phaser/Phaser/input/Input.ts

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/// <reference path="../Game.ts" />
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/// <reference path="../core/Signal.ts" />
/// <reference path="../utils/PointUtils.ts" />
/// <reference path="../math/Vec2Utils.ts" />
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/// <reference path="Pointer.ts" />
/// <reference path="MSPointer.ts" />
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/// <reference path="Gestures.ts" />
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/// <reference path="Mouse.ts" />
/// <reference path="Keyboard.ts" />
/// <reference path="Touch.ts" />
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/**
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* Phaser - Input
*
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* A game specific Input manager that looks after the mouse, keyboard and touch objects.
* This is updated by the core game loop.
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*/
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module Phaser {
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export class Input {
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constructor(game: Game) {
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this._game = game;
this._stack = [];
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this.mousePointer = new Pointer(this._game, 0);
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this.pointer1 = new Pointer(this._game, 1);
this.pointer2 = new Pointer(this._game, 2);
this.pointer3 = new Pointer(this._game, 3);
this.pointer4 = new Pointer(this._game, 4);
this.pointer5 = new Pointer(this._game, 5);
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this.mouse = new Mouse(this._game);
this.keyboard = new Keyboard(this._game);
this.touch = new Touch(this._game);
this.mspointer = new MSPointer(this._game);
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this.gestures = new Gestures(this._game);
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this.onDown = new Phaser.Signal();
this.onUp = new Phaser.Signal();
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this.onTap = new Phaser.Signal();
this.onHold = new Phaser.Signal();
this.speed = new Vec2;
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this.position = new Vec2;
this._oldPosition = new Vec2;
this.circle = new Circle(0, 0, 44);
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this.currentPointers = 0;
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}
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/**
* Local private reference to game.
*/
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private _game: Game;
/**
* Temporary click sorting stack
*/
private _stack;
/**
* A vector object representing the previous position of the Pointer.
* @property vector
* @type {Vec2}
**/
private _oldPosition: Vec2 = null;
/**
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* You can disable all Input by setting Input.disabled = true. While set all new input related events will be ignored.
* If you need to disable just one type of input, for example mouse, use Input.mouse.disabled = true instead
* @type {Boolean}
*/
public disabled: bool = false;
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/**
* Controls the expected behaviour when using a mouse and touch together on a multi-input device
*/
public multiInputOverride: number = Input.MOUSE_TOUCH_COMBINE;
/**
* Static defining the behaviour expected on a multi-input device system.
* With this setting when the mouse is used it updates the Input.x/y globals regardless if another pointer is active or not
*/
public static MOUSE_OVERRIDES_TOUCH: number = 0;
/**
* Static defining the behaviour expected on a multi-input device system.
* With this setting when the mouse is used it only updates the Input.x/y globals if no other pointer is active
*/
public static TOUCH_OVERRIDES_MOUSE: number = 1;
/**
* Static defining the behaviour expected on a multi-input device system.
* With this setting when the mouse is used it updates the Input.x/y globals at the same time as any active Pointer objects might
*/
public static MOUSE_TOUCH_COMBINE: number = 2;
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/**
* Phaser.Mouse handler
* @type {Mouse}
*/
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public mouse: Mouse;
/**
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* Phaser.Keyboard handler
* @type {Keyboard}
*/
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public keyboard: Keyboard;
/**
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* Phaser.Touch handler
* @type {Touch}
*/
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public touch: Touch;
/**
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* Phaser.MSPointer handler
* @type {MSPointer}
*/
public mspointer: MSPointer;
/**
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* Phaser.Gestures handler
* @type {Gestures}
*/
public gestures: Gestures;
/**
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* A vector object representing the current position of the Pointer.
* @property vector
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* @type {Vec2}
**/
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public position: Vec2 = null;
/**
* A vector object representing the speed of the Pointer. Only really useful in single Pointer games,
* otherwise see the Pointer objects directly.
* @property vector
* @type {Vec2}
**/
public speed: Vec2 = null;
/**
* A Circle object centered on the x/y screen coordinates of the Input.
* Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything
* @property circle
* @type {Circle}
**/
public circle: Circle = null;
/**
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* X coordinate of the most recent Pointer event
* @type {Number}
* @private
*/
private _x: number = 0;
/**
* X coordinate of the most recent Pointer event
* @type {Number}
* @private
*/
private _y: number = 0;
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/**
*
* @type {Number}
*/
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public scaleX: number = 1;
/**
*
* @type {Number}
*/
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public scaleY: number = 1;
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/**
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* The maximum number of Pointers allowed to be active at any one time.
* For lots of games it's useful to set this to 1
* @type {Number}
*/
public maxPointers: number = 10;
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/**
* The current number of active Pointers.
* @type {Number}
*/
public currentPointers: number = 0;
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/**
* A Signal dispatched when a mouse/Pointer object is pressed
* @type {Phaser.Signal}
*/
public onDown: Phaser.Signal;
/**
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* A Signal dispatched when a mouse/Pointer object is released
* @type {Phaser.Signal}
*/
public onUp: Phaser.Signal;
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/**
* A Signal dispatched when a Pointer object (including the mouse) is tapped: pressed and released quickly.
* The signal sends 2 parameters. The Pointer that caused it and a boolean depending if the tap was a single tap or a double tap.
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* @type {Phaser.Signal}
*/
public onTap: Phaser.Signal;
/**
* A Signal dispatched when a Pointer object (including the mouse) is held down
* @type {Phaser.Signal}
*/
public onHold: Phaser.Signal;
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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
* @property tapRate
* @type {Number}
**/
public tapRate: number = 200;
/**
* The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click
* @property doubleTapRate
* @type {Number}
**/
public doubleTapRate: number = 300;
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/**
* The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event
* @property holdRate
* @type {Number}
**/
public holdRate: number = 2000;
/**
* The number of milliseconds below which the Pointer is considered justPressed
* @property justPressedRate
* @type {Number}
**/
public justPressedRate: number = 200;
/**
* The number of milliseconds below which the Pointer is considered justReleased
* @property justReleasedRate
* @type {Number}
**/
public justReleasedRate: number = 200;
/**
* Sets if the Pointer objects should record a history of x/y coordinates they have passed through.
* The history is cleared each time the Pointer is pressed down.
* The history is updated at the rate specified in Input.pollRate
* @property recordPointerHistory
* @type {Boolean}
**/
public recordPointerHistory: bool = true;
/**
* The rate in milliseconds at which the Pointer objects should update their tracking history
* @property recordRate
* @type {Number}
*/
public recordRate: number = 100;
/**
* The total number of entries that can be recorded into the Pointer objects tracking history.
* The the Pointer is tracking one event every 100ms, then a trackLimit of 100 would store the last 10 seconds worth of history.
* @property recordLimit
* @type {Number}
*/
public recordLimit: number = 100;
/**
* A Pointer object specifically used by the Mouse
* @property mousePointer
* @type {Pointer}
**/
public mousePointer: Pointer;
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/**
* A Pointer object
* @property pointer1
* @type {Pointer}
**/
public pointer1: Pointer;
/**
* A Pointer object
* @property pointer2
* @type {Pointer}
**/
public pointer2: Pointer;
/**
* A Pointer object
* @property pointer3
* @type {Pointer}
**/
public pointer3: Pointer;
/**
* A Pointer object
* @property pointer4
* @type {Pointer}
**/
public pointer4: Pointer;
/**
* A Pointer object
* @property pointer5
* @type {Pointer}
**/
public pointer5: Pointer;
/**
* A Pointer object
* @property pointer6
* @type {Pointer}
**/
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public pointer6: Pointer = null;
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/**
* A Pointer object
* @property pointer7
* @type {Pointer}
**/
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public pointer7: Pointer = null;
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/**
* A Pointer object
* @property pointer8
* @type {Pointer}
**/
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public pointer8: Pointer = null;
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/**
* A Pointer object
* @property pointer9
* @type {Pointer}
**/
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public pointer9: Pointer = null;
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/**
* A Pointer object
* @property pointer10
* @type {Pointer}
**/
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public pointer10: Pointer = null;
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/**
* The screen X coordinate
* @property x
* @type {Number}
**/
public get x(): number {
return this._x;
}
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public set x(value: number) {
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this._x = Math.round(value);
}
/**
* The screen Y coordinate
* @property y
* @type {Number}
**/
public get y(): number {
return this._y;
}
public set y(value: number) {
this._y = Math.round(value);
}
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/**
* Add a new Pointer object to the Input Manager. By default Input creates 5 pointer objects for you. If you need more
* use this to create a new one, up to a maximum of 10.
