2013-08-31 12:54:59 +00:00
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/**
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* Phaser.Input
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*
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* A game specific Input manager that looks after the mouse, keyboard and touch objects.
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* This is updated by the core game loop.
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*/
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Phaser.Input = function (game) {
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this.game = game;
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2013-09-09 09:30:01 +00:00
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// this.inputObjects = [];
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// this.totalTrackedObjects = 0;
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2013-08-31 12:54:59 +00:00
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};
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2013-09-04 20:03:39 +00:00
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Phaser.Input.MOUSE_OVERRIDES_TOUCH = 0;
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Phaser.Input.TOUCH_OVERRIDES_MOUSE = 1;
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Phaser.Input.MOUSE_TOUCH_COMBINE = 2;
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2013-08-31 12:54:59 +00:00
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Phaser.Input.prototype = {
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game: null,
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/**
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* How often should the input pointers be checked for updates?
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* A value of 0 means every single frame (60fps), a value of 1 means every other frame (30fps) and so on.
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* @type {number}
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*/
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pollRate: 0,
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_pollCounter: 0,
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/**
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* A vector object representing the previous position of the Pointer.
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* @property vector
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* @type {Vec2}
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**/
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_oldPosition: null,
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/**
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* X coordinate of the most recent Pointer event
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* @type {Number}
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* @private
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*/
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_x: 0,
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/**
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* X coordinate of the most recent Pointer event
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* @type {Number}
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* @private
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*/
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_y: 0,
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/**
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* You can disable all Input by setting Input.disabled: true. While set all new input related events will be ignored.
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* If you need to disable just one type of input, for example mouse, use Input.mouse.disabled: true instead
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* @type {bool}
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*/
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disabled: false,
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/**
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* Controls the expected behaviour when using a mouse and touch together on a multi-input device
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*/
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2013-09-04 20:03:39 +00:00
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multiInputOverride: Phaser.Input.MOUSE_TOUCH_COMBINE,
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2013-08-31 12:54:59 +00:00
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/**
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* A vector object representing the current position of the Pointer.
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* @property vector
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* @type {Vec2}
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**/
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position: null,
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/**
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* A vector object representing the speed of the Pointer. Only really useful in single Pointer games,
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* otherwise see the Pointer objects directly.
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* @property vector
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* @type {Vec2}
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**/
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speed: null,
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/**
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* A Circle object centered on the x/y screen coordinates of the Input.
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* Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything
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* @property circle
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* @type {Circle}
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**/
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circle: null,
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/**
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* The scale by which all input coordinates are multiplied, calculated by the StageScaleMode.
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* In an un-scaled game the values will be x: 1 and y: 1.
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* @type {Vec2}
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*/
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scale: null,
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/**
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* The maximum number of Pointers allowed to be active at any one time.
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* For lots of games it's useful to set this to 1
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* @type {Number}
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*/
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maxPointers: 10,
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/**
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* The current number of active Pointers.
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* @type {Number}
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*/
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currentPointers: 0,
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/**
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* The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or click
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* @property tapRate
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* @type {Number}
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**/
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tapRate: 200,
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/**
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* The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click
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* @property doubleTapRate
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* @type {Number}
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**/
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doubleTapRate: 300,
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/**
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* The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event
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* @property holdRate
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* @type {Number}
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**/
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holdRate: 2000,
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/**
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* The number of milliseconds below which the Pointer is considered justPressed
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* @property justPressedRate
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* @type {Number}
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**/
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justPressedRate: 200,
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/**
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* The number of milliseconds below which the Pointer is considered justReleased
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* @property justReleasedRate
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* @type {Number}
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**/
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justReleasedRate: 200,
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/**
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* Sets if the Pointer objects should record a history of x/y coordinates they have passed through.
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* The history is cleared each time the Pointer is pressed down.
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* The history is updated at the rate specified in Input.pollRate
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* @property recordPointerHistory
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* @type {bool}
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**/
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recordPointerHistory: false,
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/**
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* The rate in milliseconds at which the Pointer objects should update their tracking history
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* @property recordRate
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* @type {Number}
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*/
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recordRate: 100,
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/**
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* The total number of entries that can be recorded into the Pointer objects tracking history.
