame / frameName when the button is in the Out state.
* @param {string|integer} [downFrame] - The frame / frameName when the button is in the Down state.
* @param {string|integer} [upFrame] - The frame / frameName when the button is in the Up state.
*/
Phaser.Button.prototype.setFrames = function (overFrame, outFrame, downFrame, upFrame) {
this.setStateFrame(Phaser.Button.STATE_OVER, overFrame, this.input.pointerOver());
this.setStateFrame(Phaser.Button.STATE_OUT, outFrame, !this.input.pointerOver());
this.setStateFrame(Phaser.Button.STATE_DOWN, downFrame, this.input.pointerDown());
this.setStateFrame(Phaser.Button.STATE_UP, upFrame, this.input.pointerUp());
};
/**
* Set the sound/marker for the given state.
*
* @method Phaser.Button#setStateSound
* @private
* @param {integer} state - See `Button.STATE_*`
* @param {Phaser.Sound|Phaser.AudioSprite} [sound] - Sound.
* @param {string} [marker=null] - Sound marker.
*/
Phaser.Button.prototype.setStateSound = function (state, sound, marker) {
var soundIndex = state << 1;
var markerIndex = soundIndex + 1;
var sounds = this._stateSounds;
if (sound instanceof Phaser.Sound || sound instanceof Phaser.AudioSprite)
{
while (markerIndex > sounds.length) { // Dense null
sounds.push(null);
}
sounds[soundIndex] = sound;
sounds[markerIndex] = typeof marker === 'string' ? marker : null;
}
else if (markerIndex < sounds.length)
{
// Only null if set-through
sounds[soundIndex] = null;
sounds[markerIndex] = null;
}
};
/**
* Play the sound for the given state, _if_ the state has a sound assigned.
*
* @method Phaser.Button#playStateSound
* @private
* @param {integer} state - See `Button.STATE_*`
* @return {boolean} True only if a sound was played.
*/
Phaser.Button.prototype.playStateSound = function (state) {
var soundIndex = state << 1;
var markerIndex = soundIndex + 1;
var sounds = this._stateSounds;
var sound = sounds[soundIndex];
if (sound)
{
var marker = sounds[markerIndex];
sound.play(marker);
return true;
}
else
{
return false;
}
};
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/**
* Sets the sounds to be played whenever this Button is interacted with. Sounds can be either full Sound objects, or markers pointing to a section of a Sound object.
* The most common forms of sounds are 'hover' effects and 'click' effects, which is why the order of the parameters is overSound then downSound.
*
* Call this function with no parameters to reset all sounds on this Button.
*
* @method Phaser.Button#setSounds
* @public
* @param {Phaser.Sound|Phaser.AudioSprite} [overSound] - Over Button Sound.
* @param {string} [overMarker] - Over Button Sound Marker.
* @param {Phaser.Sound|Phaser.AudioSprite} [downSound] - Down Button Sound.
* @param {string} [downMarker] - Down Button Sound Marker.
* @param {Phaser.Sound|Phaser.AudioSprite} [outSound] - Out Button Sound.
* @param {string} [outMarker] - Out Button Sound Marker.
* @param {Phaser.Sound|Phaser.AudioSprite} [upSound] - Up Button Sound.
* @param {string} [upMarker] - Up Button Sound Marker.
*/
Phaser.Button.prototype.setSounds = function (overSound, overMarker, downSound, downMarker, outSound, outMarker, upSound, upMarker) {
this.setStateSound(Phaser.Button.STATE_OVER, overSound, overMarker);
this.setStateSound(Phaser.Button.STATE_OUT, outSound, outMarker);
this.setStateSound(Phaser.Button.STATE_DOWN, downSound, downMarker);
this.setStateSound(Phaser.Button.STATE_UP, upSound, upMarker);
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};
/**
* The Sound to be played when a Pointer moves over this Button.
*
* @method Phaser.Button#setOverSound
* @public
* @param {Phaser.Sound|Phaser.AudioSprite} sound - The Sound that will be played.
* @param {string} [marker] - A Sound Marker that will be used in the playback.
