2013-10-02 12:18:58 +00:00
<!DOCTYPE html>
< html lang = "en" >
< head >
< meta charset = "utf-8" >
2014-11-15 20:01:46 +00:00
< title > Phaser Source: D:/wamp/www/phaser/src/input/Input.js< / title >
2013-10-02 12:18:58 +00:00
<!-- [if lt IE 9]>
< script src = "//html5shiv.googlecode.com/svn/trunk/html5.js" > < / script >
<![endif]-->
2014-11-15 20:01:46 +00:00
< link type = "text/css" rel = "stylesheet" href = "styles/default.css" >
2013-10-02 12:18:58 +00:00
< link type = "text/css" rel = "stylesheet" href = "styles/sunlight.default.css" >
< link type = "text/css" rel = "stylesheet" href = "styles/site.cerulean.css" >
< / head >
< body >
2014-11-25 00:23:44 +00:00
2013-10-02 12:18:58 +00:00
< div class = "container-fluid" >
< div class = "navbar navbar-fixed-top navbar-inverse" >
2014-11-25 00:23:44 +00:00
< div style = "position: absolute; width: 143px; height: 31px; right: 10px; top: 10px; z-index: 1050" > < a href = "http://phaser.io" > < img src = "img/phaser.png" border = "0" / > < / a > < / div >
2013-10-02 12:18:58 +00:00
< div class = "navbar-inner" >
2014-11-25 00:23:44 +00:00
< a class = "brand" href = "index.html" > Phaser API< / a >
2013-10-02 12:18:58 +00:00
< ul class = "nav" >
2014-11-25 00:23:44 +00:00
2013-10-02 12:18:58 +00:00
< li class = "dropdown" >
2013-10-03 01:38:35 +00:00
< a href = "namespaces.list.html" class = "dropdown-toggle" data-toggle = "dropdown" > Namespaces< b
2013-10-02 12:18:58 +00:00
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-0" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.html" > Phaser< / a >
2013-10-02 12:18:58 +00:00
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-0" >
< a href = "PIXI.html" > PIXI< / a >
< / li >
2013-10-02 12:18:58 +00:00
< / ul >
< / li >
< li class = "dropdown" >
< a href = "classes.list.html" class = "dropdown-toggle" data-toggle = "dropdown" > Classes< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 12:18:58 +00:00
< a href = "Phaser.Animation.html" > Animation< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.AnimationManager.html" > AnimationManager< / a >
2013-10-02 12:18:58 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.AnimationParser.html" > AnimationParser< / a >
2013-10-02 12:18:58 +00:00
< / li >
2014-04-29 14:39:02 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.ArrayList.html" > ArrayList< / a >
< / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.ArraySet.html" > ArraySet< / a >
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.ArrayUtils.html" > ArrayUtils< / a >
< / li >
2014-10-09 15:12:53 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.AudioSprite.html" > AudioSprite< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.BitmapData.html" > BitmapData< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.BitmapText.html" > BitmapText< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Button.html" > Button< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Cache.html" > Cache< / a >
2013-10-02 12:18:58 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Camera.html" > Camera< / a >
2013-10-02 12:18:58 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Canvas.html" > Canvas< / a >
2013-10-02 14:05:55 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Circle.html" > Circle< / a >
2013-10-02 12:18:58 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Color.html" > Color< / a >
2013-10-03 00:21:08 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Device.html" > Device< / a >
2013-10-02 12:18:58 +00:00
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.DOM.html" > DOM< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Easing.html" > Easing< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Easing.Back.html" > Back< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Easing.Bounce.html" > Bounce< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Easing.Circular.html" > Circular< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Easing.Cubic.html" > Cubic< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Easing.Elastic.html" > Elastic< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Easing.Exponential.html" > Exponential< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Easing.Linear.html" > Linear< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Easing.Quadratic.html" > Quadratic< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Easing.Quartic.html" > Quartic< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Easing.Quintic.html" > Quintic< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Easing.Sinusoidal.html" > Sinusoidal< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-18 03:01:51 +00:00
< a href = "Phaser.Ellipse.html" > Ellipse< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Events.html" > Events< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Filter.html" > Filter< / a >
< / li >
2014-09-09 14:36:56 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.FlexGrid.html" > FlexGrid< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.FlexLayer.html" > FlexLayer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Frame.html" > Frame< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.FrameData.html" > FrameData< / a >
2013-10-03 00:21:08 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 12:18:58 +00:00
< a href = "Phaser.Game.html" > Game< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-21 15:37:26 +00:00
< a href = "Phaser.GameObjectCreator.html" > GameObjectCreator< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.GameObjectFactory.html" > GameObjectFactory< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.Gamepad.html" > Gamepad< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.GamepadButton.html" > GamepadButton< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Graphics.html" > Graphics< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 12:18:58 +00:00
< a href = "Phaser.Group.html" > Group< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-08 07:24:22 +00:00
< a href = "Phaser.Image.html" > Image< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 12:18:58 +00:00
< a href = "Phaser.Input.html" > Input< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.InputHandler.html" > InputHandler< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Key.html" > Key< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Keyboard.html" > Keyboard< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.Line.html" > Line< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 12:18:58 +00:00
< a href = "Phaser.LinkedList.html" > LinkedList< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Loader.html" > Loader< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.LoaderParser.html" > LoaderParser< / a >
2013-10-02 14:05:55 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Math.html" > Math< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Mouse.html" > Mouse< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.MSPointer.html" > MSPointer< / a >
2013-10-02 12:18:58 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 19:18:24 +00:00
< a href = "Phaser.Net.html" > Net< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.Particle.html" > Particle< / a >
< / li >
< li class = "class-depth-1" >
2013-10-02 19:18:24 +00:00
< a href = "Phaser.Particles.html" > Particles< / a >
< / li >
2014-10-09 15:12:53 +00:00
< li class = "class-depth-2" >
< a href = "Phaser.Particles.Arcade.html" > Arcade< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2013-10-02 19:18:24 +00:00
< a href = "Phaser.Particles.Arcade.Emitter.html" > Emitter< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Physics.html" > Physics< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Physics.Arcade.html" > Arcade< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Arcade.Body.html" > Body< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Ninja.html" > Ninja< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Ninja.AABB.html" > AABB< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Ninja.Body.html" > Body< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Ninja.Circle.html" > Circle< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Ninja.Tile.html" > Tile< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.html" > P2< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.Body.html" > Body< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.BodyDebug.html" > BodyDebug< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.DistanceConstraint.html" > DistanceConstraint< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-11 12:09:28 +00:00
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.FixtureList.html" > FixtureList< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.GearConstraint.html" > GearConstraint< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.InversePointProxy.html" > InversePointProxy< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.LockConstraint.html" > LockConstraint< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.Material.html" > Material< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.PointProxy.html" > PointProxy< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.PrismaticConstraint.html" > PrismaticConstraint< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.RevoluteConstraint.html" > RevoluteConstraint< / a >
< / li >
2014-09-09 14:36:56 +00:00
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.RotationalSpring.html" > RotationalSpring< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.Spring.html" > Spring< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 12:18:58 +00:00
< a href = "Phaser.Plugin.html" > Plugin< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.PluginManager.html" > PluginManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 12:18:58 +00:00
< a href = "Phaser.Point.html" > Point< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Pointer.html" > Pointer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-07 06:10:15 +00:00
< a href = "Phaser.Polygon.html" > Polygon< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.QuadTree.html" > QuadTree< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.RandomDataGenerator.html" > RandomDataGenerator< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 12:18:58 +00:00
< a href = "Phaser.Rectangle.html" > Rectangle< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.RenderTexture.html" > RenderTexture< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 00:21:08 +00:00
< a href = "Phaser.RequestAnimationFrame.html" > RequestAnimationFrame< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.RetroFont.html" > RetroFont< / a >
< / li >
2014-09-09 14:36:56 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.Rope.html" > Rope< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.ScaleManager.html" > ScaleManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 12:18:58 +00:00
< a href = "Phaser.Signal.html" > Signal< / a >
< / li >
2014-04-11 12:09:28 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.SignalBinding.html" > SignalBinding< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.SinglePad.html" > SinglePad< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 00:21:08 +00:00
< a href = "Phaser.Sound.html" > Sound< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 00:21:08 +00:00
< a href = "Phaser.SoundManager.html" > SoundManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Sprite.html" > Sprite< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-18 03:01:51 +00:00
< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 12:18:58 +00:00
< a href = "Phaser.Stage.html" > Stage< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 12:18:58 +00:00
< a href = "Phaser.State.html" > State< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 12:18:58 +00:00
< a href = "Phaser.StateManager.html" > StateManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Text.html" > Text< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Time.html" > Time< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.TweenData.html" > TweenData< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 12:18:58 +00:00
< a href = "Phaser.World.html" > World< / a >