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* If the Pointer is tracking one event every 100ms, then a trackLimit of 100 would store the last 10 seconds worth of history.
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* @property recordLimit
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* @type {Number}
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*/
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recordLimit: 100,
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/**
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* A Pointer object
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* @property pointer1
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* @type {Pointer}
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**/
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pointer1: null,
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/**
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* A Pointer object
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* @property pointer2
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* @type {Pointer}
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**/
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pointer2: null,
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/**
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* A Pointer object
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* @property pointer3
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* @type {Pointer}
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**/
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pointer3: null,
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/**
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* A Pointer object
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* @property pointer4
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* @type {Pointer}
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**/
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pointer4: null,
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/**
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* A Pointer object
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* @property pointer5
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* @type {Pointer}
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**/
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pointer5: null,
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/**
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* A Pointer object
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* @property pointer6
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* @type {Pointer}
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**/
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pointer6: null,
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/**
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* A Pointer object
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* @property pointer7
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* @type {Pointer}
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**/
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pointer7: null,
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/**
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* A Pointer object
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* @property pointer8
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* @type {Pointer}
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**/
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pointer8: null,
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/**
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* A Pointer object
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* @property pointer9
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* @type {Pointer}
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**/
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pointer9: null,
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/**
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* A Pointer object
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* @property pointer10
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* @type {Pointer}
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**/
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pointer10: null,
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/**
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* The most recently active Pointer object.
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* When you've limited max pointers to 1 this will accurately be either the first finger touched or mouse.
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* @property activePointer
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* @type {Pointer}
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**/
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activePointer: null,
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mousePointer: null,
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mouse: null,
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keyboard: null,
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touch: null,
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mspointer: null,
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onDown: null,
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onUp: null,
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onTap: null,
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onHold: null,
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2013-09-08 12:23:21 +00:00
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// A linked list of interactive objects, the InputHandler components (belong to Sprites) register themselves with this
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2013-09-08 10:24:41 +00:00
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interactiveItems: new Phaser.LinkedList(),
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2013-08-31 12:54:59 +00:00
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/**
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* Starts the Input Manager running
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* @method start
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**/
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boot: function () {
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2013-08-31 20:50:34 +00:00
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this.mousePointer = new Phaser.Pointer(this.game, 0);
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this.pointer1 = new Phaser.Pointer(this.game, 1);
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this.pointer2 = new Phaser.Pointer(this.game, 2);
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2013-08-31 12:54:59 +00:00
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2013-08-31 20:50:34 +00:00
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this.mouse = new Phaser.Mouse(this.game);
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this.keyboard = new Phaser.Keyboard(this.game);
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this.touch = new Phaser.Touch(this.game);
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this.mspointer = new Phaser.MSPointer(this.game);
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2013-08-31 12:54:59 +00:00
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this.onDown = new Phaser.Signal();
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this.onUp = new Phaser.Signal();
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this.onTap = new Phaser.Signal();
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this.onHold = new Phaser.Signal();
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this.scale = new Phaser.Point(1, 1);
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this.speed = new Phaser.Point();
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this.position = new Phaser.Point();
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this._oldPosition = new Phaser.Point();
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this.circle = new Phaser.Circle(0, 0, 44);
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this.activePointer = this.mousePointer;
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this.currentPointers = 0;
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// this.hitCanvas = document.createElement('canvas');
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// this.hitCanvas.width = 1;
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// this.hitCanvas.height = 1;
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// this.hitContext = this.hitCanvas.getContext('2d');
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this.mouse.start();
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this.keyboard.start();
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this.touch.start();
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this.mspointer.start();
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this.mousePointer.active = true;
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},
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/**
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* Add a new Pointer object to the Input Manager. By default Input creates 2 pointer objects for you. If you need more
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* use this to create a new one, up to a maximum of 10.
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* @method addPointer
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* @return {Pointer} A reference to the new Pointer object
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**/
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addPointer: function () {
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var next = 0;
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for (var i = 10; i > 0; i--)
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{
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if (this['pointer' + i] === null)
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{
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next = i;
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}
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}
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if (next == 0)
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{
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console.warn("You can only have 10 Pointer objects");
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return null;
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}
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else
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{
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2013-08-31 20:50:34 +00:00
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this['pointer' + next] = new Phaser.Pointer(this.game, next);
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2013-08-31 12:54:59 +00:00
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return this['pointer' + next];
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}
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},
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/**
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* Updates the Input Manager. Called by the core Game loop.