* @method addPointer
* @return {Pointer} A reference to the new Pointer object
**/
public addPointer(): Pointer {
var next: number = 0;
if (this.pointer10 === null)
{
next = 10;
}
if (this.pointer9 === null)
{
next = 9;
}
if (this.pointer8 === null)
{
next = 8;
}
if (this.pointer7 === null)
{
next = 7;
}
if (this.pointer6 === null)
{
next = 6;
}
if (next == 0)
{
throw new Error("You can only have 10 Pointer objects");
return null;
}
else
{
this['pointer' + next] = new Pointer(this._game, next);
return this['pointer' + next];
}
}
/**
* Starts the Input Manager running
* @method start
**/
public boot() {
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this.mouse.start();
this.keyboard.start();
this.touch.start();
this.mspointer.start();
this.gestures.start();
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this.mousePointer.active = true;
}
public inputObjects = [];
public totalTrackedObjects: number = 0;
// Add Input Enabled array + add/remove methods and then iterate and update them during the main update
// Clear down this array on State swap??? Maybe removed from it when Sprite is destroyed
public addGameObject(object) {
// Lots more checks here
this.inputObjects.push(object);
this.totalTrackedObjects++;
}
public removeGameObject(object) {
// TODO
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}
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/**
* Updates the Input Manager. Called by the core Game loop.
* @method update
**/
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public update() {
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// Swap for velocity vector - and add it to Pointer?
this.speed.x = this.position.x - this._oldPosition.x;
this.speed.y = this.position.y - this._oldPosition.y;
this._oldPosition.copyFrom(this.position);
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this.mousePointer.update();
this.pointer1.update();
this.pointer2.update();
this.pointer3.update();
this.pointer4.update();
this.pointer5.update();
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if (this.pointer6) { this.pointer6.update(); }
if (this.pointer7) { this.pointer7.update(); }
if (this.pointer8) { this.pointer8.update(); }
if (this.pointer9) { this.pointer9.update(); }
if (this.pointer10) { this.pointer10.update(); }
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}
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public addToStack(item) {
this._stack.push(item);
}
/**
* Reset all of the Pointers and Input states
* @method reset
* @param hard {Boolean} A soft reset (hard = false) won't reset any signals that might be bound. A hard reset will.
**/
public reset(hard?: bool = false) {
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this.keyboard.reset();
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this.pointer1.reset();
this.pointer2.reset();
this.pointer3.reset();
this.pointer4.reset();
this.pointer5.reset();
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if (this.pointer6) { this.pointer6.reset(); }
if (this.pointer7) { this.pointer7.reset(); }
if (this.pointer8) { this.pointer8.reset(); }
if (this.pointer9) { this.pointer9.reset(); }
if (this.pointer10) { this.pointer10.reset(); }
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this.currentPointers = 0;
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if (hard == true)
{
this.onDown = new Phaser.Signal();
this.onUp = new Phaser.Signal();
this.onTap = new Phaser.Signal();
this.onHold = new Phaser.Signal();
}
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}
/**
* Get the total number of inactive Pointers
* @method totalInactivePointers
* @return {Number} The number of Pointers currently inactive
**/
public get totalInactivePointers(): number {
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return 10 - this.currentPointers;
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}
/**
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* Recalculates the total number of active Pointers
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* @method totalActivePointers
* @return {Number} The number of Pointers currently active
**/
public get totalActivePointers(): number {
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this.currentPointers = 0;
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if (this.pointer1.active == true)
{
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this.currentPointers++;
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}
else if (this.pointer2.active == true)
{
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this.currentPointers++;
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}
else if (this.pointer3.active == true)
{
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this.currentPointers++;
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}
else if (this.pointer4.active == true)
{
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this.currentPointers++;
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}
else if (this.pointer5.active == true)
{
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this.currentPointers++;
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}
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else if (this.pointer6 && this.pointer6.active == true)
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{
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this.currentPointers++;
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}
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else if (this.pointer7 && this.pointer7.active == true)
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{
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this.currentPointers++;
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}
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else if (this.pointer8 && this.pointer8.active == true)
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{
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this.currentPointers++;
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}
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else if (this.pointer9 && this.pointer9.active == true)
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{
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this.currentPointers++;