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.AbstractFilter.html" > AbstractFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AjaxRequest.html" > AjaxRequest< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AlphaMaskFilter.html" > AlphaMaskFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AsciiFilter.html" > AsciiFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AssetLoader.html" > AssetLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AtlasLoader.html" > AtlasLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BaseTexture.html" > BaseTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BitmapFontLoader.html" > BitmapFontLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BitmapText.html" > BitmapText< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BlurFilter.html" > BlurFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BlurXFilter.html" > BlurXFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BlurYFilter.html" > BlurYFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasBuffer.html" > CanvasBuffer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasGraphics.html" > CanvasGraphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasMaskManager.html" > CanvasMaskManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasRenderer.html" > CanvasRenderer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasTinter.html" > CanvasTinter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Circle.html" > Circle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ColorMatrixFilter.html" > ColorMatrixFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ColorStepFilter.html" > ColorStepFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ComplexPrimitiveShader.html" > ComplexPrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ConvolutionFilter.html" > ConvolutionFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CrossHatchFilter.html" > CrossHatchFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplacementFilter.html" > DisplacementFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObject.html" > DisplayObject< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObjectContainer.html" > DisplayObjectContainer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DotScreenFilter.html" > DotScreenFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Ellipse.html" > Ellipse< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Event.html" > Event< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.EventTarget.html" > EventTarget< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.FilterBlock.html" > FilterBlock< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.FilterTexture.html" > FilterTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Graphics.html" > Graphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.GraphicsData.html" > GraphicsData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.GrayFilter.html" > GrayFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ImageLoader.html" > ImageLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InteractionData.html" > InteractionData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InteractionManager.html" > InteractionManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InvertFilter.html" > InvertFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.JsonLoader.html" > JsonLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Matrix.html" > Matrix< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.MovieClip.html" > MovieClip< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.NoiseFilter.html" > NoiseFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.NormalMapFilter.html" > NormalMapFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixelateFilter.html" > PixelateFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PIXI.html" > PIXI< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiFastShader.html" > PixiFastShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiShader.html" > PixiShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Point.html" > Point< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Polygon.html" > Polygon< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PolyK.html" > PolyK< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PrimitiveShader.html" > PrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Rectangle.html" > Rectangle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RenderTexture.html" > RenderTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RGBSplitFilter.html" > RGBSplitFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Rope.html" > Rope< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RoundedRectangle.html" > RoundedRectangle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SepiaFilter.html" > SepiaFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SmartBlurFilter.html" > SmartBlurFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Spine.html" > Spine< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpineLoader.html" > SpineLoader< / a >
< / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.SpineTextureLoader.html" > SpineTextureLoader< / a >
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.Sprite.html" > Sprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpriteBatch.html" > SpriteBatch< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpriteSheetLoader.html" > SpriteSheetLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Stage.html" > Stage< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Strip.html" > Strip< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.StripShader.html" > StripShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Text.html" > Text< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Texture.html" > Texture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TilingSprite.html" > TilingSprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftFilter.html" > TiltShiftFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftXFilter.html" > TiltShiftXFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftYFilter.html" > TiltShiftYFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TwistFilter.html" > TwistFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.VideoTexture.html" > VideoTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLBlendModeManager.html" > WebGLBlendModeManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLFastSpriteBatch.html" > WebGLFastSpriteBatch< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLFilterManager.html" > WebGLFilterManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLRenderer.html" > WebGLRenderer< / a >
< / li >
2013-10-02 12:18:58 +00:00
< / ul >
< / li >
2014-11-25 00:23:44 +00:00
2014-11-15 20:01:46 +00:00
< li class = "dropdown" >
2014-11-25 00:23:44 +00:00
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Core< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Group.html" > Group< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.World.html" > World< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Loader.html" > Loader< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Time.html" > Time< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Camera.html" > Camera< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.StateManager.html" > State Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TweenManager.html" > Tween Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.SoundManager.html" > Sound Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.InputManager.html" > Input Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.ScaleManager.html" > Scale Manager< / a > < / li >
< / ul >
< / li >
2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Game Objects< b class = "caret" > < / b > < / a >
2014-11-15 20:01:46 +00:00
< ul class = "dropdown-menu " >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" > < a href = "Phaser.GameObjectFactory.html" > Factory (game.add)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.GameObjectCreator.html" > Creator (game.make)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sprite.html" > Sprite< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Image.html" > Image< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sound.html" > Sound< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Emitter.html" > Emitter< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Text.html" > Text< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tween.html" > Tween< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapText.html" > BitmapText< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tilemap.html" > Tilemap< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapData.html" > BitmapData< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RetroFont.html" > RetroFont< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Button.html" > Button< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Animation.html" > Animation< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Graphics.html" > Graphics< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RenderTexture.html" > RenderTexture< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TileSprite.html" > TileSprite< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Geometry< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Circle.html" > Circle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Rectangle.html" > Rectangle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Point.html" > Point< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Line.html" > Line< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Ellipse.html" > Ellipse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Polygon.html" > Polygon< / a > < / li >
< / ul >
< / li >
2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Physics< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Arcade.html" > Arcade Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Arcade.Body.html" > Body< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.P2.html" > P2 Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Body.html" > Body< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Spring.html" > Spring< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Ninja.html" > Ninja Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Body.html" > Body< / a > < / li >
2014-11-15 20:01:46 +00:00
< / ul >
< / li >
2014-11-25 00:23:44 +00:00
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Input< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.InputHandler.html" > Input Handler< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Pointer.html" > Pointer< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Mouse.html" > Mouse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Keyboard.html" > Keyboard< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Key.html" > Key< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Gamepad.html" > Gamepad< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Community< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser" > Phaser Github< / a > < / li >
< li class = "class-depth-1" > < a href = "http://examples.phaser.io" > Phaser Examples< / a > < / li >
< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser-plugins" > Phaser Plugins< / a > < / li >
< li class = "class-depth-1" > < a href = "http://www.html5gamedevs.com/forum/14-phaser/" > Forum< / a > < / li >
< li class = "class-depth-1" > < a href = "http://stackoverflow.com/questions/tagged/phaser-framework" > Stack Overflow< / a > < / li >
< li class = "class-depth-1" > < a href = "https://confirmsubscription.com/h/r/369DE48E3E86AF1E" > Newsletter< / a > < / li >
< li class = "class-depth-1" > < a href = "https://twitter.com/photonstorm" > Twitter< / a > < / li >
< li class = "class-depth-1" > < a href = "http://www.html5gamedevs.com/topic/4470-official-phaserio-irc-channel-phaserio-on-freenode/" > IRC< / a > < / li >
< li class = "class-depth-1" > < a href = "https://www.gittip.com/photonstorm/" > GitTip< / a > < / li >
< / ul >
< / li >
2013-10-02 12:18:58 +00:00
< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span12" >
< div id = "main" >
2014-11-15 20:01:46 +00:00
< h1 class = "page-title" > Source: D:/wamp/www/phaser/src/input/Input.js< / h1 >
2013-10-02 12:18:58 +00:00
< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
2014-02-05 06:29:17 +00:00
* @copyright 2014 Photon Storm Ltd.