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* @method update
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**/
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update: function () {
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if (this.pollRate > 0 && this._pollCounter < this.pollRate)
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{
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this._pollCounter++;
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return;
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}
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this.speed.x = this.position.x - this._oldPosition.x;
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this.speed.y = this.position.y - this._oldPosition.y;
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this._oldPosition.copyFrom(this.position);
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this.mousePointer.update();
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this.pointer1.update();
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this.pointer2.update();
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if (this.pointer3) { this.pointer3.update(); }
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if (this.pointer4) { this.pointer4.update(); }
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if (this.pointer5) { this.pointer5.update(); }
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if (this.pointer6) { this.pointer6.update(); }
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if (this.pointer7) { this.pointer7.update(); }
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if (this.pointer8) { this.pointer8.update(); }
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if (this.pointer9) { this.pointer9.update(); }
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if (this.pointer10) { this.pointer10.update(); }
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this._pollCounter = 0;
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},
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/**
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* Reset all of the Pointers and Input states
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* @method reset
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* @param hard {bool} A soft reset (hard = false) won't reset any signals that might be bound. A hard reset will.
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**/
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reset: function (hard) {
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|
2013-09-08 21:38:19 +00:00
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hard = hard || false;
|
2013-08-31 12:54:59 +00:00
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this.keyboard.reset();
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this.mousePointer.reset();
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for (var i = 1; i <= 10; i++)
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{
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if (this['pointer' + i])
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{
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this['pointer' + i].reset();
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}
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}
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this.currentPointers = 0;
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// this.game.stage.canvas.style.cursor = "default";
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if (hard == true)
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{
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this.onDown.dispose();
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this.onUp.dispose();
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this.onTap.dispose();
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this.onHold.dispose();
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this.onDown = new Phaser.Signal();
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this.onUp = new Phaser.Signal();
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this.onTap = new Phaser.Signal();
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this.onHold = new Phaser.Signal();
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for (var i = 0; i < this.totalTrackedObjects; i++)
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{
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if (this.inputObjects[i] && this.inputObjects[i].input)
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{
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|
this.inputObjects[i].input.reset();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
this.inputObjects.length = 0;
|
|
|
|
this.totalTrackedObjects = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
this._pollCounter = 0;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
resetSpeed: function (x, y) {
|
|
|
|
|
|
|
|
this._oldPosition.setTo(x, y);
|
|
|
|
this.speed.setTo(0, 0);
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Find the first free Pointer object and start it, passing in the event data.
|
|
|
|
* @method startPointer
|
|
|
|
* @param {Any} event The event data from the Touch event
|
|
|
|
* @return {Pointer} The Pointer object that was started or null if no Pointer object is available
|
|
|
|
**/
|
|
|
|
startPointer: function (event) {
|
|
|
|
|
2013-09-08 21:38:19 +00:00
|
|
|
if (this.maxPointers < 10 && this.totalActivePointers == this.maxPointers)
|
|
|
|
{
|
2013-08-31 12:54:59 +00:00
|
|
|
return null;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this.pointer1.active == false)
|
|
|
|
{
|
|
|
|
return this.pointer1.start(event);
|
|
|
|
}
|
|
|
|
else if (this.pointer2.active == false)
|
|
|
|
{
|
|
|
|
return this.pointer2.start(event);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (var i = 3; i <= 10; i++)
|
|
|
|
{
|
|
|
|
if (this['pointer' + i] && this['pointer' + i].active == false)
|
|
|
|
{
|
|
|
|
return this['pointer' + i].start(event);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return null;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Updates the matching Pointer object, passing in the event data.