*/
Phaser.Button.prototype.setOverSound = function (sound, marker) {
this.setStateSound(Phaser.Button.STATE_OVER, sound, marker);
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};
/**
* The Sound to be played when a Pointer moves out of this Button.
*
* @method Phaser.Button#setOutSound
* @public
* @param {Phaser.Sound|Phaser.AudioSprite} sound - The Sound that will be played.
* @param {string} [marker] - A Sound Marker that will be used in the playback.
*/
Phaser.Button.prototype.setOutSound = function (sound, marker) {
this.setStateSound(Phaser.Button.STATE_OUT, sound, marker);
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};
/**
* The Sound to be played when a Pointer presses down on this Button.
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*
* @method Phaser.Button#setDownSound
* @public
* @param {Phaser.Sound|Phaser.AudioSprite} sound - The Sound that will be played.
* @param {string} [marker] - A Sound Marker that will be used in the playback.
*/
Phaser.Button.prototype.setDownSound = function (sound, marker) {
this.setStateSound(Phaser.Button.STATE_DOWN, sound, marker);
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};
/**
* The Sound to be played when a Pointer has pressed down and is released from this Button.
*
* @method Phaser.Button#setUpSound
* @public
* @param {Phaser.Sound|Phaser.AudioSprite} sound - The Sound that will be played.
* @param {string} [marker] - A Sound Marker that will be used in the playback.
*/
Phaser.Button.prototype.setUpSound = function (sound, marker) {
this.setStateSound(Phaser.Button.STATE_UP, sound, marker);
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};
/**
* Internal function that handles input events.
*
* @method Phaser.Button#onInputOverHandler
* @protected
* @param {Phaser.Button} sprite - The Button that the event occured on.
* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
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*/
Phaser.Button.prototype.onInputOverHandler = function (sprite, pointer) {
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// If the Pointer was only just released then we don't fire an over event
if (pointer.justReleased())
{
return;
}
this.changeStateFrame(Phaser.Button.STATE_OVER);
if (this.onOverMouseOnly && !pointer.isMouse)
{
return;
}
this.playStateSound(Phaser.Button.STATE_OVER);
if (this.onInputOver)
{
this.onInputOver.dispatch(this, pointer);
}
};
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/**
* Internal function that handles input events.
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*
* @method Phaser.Button#onInputOutHandler
* @protected
* @param {Phaser.Button} sprite - The Button that the event occured on.
* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
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*/
Phaser.Button.prototype.onInputOutHandler = function (sprite, pointer) {
this.changeStateFrame(Phaser.Button.STATE_OUT);
this.playStateSound(Phaser.Button.STATE_OUT);
if (this.onInputOut)
{
this.onInputOut.dispatch(this, pointer);
}
};
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/**
* Internal function that handles input events.
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*
* @method Phaser.Button#onInputDownHandler
* @protected
* @param {Phaser.Button} sprite - The Button that the event occured on.
* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
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*/
Phaser.Button.prototype.onInputDownHandler = function (sprite, pointer) {
this.changeStateFrame(Phaser.Button.STATE_DOWN);
this.playStateSound(Phaser.Button.STATE_DOWN);
if (this.onInputDown)
{
this.onInputDown.dispatch(this, pointer);
}
};
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/**
* Internal function that handles input events.
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*
* @method Phaser.Button#onInputUpHandler
* @protected
* @param {Phaser.Button} sprite - The Button that the event occured on.
* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
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*/
Phaser.Button.prototype.onInputUpHandler = function (sprite, pointer, isOver) {
this.playStateSound(Phaser.Button.STATE_UP);
// Input dispatched early, before state change (but after sound)
if (this.onInputUp)
{
this.onInputUp.dispatch(this, pointer, isOver);
}
if (this.freezeFrames)
{
return;
}
if (this.forceOut)
{
this.changeStateFrame(Phaser.Button.STATE_OUT);
}
else
{
var changedUp = this.changeStateFrame(Phaser.Button.STATE_UP);
if (!changedUp)
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{
// No Up frame to show..
if (isOver)
{
this.changeStateFrame(Phaser.Button.STATE_OVER);
}
else
{
this.changeStateFrame(Phaser.Button.STATE_OUT);
}
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}
}
};