2013-10-02 12:18:58 +00:00
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
2013-11-28 15:57:09 +00:00
* Phaser.Input is the Input Manager for all types of Input across Phaser, including mouse, keyboard, touch and MSPointer.
* The Input manager is updated automatically by the core game loop.
*
2013-10-02 12:18:58 +00:00
* @class Phaser.Input
* @constructor
* @param {Phaser.Game} game - Current game instance.
*/
Phaser.Input = function (game) {
2013-11-28 15:57:09 +00:00
/**
2014-03-28 01:42:49 +00:00
* @property {Phaser.Game} game - A reference to the currently running game.
2013-11-28 15:57:09 +00:00
*/
this.game = game;
2013-10-02 12:18:58 +00:00
2013-11-28 15:57:09 +00:00
/**
* @property {HTMLCanvasElement} hitCanvas - The canvas to which single pixels are drawn in order to perform pixel-perfect hit detection.
2013-10-02 12:18:58 +00:00
* @default
2013-11-28 15:57:09 +00:00
*/
2013-10-02 12:18:58 +00:00
this.hitCanvas = null;
2014-03-28 01:42:49 +00:00
2013-11-28 15:57:09 +00:00
/**
* @property {CanvasRenderingContext2D} hitContext - The context of the pixel perfect hit canvas.
* @default
*/
2013-10-02 12:18:58 +00:00
this.hitContext = null;
2014-02-05 06:29:17 +00:00
2014-05-20 09:12:48 +00:00
/**
* @property {array} moveCallbacks - An array of callbacks that will be fired every time the activePointer receives a move event from the DOM.
*/
this.moveCallbacks = [];
2014-02-05 06:29:17 +00:00
/**
* @property {function} moveCallback - An optional callback that will be fired every time the activePointer receives a move event from the DOM. Set to null to disable.
*/
this.moveCallback = null;
/**
* @property {object} moveCallbackContext - The context in which the moveCallback will be sent. Defaults to Phaser.Input but can be set to any valid JS object.
*/
this.moveCallbackContext = this;
2013-10-02 12:18:58 +00:00
/**
2014-02-08 07:24:22 +00:00
* @property {number} pollRate - How often should the input pointers be checked for updates? A value of 0 means every single frame (60fps); a value of 1 means every other frame (30fps) and so on.
2013-10-02 12:18:58 +00:00
* @default
*/
2014-02-08 07:24:22 +00:00
this.pollRate = 0;
2013-10-02 12:18:58 +00:00
/**
2014-11-15 20:01:46 +00:00
* When enabled, input (eg. Keyboard, Mouse, Touch) will be processed - as long as the individual sources are enabled themselves.
*
* When not enabled, _all_ input sources are ignored. To disable just one type of input; for example, the Mouse, use `input.mouse.enabled = false`.
* @property {boolean} enabled
2013-10-02 12:18:58 +00:00
* @default
*/
2014-11-15 20:01:46 +00:00
this.enabled = true;
2013-10-02 12:18:58 +00:00
/**
2014-02-08 07:24:22 +00:00
* @property {number} multiInputOverride - Controls the expected behaviour when using a mouse and touch together on a multi-input device.
2014-03-28 01:42:49 +00:00
* @default
2013-10-02 12:18:58 +00:00
*/
2014-02-08 07:24:22 +00:00
this.multiInputOverride = Phaser.Input.MOUSE_TOUCH_COMBINE;
2013-10-02 12:18:58 +00:00
/**
2013-11-28 15:57:09 +00:00
* @property {Phaser.Point} position - A point object representing the current position of the Pointer.
2014-03-28 01:42:49 +00:00
* @default
2013-10-02 14:05:55 +00:00
*/
2014-02-08 07:24:22 +00:00
this.position = null;
2013-10-02 12:18:58 +00:00
/**
2014-02-08 07:24:22 +00:00
* @property {Phaser.Point} speed - A point object representing the speed of the Pointer. Only really useful in single Pointer games; otherwise see the Pointer objects directly.
2013-10-02 14:05:55 +00:00
*/
2014-02-08 07:24:22 +00:00
this.speed = null;
2013-10-02 12:18:58 +00:00
/**
* A Circle object centered on the x/y screen coordinates of the Input.
2013-10-02 14:05:55 +00:00
* Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything.
* @property {Phaser.Circle} circle
*/
2014-02-08 07:24:22 +00:00
this.circle = null;
2013-10-02 12:18:58 +00:00
/**
2014-03-14 06:36:05 +00:00
* @property {Phaser.Point} scale - The scale by which all input coordinates are multiplied; calculated by the ScaleManager. In an un-scaled game the values will be x = 1 and y = 1.
2013-10-02 12:18:58 +00:00
*/
2014-02-08 07:24:22 +00:00
this.scale = null;
2013-10-02 12:18:58 +00:00
/**
2014-11-15 20:01:46 +00:00
* @property {integer} maxPointers - The maximum number of Pointers allowed to be active at any one time. A value of -1 is only limited by the total number of pointers. For lots of games it's useful to set this to 1.
* @default -1 (Limited by total pointers.)
2013-10-02 12:18:58 +00:00
*/
2014-11-15 20:01:46 +00:00
this.maxPointers = -1;
2013-10-02 12:18:58 +00:00
/**
2014-02-08 07:24:22 +00:00
* @property {number} currentPointers - The current number of active Pointers.
2014-11-15 20:01:46 +00:00
* @deprecated This is only updated when `maxPointers >= 0` and will generally be innacurate. Use `totalActivePointers` instead.
2013-10-02 12:18:58 +00:00
*/
2014-02-08 07:24:22 +00:00
this.currentPointers = 0;
2013-10-02 12:18:58 +00:00
/**
2014-02-08 07:24:22 +00:00
* @property {number} tapRate - The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or click.
2013-10-02 12:18:58 +00:00
* @default
2013-10-02 14:05:55 +00:00
*/
2014-02-08 07:24:22 +00:00
this.tapRate = 200;
2013-10-02 12:18:58 +00:00
/**
2014-02-08 07:24:22 +00:00
* @property {number} doubleTapRate - The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click.
2013-10-02 12:18:58 +00:00
* @default
2013-10-02 14:05:55 +00:00
*/
2014-02-08 07:24:22 +00:00
this.doubleTapRate = 300;
2013-10-02 12:18:58 +00:00
/**
2014-02-08 07:24:22 +00:00
* @property {number} holdRate - The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event.
2013-10-02 12:18:58 +00:00
* @default
2013-10-02 14:05:55 +00:00
*/
2014-02-08 07:24:22 +00:00
this.holdRate = 2000;
2013-10-02 12:18:58 +00:00
/**
2014-02-08 07:24:22 +00:00
* @property {number} justPressedRate - The number of milliseconds below which the Pointer is considered justPressed.