|
|
|
|
* @method updatePointer
|
|
|
|
* @param {Any} event The event data from the Touch event
|
|
|
|
* @return {Pointer} The Pointer object that was updated or null if no Pointer object is available
|
|
|
|
**/
|
|
|
|
updatePointer: function (event) {
|
|
|
|
|
|
|
|
if (this.pointer1.active && this.pointer1.identifier == event.identifier)
|
|
|
|
{
|
|
|
|
return this.pointer1.move(event);
|
|
|
|
}
|
|
|
|
else if(this.pointer2.active && this.pointer2.identifier == event.identifier)
|
|
|
|
{
|
|
|
|
return this.pointer2.move(event);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (var i = 3; i <= 10; i++)
|
|
|
|
{
|
|
|
|
if (this['pointer' + i] && this['pointer' + i].active && this['pointer' + i].identifier == event.identifier)
|
|
|
|
{
|
|
|
|
return this['pointer' + i].move(event);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return null;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Stops the matching Pointer object, passing in the event data.
|
|
|
|
* @method stopPointer
|
|
|
|
* @param {Any} event The event data from the Touch event
|
|
|
|
* @return {Pointer} The Pointer object that was stopped or null if no Pointer object is available
|
|
|
|
**/
|
|
|
|
stopPointer: function (event) {
|
|
|
|
|
|
|
|
if (this.pointer1.active && this.pointer1.identifier == event.identifier)
|
|
|
|
{
|
|
|
|
return this.pointer1.stop(event);
|
|
|
|
}
|
|
|
|
else if(this.pointer2.active && this.pointer2.identifier == event.identifier)
|
|
|
|
{
|
|
|
|
return this.pointer2.stop(event);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (var i = 3; i <= 10; i++)
|
|
|
|
{
|
|
|
|
if (this['pointer' + i] && this['pointer' + i].active && this['pointer' + i].identifier == event.identifier)
|
|
|
|
{
|
|
|
|
return this['pointer' + i].stop(event);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return null;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get the next Pointer object whos active property matches the given state
|
|
|
|
* @method getPointer
|
|
|
|
* @param {bool} state The state the Pointer should be in (false for inactive, true for active)
|
|
|
|
* @return {Pointer} A Pointer object or null if no Pointer object matches the requested state.
|
|
|
|
**/
|
|
|
|
getPointer: function (state) {
|
|
|
|
|
2013-09-08 21:38:19 +00:00
|
|
|
state = state || false;
|
2013-08-31 12:54:59 +00:00
|
|
|
|
|
|
|
if (this.pointer1.active == state)
|
|
|
|
{
|
|
|
|
return this.pointer1;
|
|
|
|
}
|
|
|
|
else if(this.pointer2.active == state)
|
|
|
|
{
|
|
|
|
return this.pointer2;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (var i = 3; i <= 10; i++)
|
|
|
|
{
|
|
|
|
if (this['pointer' + i] && this['pointer' + i].active == state)
|
|
|
|
{
|
|
|
|
return this['pointer' + i];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return null;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get the Pointer object whos identified property matches the given identifier value
|
|
|
|
* @method getPointerFromIdentifier
|
|
|
|
* @param {Number} identifier The Pointer.identifier value to search for
|
|
|
|
* @return {Pointer} A Pointer object or null if no Pointer object matches the requested identifier.
|
|
|
|
**/
|
|
|
|
getPointerFromIdentifier: function (identifier) {
|
|
|
|
|
|
|
|
if (this.pointer1.identifier == identifier)
|
|
|
|
{
|
|
|
|
return this.pointer1;
|
|
|
|
}
|
|
|
|
else if(this.pointer2.identifier == identifier)
|
|
|
|
{
|
|
|
|
return this.pointer2;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (var i = 3; i <= 10; i++)
|
|
|
|
{
|
|
|
|
if (this['pointer' + i] && this['pointer' + i].identifier == identifier)
|
|
|
|
{
|
|
|
|
return this['pointer' + i];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return null;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get the distance between two Pointer objects
|
|
|
|
* @method getDistance
|
|
|
|
* @param {Pointer} pointer1
|
|
|
|
* @param {Pointer} pointer2
|
|
|
|
**/
|
|
|
|
getDistance: function (pointer1, pointer2) {
|
|
|
|
// return Phaser.Vec2Utils.distance(pointer1.position, pointer2.position);
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get the angle between two Pointer objects
|
|
|
|
* @method getAngle
|
|
|
|
* @param {Pointer} pointer1
|
|
|
|
* @param {Pointer} pointer2
|
|
|
|
**/
|
|
|
|
getAngle: function (pointer1, pointer2) {
|
|
|
|
// return Phaser.Vec2Utils.angle(pointer1.position, pointer2.position);
|
2013-09-08 21:38:19 +00:00
|
|
|
}
|
2013-08-31 12:54:59 +00:00
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
// Getters / Setters
|
|
|
|
|
|
|
|
Object.defineProperty(Phaser.Input.prototype, "x", {
|
|
|
|
|
|
|
|
/**
|
|
|
|
* The X coordinate of the most recently active pointer.