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}
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else if (this.pointer10 && this.pointer10.active == true)
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{
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this.currentPointers++;
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}
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return this.currentPointers;
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}
/**
* 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
**/
public startPointer(event):Pointer {
if (this.maxPointers < 10 && this.totalActivePointers == this.maxPointers)
{
return null;
}
// Unrolled for speed
if (this.pointer1.active == false)
{
return this.pointer1.start(event);
}
else if (this.pointer2.active == false)
{
return this.pointer2.start(event);
}
else if (this.pointer3.active == false)
{
return this.pointer3.start(event);
}
else if (this.pointer4.active == false)
{
return this.pointer4.start(event);
}
else if (this.pointer5.active == false)
{
return this.pointer5.start(event);
}
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else if (this.pointer6 && this.pointer6.active == false)
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{
return this.pointer6.start(event);
}
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else if (this.pointer7 && this.pointer7.active == false)
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{
return this.pointer7.start(event);
}
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else if (this.pointer8 && this.pointer8.active == false)
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{
return this.pointer8.start(event);
}
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else if (this.pointer9 && this.pointer9.active == false)
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{
return this.pointer9.start(event);
}
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else if (this.pointer10 && this.pointer10.active == false)
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{
return this.pointer10.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
**/
public updatePointer(event):Pointer {
// Unrolled for speed
if (this.pointer1.active == true && this.pointer1.identifier == event.identifier)
{
return this.pointer1.move(event);
}
else if (this.pointer2.active == true && this.pointer2.identifier == event.identifier)
{
return this.pointer2.move(event);
}
else if (this.pointer3.active == true && this.pointer3.identifier == event.identifier)
{
return this.pointer3.move(event);
}
else if (this.pointer4.active == true && this.pointer4.identifier == event.identifier)
{
return this.pointer4.move(event);
}
else if (this.pointer5.active == true && this.pointer5.identifier == event.identifier)
{
return this.pointer5.move(event);
}
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else if (this.pointer6 && this.pointer6.active == true && this.pointer6.identifier == event.identifier)
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{
return this.pointer6.move(event);
}
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else if (this.pointer7 && this.pointer7.active == true && this.pointer7.identifier == event.identifier)
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{
return this.pointer7.move(event);
}
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else if (this.pointer8 && this.pointer8.active == true && this.pointer8.identifier == event.identifier)
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{
return this.pointer8.move(event);
}
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else if (this.pointer9 && this.pointer9.active == true && this.pointer9.identifier == event.identifier)
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{
return this.pointer9.move(event);
}
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else if (this.pointer10 && this.pointer10.active == true && this.pointer10.identifier == event.identifier)
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{
return this.pointer10.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
**/
public stopPointer(event):Pointer {
// Unrolled for speed
if (this.pointer1.active == true && this.pointer1.identifier == event.identifier)
{
return this.pointer1.stop(event);
}
else if (this.pointer2.active == true && this.pointer2.identifier == event.identifier)
{
return this.pointer2.stop(event);
}
else if (this.pointer3.active == true && this.pointer3.identifier == event.identifier)
{
return this.pointer3.stop(event);
}
else if (this.pointer4.active == true && this.pointer4.identifier == event.identifier)
{
return this.pointer4.stop(event);
}
else if (this.pointer5.active == true && this.pointer5.identifier == event.identifier)
{
return this.pointer5.stop(event);
}
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else if (this.pointer6 && this.pointer6.active == true && this.pointer6.identifier == event.identifier)
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{
return this.pointer6.stop(event);
}
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else if (this.pointer7 && this.pointer7.active == true && this.pointer7.identifier == event.identifier)
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{
return this.pointer7.stop(event);
}
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else if (this.pointer8 && this.pointer8.active == true && this.pointer8.identifier == event.identifier)
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{
return this.pointer8.stop(event);
}
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else if (this.pointer9 && this.pointer9.active == true && this.pointer9.identifier == event.identifier)
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{
return this.pointer9.stop(event);
}
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else if (this.pointer10 && this.pointer10.active == true && this.pointer10.identifier == event.identifier)
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{
return this.pointer10.stop(event);
}
return null;
}
/**
* Get the next Pointer object whos active property matches the given state
* @method getPointer
* @param {Boolean} 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.