2013-10-02 12:18:58 +00:00
* @default
2013-10-02 14:05:55 +00:00
*/
2014-02-08 07:24:22 +00:00
this.justPressedRate = 200;
2013-10-02 12:18:58 +00:00
/**
2014-02-08 07:24:22 +00:00
* @property {number} justReleasedRate - The number of milliseconds below which the Pointer is considered justReleased .
2013-10-02 12:18:58 +00:00
* @default
2013-10-02 14:05:55 +00:00
*/
2014-02-08 07:24:22 +00:00
this.justReleasedRate = 200;
2013-10-02 12:18:58 +00:00
/**
* 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 {boolean} recordPointerHistory
* @default
2013-10-02 14:05:55 +00:00
*/
2014-02-08 07:24:22 +00:00
this.recordPointerHistory = false;
2013-10-02 12:18:58 +00:00
/**
2014-02-08 07:24:22 +00:00
* @property {number} recordRate - The rate in milliseconds at which the Pointer objects should update their tracking history.
2013-10-02 12:18:58 +00:00
* @default
*/
2014-02-08 07:24:22 +00:00
this.recordRate = 100;
2013-10-02 12:18:58 +00:00
/**
* The total number of entries that can be recorded into the Pointer objects tracking history.
2014-02-08 07:24:22 +00:00
* If the Pointer is tracking one event every 100ms; then a trackLimit of 100 would store the last 10 seconds worth of history.
2013-10-02 12:18:58 +00:00
* @property {number} recordLimit
* @default
*/
2014-02-08 07:24:22 +00:00
this.recordLimit = 100;
2013-10-02 12:18:58 +00:00
/**
2014-02-08 07:24:22 +00:00
* @property {Phaser.Pointer} pointer1 - A Pointer object.
2013-10-02 14:05:55 +00:00
*/
2014-02-08 07:24:22 +00:00
this.pointer1 = null;
2013-10-02 12:18:58 +00:00
/**
2014-02-08 07:24:22 +00:00
* @property {Phaser.Pointer} pointer2 - A Pointer object.
2013-10-02 14:05:55 +00:00
*/
2014-02-08 07:24:22 +00:00
this.pointer2 = null;
2013-10-02 12:18:58 +00:00
/**
2014-02-08 07:24:22 +00:00
* @property {Phaser.Pointer} pointer3 - A Pointer object.
2013-10-02 14:05:55 +00:00
*/
2014-02-08 07:24:22 +00:00
this.pointer3 = null;
2013-10-02 12:18:58 +00:00
/**
2014-02-08 07:24:22 +00:00
* @property {Phaser.Pointer} pointer4 - A Pointer object.
2013-10-02 14:05:55 +00:00
*/
2014-02-08 07:24:22 +00:00
this.pointer4 = null;
2013-10-02 12:18:58 +00:00
/**
2014-02-08 07:24:22 +00:00
* @property {Phaser.Pointer} pointer5 - A Pointer object.
2013-10-02 14:05:55 +00:00
*/
2014-02-08 07:24:22 +00:00
this.pointer5 = null;
2013-10-02 12:18:58 +00:00
/**
2014-02-08 07:24:22 +00:00
* @property {Phaser.Pointer} pointer6 - A Pointer object.
2013-10-02 14:05:55 +00:00
*/
2014-02-08 07:24:22 +00:00
this.pointer6 = null;
2013-10-02 12:18:58 +00:00
/**
2014-02-08 07:24:22 +00:00
* @property {Phaser.Pointer} pointer7 - A Pointer object.
2013-10-02 14:05:55 +00:00
*/
2014-02-08 07:24:22 +00:00
this.pointer7 = null;
2013-10-02 12:18:58 +00:00
/**
2014-02-08 07:24:22 +00:00
* @property {Phaser.Pointer} pointer8 - A Pointer object.
2013-10-02 14:05:55 +00:00
*/
2014-02-08 07:24:22 +00:00
this.pointer8 = null;
2013-10-02 12:18:58 +00:00
/**
2014-02-08 07:24:22 +00:00
* @property {Phaser.Pointer} pointer9 - A Pointer object.
2013-11-28 15:57:09 +00:00
*/
2014-02-08 07:24:22 +00:00
this.pointer9 = null;
2013-10-02 12:18:58 +00:00
/**
2014-02-08 07:24:22 +00:00
* @property {Phaser.Pointer} pointer10 - A Pointer object.
2013-10-02 14:05:55 +00:00
*/
2014-02-08 07:24:22 +00:00
this.pointer10 = null;
2013-10-02 12:18:58 +00:00
2014-11-15 20:01:46 +00:00
/**
* An array of non-mouse pointers that have been added to the game.
* The properties `pointer1..N` are aliases for `pointers[0..N-1]`.
* @property {Phaser.Pointer[]} pointers
* @public
* @readonly
*/
this.pointers = [];
2013-10-02 12:18:58 +00:00
/**
* The most recently active Pointer object.
* When you've limited max pointers to 1 this will accurately be either the first finger touched or mouse.
2013-10-02 14:05:55 +00:00
* @property {Phaser.Pointer} activePointer
*/
2014-02-08 07:24:22 +00:00
this.activePointer = null;
2013-10-02 12:18:58 +00:00
/**
2014-02-08 07:24:22 +00:00
* @property {Pointer} mousePointer - The mouse has its own unique Phaser.Pointer object which you can use if making a desktop specific game.
2013-10-02 14:05:55 +00:00
*/
2014-02-08 07:24:22 +00:00
this.mousePointer = null;
2014-03-28 01:42:49 +00:00
2013-10-02 12:18:58 +00:00
/**
2013-10-02 14:05:55 +00:00
* @property {Phaser.Mouse} mouse - The Mouse Input manager.
*/
2014-02-08 07:24:22 +00:00
this.mouse = null;
2014-03-28 01:42:49 +00:00
2013-10-02 12:18:58 +00:00
/**
2013-10-02 14:05:55 +00:00
* @property {Phaser.Keyboard} keyboard - The Keyboard Input manager.
*/
2014-02-08 07:24:22 +00:00
this.keyboard = null;
2014-03-28 01:42:49 +00:00
2013-10-02 12:18:58 +00:00
/**
2013-10-02 14:05:55 +00:00
* @property {Phaser.Touch} touch - the Touch Input manager.
*/
2014-02-08 07:24:22 +00:00
this.touch = null;
2014-03-28 01:42:49 +00:00
2013-10-02 12:18:58 +00:00
/**
2013-10-02 14:05:55 +00:00
* @property {Phaser.MSPointer} mspointer - The MSPointer Input manager.
*/
2014-02-08 07:24:22 +00:00
this.mspointer = null;
2013-10-02 12:18:58 +00:00
2014-02-05 06:29:17 +00:00
/**
2014-02-08 07:24:22 +00:00
* @property {Phaser.Gamepad} gamepad - The Gamepad Input manager.
*/
this.gamepad = null;
2014-02-05 06:29:17 +00:00
2014-04-15 14:39:23 +00:00
/**
* @property {boolean} resetLocked - If the Input Manager has been reset locked then all calls made to InputManager.reset, such as from a State change, are ignored.
* @default
*/
this.resetLocked = false;
2013-10-02 12:18:58 +00:00
/**
2014-02-08 07:24:22 +00:00
* @property {Phaser.Signal} onDown - A Signal that is dispatched each time a pointer is pressed down.