|
|
|
|
* This value takes game scaling into account automatically. See Pointer.screenX/clientX for source values.
|
|
|
|
* @property x
|
|
|
|
* @type {Number}
|
|
|
|
**/
|
|
|
|
get: function () {
|
|
|
|
return this._x;
|
|
|
|
},
|
|
|
|
|
|
|
|
set: function (value) {
|
|
|
|
this._x = Math.floor(value);
|
|
|
|
},
|
|
|
|
|
|
|
|
enumerable: true,
|
|
|
|
configurable: true
|
|
|
|
});
|
|
|
|
|
|
|
|
Object.defineProperty(Phaser.Input.prototype, "y", {
|
|
|
|
|
|
|
|
/**
|
|
|
|
* The Y coordinate of the most recently active pointer.
|
|
|
|
* This value takes game scaling into account automatically. See Pointer.screenY/clientY for source values.
|
|
|
|
* @property y
|
|
|
|
* @type {Number}
|
|
|
|
**/
|
|
|
|
get: function () {
|
|
|
|
return this._y;
|
|
|
|
},
|
|
|
|
|
|
|
|
set: function (value) {
|
|
|
|
this._y = Math.floor(value);
|
|
|
|
},
|
|
|
|
|
|
|
|
enumerable: true,
|
|
|
|
configurable: true
|
|
|
|
});
|
|
|
|
|
|
|
|
Object.defineProperty(Phaser.Input.prototype, "pollLocked", {
|
|
|
|
|
|
|
|
get: function () {
|
|
|
|
return (this.pollRate > 0 && this._pollCounter < this.pollRate);
|
|
|
|
},
|
|
|
|
|
|
|
|
enumerable: true,
|
|
|
|
configurable: true
|
|
|
|
});
|
|
|
|
|
|
|
|
Object.defineProperty(Phaser.Input.prototype, "totalInactivePointers", {
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get the total number of inactive Pointers
|
|
|
|
* @method totalInactivePointers
|
|
|
|
* @return {Number} The number of Pointers currently inactive
|
|
|
|
**/
|
|
|
|
get: function () {
|
|
|
|
return 10 - this.currentPointers;
|
|
|
|
},
|
|
|
|
|
|
|
|
enumerable: true,
|
|
|
|
configurable: true
|
|
|
|
});
|
|
|
|
|
|
|
|
Object.defineProperty(Phaser.Input.prototype, "totalActivePointers", {
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Recalculates the total number of active Pointers
|
|
|
|
* @method totalActivePointers
|
|
|
|
* @return {Number} The number of Pointers currently active
|
|
|
|
**/
|
|
|
|
get: function () {
|
|
|
|
|
|
|
|
this.currentPointers = 0;
|
|
|
|
|
|
|
|
for (var i = 1; i <= 10; i++)
|
|
|
|
{
|
|
|
|
if (this['pointer' + i] && this['pointer' + i].active)
|
|
|
|
{
|
|
|
|
this.currentPointers++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return this.currentPointers;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
enumerable: true,
|
|
|
|
configurable: true
|
|
|
|
});
|
|
|
|
|
|
|
|
Object.defineProperty(Phaser.Input.prototype, "worldX", {
|
|
|
|
|
|
|
|
get: function () {
|
2013-08-31 20:50:34 +00:00
|
|
|
return this.game.camera.view.x + this.x;
|
2013-08-31 12:54:59 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
enumerable: true,
|
|
|
|
configurable: true
|
|
|
|
});
|
|
|
|
|
|
|
|
Object.defineProperty(Phaser.Input.prototype, "worldY", {
|
|
|
|
|
|
|
|
get: function () {
|
2013-08-31 20:50:34 +00:00
|
|
|
return this.game.camera.view.y + this.y;
|
2013-08-31 12:54:59 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
enumerable: true,
|
|
|
|
configurable: true
|
|
|
|
});
|