**/
public getPointer(state: bool = false): Pointer {
// Unrolled for speed
if (this.pointer1.active == state)
{
return this.pointer1;
}
else if (this.pointer2.active == state)
{
return this.pointer2;
}
else if (this.pointer3.active == state)
{
return this.pointer3;
}
else if (this.pointer4.active == state)
{
return this.pointer4;
}
else if (this.pointer5.active == state)
{
return this.pointer5;
}
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else if (this.pointer6 && this.pointer6.active == state)
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{
return this.pointer6;
}
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else if (this.pointer7 && this.pointer7.active == state)
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{
return this.pointer7;
}
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else if (this.pointer8 && this.pointer8.active == state)
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{
return this.pointer8;
}
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else if (this.pointer9 && this.pointer9.active == state)
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{
return this.pointer9;
}
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else if (this.pointer10 && this.pointer10.active == state)
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{
return this.pointer10;
}
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.
**/
public getPointerFromIdentifier(identifier: number): Pointer {
// Unrolled for speed
if (this.pointer1.identifier == identifier)
{
return this.pointer1;
}
else if (this.pointer2.identifier == identifier)
{
return this.pointer2;
}
else if (this.pointer3.identifier == identifier)
{
return this.pointer3;
}
else if (this.pointer4.identifier == identifier)
{
return this.pointer4;
}
else if (this.pointer5.identifier == identifier)
{
return this.pointer5;
}
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else if (this.pointer6 && this.pointer6.identifier == identifier)
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{
return this.pointer6;
}
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else if (this.pointer7 && this.pointer7.identifier == identifier)
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{
return this.pointer7;
}
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else if (this.pointer8 && this.pointer8.identifier == identifier)
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{
return this.pointer8;
}
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else if (this.pointer9 && this.pointer9.identifier == identifier)
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{
return this.pointer9;
}
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else if (this.pointer10 && this.pointer10.identifier == identifier)
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{
return this.pointer10;
}
return null;
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}
/**
* @param {Camera} [camera]
*/
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public getWorldX(camera?: Camera = this._game.camera) {
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return camera.worldView.x + this.x;
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}
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/**
* @param {Camera} [camera]
*/
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public getWorldY(camera?: Camera = this._game.camera) {
return camera.worldView.y + this.y;
}
/**
* @param {Number} x
* @param {Number} y
* @param {String} [color]
*/
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public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') {
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this._game.stage.context.font = '14px Courier';
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this._game.stage.context.fillStyle = color;
this._game.stage.context.fillText('Input', x, y);
this._game.stage.context.fillText('Screen X: ' + this.x + ' Screen Y: ' + this.y, x, y + 14);
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this._game.stage.context.fillText('World X: ' + this.getWorldX() + ' World Y: ' + this.getWorldY(), x, y + 28);
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this._game.stage.context.fillText('Scale X: ' + this.scaleX.toFixed(1) + ' Scale Y: ' + this.scaleY.toFixed(1), x, y + 42);
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}
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/**
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* Get the distance between two Pointer objects
* @method getDistance
* @param {Pointer} pointer1
* @param {Pointer} pointer2
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**/
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public getDistance(pointer1: Pointer, pointer2: Pointer): number {
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return Vec2Utils.distance(pointer1.position, pointer2.position);
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}
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/**
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* Get the angle between two Pointer objects
* @method getAngle
* @param {Pointer} pointer1
* @param {Pointer} pointer2
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**/
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public getAngle(pointer1: Pointer, pointer2: Pointer): number {
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return Vec2Utils.angle(pointer1.position, pointer2.position);
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}
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}
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}