2013-10-02 14:05:55 +00:00
*/
2014-02-08 07:24:22 +00:00
this.onDown = null;
2014-03-28 01:42:49 +00:00
2013-10-02 12:18:58 +00:00
/**
2014-02-08 07:24:22 +00:00
* @property {Phaser.Signal} onUp - A Signal that is dispatched each time a pointer is released.
2013-10-02 14:05:55 +00:00
*/
2014-02-08 07:24:22 +00:00
this.onUp = null;
2014-03-28 01:42:49 +00:00
2013-10-02 12:18:58 +00:00
/**
2014-02-08 07:24:22 +00:00
* @property {Phaser.Signal} onTap - A Signal that is dispatched each time a pointer is tapped.
2013-10-02 14:05:55 +00:00
*/
2014-02-08 07:24:22 +00:00
this.onTap = null;
2014-03-28 01:42:49 +00:00
2013-10-02 12:18:58 +00:00
/**
2014-02-08 07:24:22 +00:00
* @property {Phaser.Signal} onHold - A Signal that is dispatched each time a pointer is held down.
2013-10-02 14:05:55 +00:00
*/
2014-02-08 07:24:22 +00:00
this.onHold = null;
2013-10-02 12:18:58 +00:00
2014-05-20 09:12:48 +00:00
/**
* @property {number} minPriorityID - You can tell all Pointers to ignore any object with a priorityID lower than the minPriorityID. Useful when stacking UI layers. Set to zero to disable.
* @default
*/
this.minPriorityID = 0;
2013-10-02 14:05:55 +00:00
/**
2014-07-18 11:45:51 +00:00
* A list of interactive objects. The InputHandler components add and remove themselves from this list.
2014-11-25 00:23:44 +00:00
* @property {Phaser.ArraySet} interactiveItems
2013-10-02 14:05:55 +00:00
*/
2014-11-25 00:23:44 +00:00
this.interactiveItems = new Phaser.ArraySet();
2014-02-08 07:24:22 +00:00
/**
* @property {Phaser.Point} _localPoint - Internal cache var.
* @private
*/
this._localPoint = new Phaser.Point();
2014-03-28 01:42:49 +00:00
2014-03-14 06:36:05 +00:00
/**
* @property {number} _pollCounter - Internal var holding the current poll counter.
* @private
*/
this._pollCounter = 0;
/**
* @property {Phaser.Point} _oldPosition - A point object representing the previous position of the Pointer.
* @private
*/
this._oldPosition = null;
/**
* @property {number} _x - x coordinate of the most recent Pointer event
* @private
*/
this._x = 0;
/**
* @property {number} _y - Y coordinate of the most recent Pointer event
* @private
*/
this._y = 0;
2014-02-08 07:24:22 +00:00
};
/**
* @constant
* @type {number}
*/
Phaser.Input.MOUSE_OVERRIDES_TOUCH = 0;
/**
* @constant
* @type {number}
*/
Phaser.Input.TOUCH_OVERRIDES_MOUSE = 1;
/**
* @constant
* @type {number}
*/
Phaser.Input.MOUSE_TOUCH_COMBINE = 2;
2014-11-15 20:01:46 +00:00
/**
* The maximum number of pointers that can be added. This excludes the mouse pointer.
* @constant
* @type {integer}
*/
Phaser.Input.MAX_POINTERS = 10;
2014-02-08 07:24:22 +00:00
Phaser.Input.prototype = {
2013-10-02 12:18:58 +00:00
2013-11-28 15:57:09 +00:00
/**
2013-10-02 12:18:58 +00:00
* Starts the Input Manager running.
2014-11-15 20:01:46 +00:00
*
2013-10-02 12:18:58 +00:00
* @method Phaser.Input#boot
* @protected
2013-10-02 14:05:55 +00:00
*/
2013-10-02 12:18:58 +00:00
boot: function () {
2013-11-28 15:57:09 +00:00
this.mousePointer = new Phaser.Pointer(this.game, 0);
2014-11-15 20:01:46 +00:00
this.addPointer();
this.addPointer();
2013-10-02 12:18:58 +00:00
2013-11-28 15:57:09 +00:00
this.mouse = new Phaser.Mouse(this.game);
this.keyboard = new Phaser.Keyboard(this.game);
this.touch = new Phaser.Touch(this.game);
this.mspointer = new Phaser.MSPointer(this.game);
2014-02-05 06:29:17 +00:00
this.gamepad = new Phaser.Gamepad(this.game);
2013-10-02 12:18:58 +00:00
2013-11-28 15:57:09 +00:00
this.onDown = new Phaser.Signal();
this.onUp = new Phaser.Signal();
this.onTap = new Phaser.Signal();
this.onHold = new Phaser.Signal();
2013-10-02 12:18:58 +00:00
2013-11-28 15:57:09 +00:00
this.scale = new Phaser.Point(1, 1);
this.speed = new Phaser.Point();
this.position = new Phaser.Point();
this._oldPosition = new Phaser.Point();
2013-10-02 12:18:58 +00:00
2013-11-28 15:57:09 +00:00
this.circle = new Phaser.Circle(0, 0, 44);
2013-10-02 12:18:58 +00:00
2013-11-28 15:57:09 +00:00
this.activePointer = this.mousePointer;
this.currentPointers = 0;
2013-10-02 12:18:58 +00:00
2013-11-28 15:57:09 +00:00
this.hitCanvas = document.createElement('canvas');
this.hitCanvas.width = 1;
this.hitCanvas.height = 1;
2013-10-02 12:18:58 +00:00
this.hitContext = this.hitCanvas.getContext('2d');
this.mouse.start();
this.keyboard.start();
this.touch.start();
this.mspointer.start();
this.mousePointer.active = true;
2014-11-15 20:01:46 +00:00
var _this = this;
this._onClickTrampoline = function (event) {
_this.onClickTrampoline(event);
};
this.game.canvas.addEventListener('click', this._onClickTrampoline, false);
2013-10-25 15:54:40 +00:00
},
/**
* Stops all of the Input Managers from running.
2014-11-15 20:01:46 +00:00
*
2013-10-25 15:54:40 +00:00
* @method Phaser.Input#destroy
*/
destroy: function () {
this.mouse.stop();
this.keyboard.stop();
this.touch.stop();
this.mspointer.stop();
2014-02-05 06:29:17 +00:00
this.gamepad.stop();
2014-05-20 09:12:48 +00:00
this.moveCallbacks = [];
2013-10-25 15:54:40 +00:00
2014-11-15 20:01:46 +00:00
this.game.canvas.removeEventListener('click', this._onClickTrampoline);
2013-10-02 12:18:58 +00:00
},
2014-05-20 09:12:48 +00:00
/**
* Adds a callback that is fired every time the activePointer receives a DOM move event such as a mousemove or touchmove.
2014-11-15 20:01:46 +00:00
*
2014-05-20 09:12:48 +00:00
* It will be called every time the activePointer moves, which in a multi-touch game can be a lot of times, so this is best
* to only use if you've limited input to a single pointer (i.e. mouse or touch).
* The callback is added to the Phaser.Input.moveCallbacks array and should be removed with Phaser.Input.deleteMoveCallback.
*
* @method Phaser.Input#addMoveCallback
* @param {function} callback - The callback that will be called each time the activePointer receives a DOM move event.
2014-09-09 14:36:56 +00:00
* @param {object} context - The context in which the callback will be called.
2014-05-20 09:12:48 +00:00
* @return {number} The index of the callback entry. Use this index when calling Input.deleteMoveCallback.
*/
2014-09-09 14:36:56 +00:00
addMoveCallback: function (callback, context) {
2014-05-20 09:12:48 +00:00
2014-11-15 20:01:46 +00:00
return this.moveCallbacks.push({ callback: callback, context: context }) - 1;
2014-05-20 09:12:48 +00:00
},
/**
2014-07-10 19:31:11 +00:00
* Removes the callback at the defined index from the Phaser.Input.moveCallbacks array
2014-05-20 09:12:48 +00:00
*
* @method Phaser.Input#deleteMoveCallback
* @param {number} index - The index of the callback to remove.
*/
deleteMoveCallback: function (index) {
if (this.moveCallbacks[index])
{
this.moveCallbacks.splice(index, 1);
}
},
2013-11-28 15:57:09 +00:00
/**
2014-11-15 20:01:46 +00:00
* Add a new Pointer object to the Input Manager.
* By default Input creates 3 pointer objects: `mousePointer` (not include in part of general pointer pool), `pointer1` and `pointer2`.
* This method adds an additional pointer, up to a maximum of Phaser.Input.MAX_POINTERS (default of 10).
*
2013-10-02 12:18:58 +00:00
* @method Phaser.Input#addPointer
2014-11-15 20:01:46 +00:00
* @return {Phaser.Pointer|null} The new Pointer object that was created; null if a new pointer could not be added.
2013-10-02 14:05:55 +00:00
*/
2013-10-02 12:18:58 +00:00
addPointer: function () {
2014-11-15 20:01:46 +00:00
if (this.pointers.length >= Phaser.Input.MAX_POINTERS)
2013-10-02 12:18:58 +00:00
{
2014-11-15 20:01:46 +00:00
console.warn("Phaser.Input.addPointer: only " + Phaser.Input.MAX_POINTERS + " pointer allowed");
2013-10-02 12:18:58 +00:00
return null;
}
2014-11-15 20:01:46 +00:00
var id = this.pointers.length + 1;
var pointer = new Phaser.Pointer(this.game, id);
this.pointers.push(pointer);
this['pointer' + id] = pointer;
return pointer;
2013-10-02 12:18:58 +00:00
},
2013-11-28 15:57:09 +00:00
/**
2013-10-02 12:18:58 +00:00
* Updates the Input Manager. Called by the core Game loop.
2014-07-18 11:45:51 +00:00
*
2013-10-02 12:18:58 +00:00
* @method Phaser.Input#update
* @protected
2013-10-02 14:05:55 +00:00
*/
2013-10-02 12:18:58 +00:00
update: function () {
2014-03-14 06:36:05 +00:00
this.keyboard.update();
2014-04-11 12:09:28 +00:00
if (this.pollRate > 0 & & this._pollCounter < this.pollRate)
2013-10-02 12:18:58 +00:00
{
this._pollCounter++;
return;
}
this.speed.x = this.position.x - this._oldPosition.x;
this.speed.y = this.position.y - this._oldPosition.y;
this._oldPosition.copyFrom(this.position);
this.mousePointer.update();
2014-02-05 06:29:17 +00:00
if (this.gamepad.active) { this.gamepad.update(); }
2014-11-15 20:01:46 +00:00
for (var i = 0; i < this.pointers.length; i++)
{
this.pointers[i].update();
}
2013-10-02 12:18:58 +00:00
this._pollCounter = 0;
2014-03-14 06:36:05 +00:00
2013-10-02 12:18:58 +00:00
},
2013-11-28 15:57:09 +00:00
/**
2014-11-15 20:01:46 +00:00
* Reset all of the Pointers and Input states.
*
* The optional `hard` parameter will reset any events or callbacks that may be bound.
* Input.reset is called automatically during a State change or if a game loses focus / visibility.
* To control control the reset manually set {@link Phaser.InputManager.resetLocked} to `true`.
2014-04-15 14:39:23 +00:00
*
2013-10-02 12:18:58 +00:00
* @method Phaser.Input#reset
2014-11-15 20:01:46 +00:00
* @public
2014-04-15 14:39:23 +00:00
* @param {boolean} [hard=false] - A soft reset won't reset any events or callbacks that are bound. A hard reset will.
2013-10-02 14:05:55 +00:00
*/
2013-10-02 12:18:58 +00:00
reset: function (hard) {
2014-04-15 14:39:23 +00:00
if (!this.game.isBooted || this.resetLocked)
2013-10-02 12:18:58 +00:00
{
return;
}
2014-04-15 14:39:23 +00:00
if (typeof hard === 'undefined') { hard = false; }
2013-10-02 12:18:58 +00:00
2014-04-15 14:39:23 +00:00
this.keyboard.reset(hard);
2013-10-02 12:18:58 +00:00
this.mousePointer.reset();
2014-02-05 06:29:17 +00:00
this.gamepad.reset();
2013-10-02 12:18:58 +00:00
2014-11-15 20:01:46 +00:00
for (var i = 0; i < this.pointers.length; i++)
2013-10-02 12:18:58 +00:00
{
2014-11-15 20:01:46 +00:00
this.pointers[i].reset();
2013-10-02 12:18:58 +00:00
}
this.currentPointers = 0;
2014-02-05 06:29:17 +00:00
if (this.game.canvas.style.cursor !== 'none')
{
2014-02-08 07:24:22 +00:00
this.game.canvas.style.cursor = 'inherit';
2014-02-05 06:29:17 +00:00
}
2013-10-02 12:18:58 +00:00
2014-04-15 14:39:23 +00:00
if (hard)
2013-10-02 12:18:58 +00:00
{
this.onDown.dispose();
this.onUp.dispose();
this.onTap.dispose();
this.onHold.dispose();
this.onDown = new Phaser.Signal();
this.onUp = new Phaser.Signal();
this.onTap = new Phaser.Signal();
this.onHold = new Phaser.Signal();
2014-05-20 09:12:48 +00:00
this.moveCallbacks = [];
2013-10-02 12:18:58 +00:00
}
this._pollCounter = 0;
},
/**
* Resets the speed and old position properties.
2014-11-15 20:01:46 +00:00
*
2013-10-02 12:18:58 +00:00
* @method Phaser.Input#resetSpeed
* @param {number} x - Sets the oldPosition.x value.
* @param {number} y - Sets the oldPosition.y value.
2013-10-02 14:05:55 +00:00
*/
2013-10-02 12:18:58 +00:00
resetSpeed: function (x, y) {
this._oldPosition.setTo(x, y);
this.speed.setTo(0, 0);
},
2013-11-28 15:57:09 +00:00
/**
2014-11-15 20:01:46 +00:00
* Find the first free Pointer object and start it, passing in the event data.
* This is called automatically by Phaser.Touch and Phaser.MSPointer.
*
2013-10-02 12:18:58 +00:00
* @method Phaser.Input#startPointer
2014-11-15 20:01:46 +00:00
* @protected
2013-10-02 12:18:58 +00:00
* @param {Any} event - The event data from the Touch event.
* @return {Phaser.Pointer} The Pointer object that was started or null if no Pointer object is available.
2013-10-02 14:05:55 +00:00
*/
2013-10-02 12:18:58 +00:00
startPointer: function (event) {
2014-11-15 20:01:46 +00:00
if (this.maxPointers >= 0 & & this.countActivePointers(this.maxPointers) >= this.maxPointers)
2013-10-02 12:18:58 +00:00
{
return null;
}
2014-11-15 20:01:46 +00:00
if (!this.pointer1.active)
2013-10-02 12:18:58 +00:00
{
return this.pointer1.start(event);
}
2014-11-15 20:01:46 +00:00
if (!this.pointer2.active)
2013-10-02 12:18:58 +00:00
{
return this.pointer2.start(event);
}
2014-11-15 20:01:46 +00:00
for (var i = 2; i < this.pointers.length; i++)
2013-10-02 12:18:58 +00:00
{
2014-11-15 20:01:46 +00:00
var pointer = this.pointers[i];
if (!pointer.active)
2013-10-02 12:18:58 +00:00
{
2014-11-15 20:01:46 +00:00
return pointer.start(event);
2013-10-02 12:18:58 +00:00
}
}
return null;
},
2013-11-28 15:57:09 +00:00
/**
2014-11-15 20:01:46 +00:00
* Updates the matching Pointer object, passing in the event data.
* This is called automatically and should not normally need to be invoked.
*
2013-10-02 12:18:58 +00:00
* @method Phaser.Input#updatePointer
2014-11-15 20:01:46 +00:00
* @protected
2013-10-02 12:18:58 +00:00
* @param {Any} event - The event data from the Touch event.
2014-11-15 20:01:46 +00:00
* @return {Phaser.Pointer} The Pointer object that was updated; null if no pointer was updated.
2013-10-02 12:18:58 +00:00
*/
updatePointer: function (event) {
2014-11-15 20:01:46 +00:00
if (this.pointer1.active & & this.pointer1.identifier === event.identifier)
2013-10-02 12:18:58 +00:00
{
return this.pointer1.move(event);
}
2014-11-15 20:01:46 +00:00
if (this.pointer2.active & & this.pointer2.identifier === event.identifier)
2013-10-02 12:18:58 +00:00
{
return this.pointer2.move(event);
}
2014-11-15 20:01:46 +00:00
for (var i = 2; i < this.pointers.length; i++)
2013-10-02 12:18:58 +00:00
{
2014-11-15 20:01:46 +00:00
var pointer = this.pointers[i];
if (pointer.active & & pointer.identifier === event.identifier)
2013-10-02 12:18:58 +00:00
{
2014-11-15 20:01:46 +00:00
return pointer.move(event);
2013-10-02 12:18:58 +00:00
}
}
return null;
},
2013-11-28 15:57:09 +00:00
/**
2013-10-02 12:18:58 +00:00
* Stops the matching Pointer object, passing in the event data.
2014-11-15 20:01:46 +00:00
*
2013-10-02 12:18:58 +00:00
* @method Phaser.Input#stopPointer
2014-11-15 20:01:46 +00:00
* @protected
2013-10-02 12:18:58 +00:00
* @param {Any} event - The event data from the Touch event.
* @return {Phaser.Pointer} The Pointer object that was stopped or null if no Pointer object is available.
*/
stopPointer: function (event) {
2014-11-15 20:01:46 +00:00
if (this.pointer1.active & & this.pointer1.identifier === event.identifier)
2013-10-02 12:18:58 +00:00
{
return this.pointer1.stop(event);
}
2014-11-15 20:01:46 +00:00
if (this.pointer2.active & & this.pointer2.identifier === event.identifier)
2013-10-02 12:18:58 +00:00
{
return this.pointer2.stop(event);
}
2014-11-15 20:01:46 +00:00
for (var i = 2; i < this.pointers.length; i++)
2013-10-02 12:18:58 +00:00
{
2014-11-15 20:01:46 +00:00
var pointer = this.pointers[i];
if (pointer.active & & pointer.identifier === event.identifier)
2013-10-02 12:18:58 +00:00
{
2014-11-15 20:01:46 +00:00
return pointer.stop(event);
2013-10-02 12:18:58 +00:00
}
}
return null;
},
2013-11-28 15:57:09 +00:00
/**
2014-11-15 20:01:46 +00:00
* Returns the total number of active pointers, not exceeding the specified limit
*
* @name Phaser.Input#countActivePointers
* @private
* @property {integer} [limit=(max pointers)] - Stop counting after this.
* @return {integer} The number of active pointers, or limit - whichever is less.
2013-10-02 12:18:58 +00:00
*/
2014-11-15 20:01:46 +00:00
countActivePointers: function (limit) {
2013-10-02 12:18:58 +00:00
2014-11-15 20:01:46 +00:00
if (typeof limit === 'undefined') { limit = this.pointers.length; }
2013-10-02 12:18:58 +00:00
2014-11-15 20:01:46 +00:00
var count = limit;
for (var i = 0; i < this.pointers.length & & count > 0; i++)
2013-10-02 12:18:58 +00:00
{
2014-11-15 20:01:46 +00:00
var pointer = this.pointers[i];
if (pointer.active)
{
count--;
}
2013-10-02 12:18:58 +00:00
}
2014-11-15 20:01:46 +00:00
// For backwards compatibility with side-effect in totalActivePointers.
this.currentPointers = (limit - count);
return (limit - count);
},
/**
* Get the first Pointer with the given active state.
*
* @method Phaser.Input#getPointer
* @param {boolean} [isActive=false] - The state the Pointer should be in - active or innactive?
* @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested state.
*/
getPointer: function (isActive) {
if (typeof isActive === 'undefined') { isActive = false; }
for (var i = 0; i < this.pointers.length; i++)
2013-10-02 12:18:58 +00:00
{
2014-11-15 20:01:46 +00:00
var pointer = this.pointers[i];
if (pointer.active === isActive)
2013-10-02 12:18:58 +00:00
{
2014-11-15 20:01:46 +00:00
return pointer;
2013-10-02 12:18:58 +00:00
}
}
return null;
},
2013-11-28 15:57:09 +00:00
/**
2014-05-20 09:12:48 +00:00
* Get the Pointer object whos `identifier` property matches the given identifier value.
2014-11-15 20:01:46 +00:00
*
2014-05-20 09:12:48 +00:00
* The identifier property is not set until the Pointer has been used at least once, as its populated by the DOM event.
* Also it can change every time you press the pointer down, and is not fixed once set.
* Note: Not all browsers set the identifier property and it's not part of the W3C spec, so you may need getPointerFromId instead.
*
2013-10-02 12:18:58 +00:00
* @method Phaser.Input#getPointerFromIdentifier
* @param {number} identifier - The Pointer.identifier value to search for.
* @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested identifier.
*/
getPointerFromIdentifier: function (identifier) {
2014-11-15 20:01:46 +00:00
for (var i = 0; i < this.pointers.length; i++)
2014-05-20 09:12:48 +00:00
{
2014-11-15 20:01:46 +00:00
var pointer = this.pointers[i];
if (pointer.identifier === identifier)
2014-05-20 09:12:48 +00:00
{
2014-11-15 20:01:46 +00:00
return pointer;
2014-05-20 09:12:48 +00:00
}
}
return null;
},
/**
* Get the Pointer object whos `pointerId` property matches the given value.
2014-11-15 20:01:46 +00:00
*
2014-05-20 09:12:48 +00:00
* The pointerId property is not set until the Pointer has been used at least once, as its populated by the DOM event.
* Also it can change every time you press the pointer down if the browser recycles it.
*
* @method Phaser.Input#getPointerFromId
2014-11-15 20:01:46 +00:00
* @param {number} pointerId - The `pointerId` (not 'id') value to search for.
2014-05-20 09:12:48 +00:00
* @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested identifier.
*/
getPointerFromId: function (pointerId) {
2014-11-15 20:01:46 +00:00
for (var i = 0; i < this.pointers.length; i++)
2013-10-02 12:18:58 +00:00
{
2014-11-15 20:01:46 +00:00
var pointer = this.pointers[i];
if (pointer.pointerId === pointerId)
2013-10-02 12:18:58 +00:00
{
2014-11-15 20:01:46 +00:00
return pointer;
2013-10-02 12:18:58 +00:00
}
}
return null;
2014-02-08 07:24:22 +00:00
},
/**
* This will return the local coordinates of the specified displayObject based on the given Pointer.
2014-11-15 20:01:46 +00:00
*
2014-02-08 07:24:22 +00:00
* @method Phaser.Input#getLocalPosition
* @param {Phaser.Sprite|Phaser.Image} displayObject - The DisplayObject to get the local coordinates for.
* @param {Phaser.Pointer} pointer - The Pointer to use in the check against the displayObject.
* @return {Phaser.Point} A point containing the coordinates of the Pointer position relative to the DisplayObject.
*/
getLocalPosition: function (displayObject, pointer, output) {
if (typeof output === 'undefined') { output = new Phaser.Point(); }
var wt = displayObject.worldTransform;
2014-10-22 20:49:44 +00:00
var id = 1 / (wt.a * wt.d + wt.c * -wt.b);
2014-02-08 07:24:22 +00:00
return output.setTo(
2014-10-22 20:49:44 +00:00
wt.d * id * pointer.x + -wt.c * id * pointer.y + (wt.ty * wt.c - wt.tx * wt.d) * id,
wt.a * id * pointer.y + -wt.b * id * pointer.x + (-wt.ty * wt.a + wt.tx * wt.b) * id
2014-02-08 07:24:22 +00:00
);
2014-03-28 01:42:49 +00:00
2014-02-08 07:24:22 +00:00
},
/**
2014-03-14 06:36:05 +00:00
* Tests if the pointer hits the given object.
*
* @method Phaser.Input#hitTest
* @param {DisplayObject} displayObject - The displayObject to test for a hit.
* @param {Phaser.Pointer} pointer - The pointer to use for the test.
* @param {Phaser.Point} localPoint - The local translated point.
*/
2014-02-08 07:24:22 +00:00
hitTest: function (displayObject, pointer, localPoint) {
if (!displayObject.worldVisible)
{
return false;
}
this.getLocalPosition(displayObject, pointer, this._localPoint);
localPoint.copyFrom(this._localPoint);
2014-04-11 12:09:28 +00:00
if (displayObject.hitArea & & displayObject.hitArea.contains)
2014-02-08 07:24:22 +00:00
{
2014-10-22 20:49:44 +00:00
return (displayObject.hitArea.contains(this._localPoint.x, this._localPoint.y));
}
else if (displayObject instanceof PIXI.Sprite)
{
var width = displayObject.texture.frame.width;
var height = displayObject.texture.frame.height;
var x1 = -width * displayObject.anchor.x;
if (this._localPoint.x >= x1 & & this._localPoint.x < x1 + width)
2014-02-08 07:24:22 +00:00
{
2014-10-22 20:49:44 +00:00
var y1 = -height * displayObject.anchor.y;
2014-02-08 07:24:22 +00:00
2014-10-22 20:49:44 +00:00
if (this._localPoint.y >= y1 & & this._localPoint.y < y1 + height)
{
return true;
}
}
2014-02-08 07:24:22 +00:00
}
2014-02-24 12:14:30 +00:00
else if (displayObject instanceof Phaser.TileSprite)
{
var width = displayObject.width;
var height = displayObject.height;
var x1 = -width * displayObject.anchor.x;
2014-10-22 20:49:44 +00:00
if (this._localPoint.x >= x1 & & this._localPoint.x < x1 + width)
2014-02-24 12:14:30 +00:00
{
var y1 = -height * displayObject.anchor.y;
2014-10-22 20:49:44 +00:00
if (this._localPoint.y >= y1 & & this._localPoint.y < y1 + height)
2014-02-24 12:14:30 +00:00
{
return true;
}
}
}
2014-10-22 20:49:44 +00:00
else if (displayObject instanceof Phaser.Graphics)
2014-02-08 07:24:22 +00:00
{
2014-10-22 20:49:44 +00:00
for (var i = 0; i < displayObject.graphicsData.length; i++)
2014-02-08 07:24:22 +00:00
{
2014-10-22 20:49:44 +00:00
var data = displayObject.graphicsData[i];
if (!data.fill)
{
continue;
}
2014-02-08 07:24:22 +00:00
2014-10-22 20:49:44 +00:00
// Only deal with fills..
if (data.shape & & data.shape.contains(this._localPoint.x, this._localPoint.y))
2014-02-08 07:24:22 +00:00
{
return true;
}
}
}
2014-10-22 20:49:44 +00:00
// Didn't hit the parent, does it have any children?
2014-02-08 07:24:22 +00:00
for (var i = 0, len = displayObject.children.length; i < len; i++)
{
if (this.hitTest(displayObject.children[i], pointer, localPoint))
{
return true;
}
}
return false;
2014-11-15 20:01:46 +00:00
},
/**
* Used for click trampolines. See {@link Phaser.Pointer.addClickTrampoline}.
*
* @method Phaser.Input#onClickTrampoline
* @private
*/
onClickTrampoline: function () {
// It might not always be the active pointer, but this does work on
// Desktop browsers (read: IE) with Mouse or MSPointer input.
this.activePointer.processClickTrampolines();
2013-10-02 12:18:58 +00:00
}
};
2014-02-05 06:29:17 +00:00
Phaser.Input.prototype.constructor = Phaser.Input;
2013-10-02 12:18:58 +00:00
/**
2014-11-15 20:01:46 +00:00
* The X coordinate of the most recently active pointer.
* This value takes game scaling into account automatically. See Pointer.screenX/clientX for source values.
2013-10-02 12:18:58 +00:00
* @name Phaser.Input#x
2014-11-15 20:01:46 +00:00
* @property {number} x
2013-10-02 12:18:58 +00:00
*/
Object.defineProperty(Phaser.Input.prototype, "x", {
get: function () {
return this._x;
},
set: function (value) {
this._x = Math.floor(value);
}
});
/**
2014-11-15 20:01:46 +00:00
* The Y coordinate of the most recently active pointer.
* This value takes game scaling into account automatically. See Pointer.screenY/clientY for source values.
2013-10-02 12:18:58 +00:00
* @name Phaser.Input#y
2014-11-15 20:01:46 +00:00
* @property {number} y
2013-10-02 12:18:58 +00:00
*/
Object.defineProperty(Phaser.Input.prototype, "y", {
2014-03-28 01:42:49 +00:00
2013-10-02 12:18:58 +00:00
get: function () {
return this._y;
},
set: function (value) {
this._y = Math.floor(value);
}
});
/**
2014-11-15 20:01:46 +00:00
* True if the Input is currently poll rate locked.
2013-10-02 12:18:58 +00:00
* @name Phaser.Input#pollLocked
2014-11-15 20:01:46 +00:00
* @property {boolean} pollLocked
2013-10-02 12:18:58 +00:00
* @readonly
*/
Object.defineProperty(Phaser.Input.prototype, "pollLocked", {
get: function () {
2014-04-11 12:09:28 +00:00
return (this.pollRate > 0 & & this._pollCounter < this.pollRate);
2013-10-02 12:18:58 +00:00
}
});
/**
2014-11-15 20:01:46 +00:00
* The total number of inactive Pointers.
2013-10-02 12:18:58 +00:00
* @name Phaser.Input#totalInactivePointers
2014-11-15 20:01:46 +00:00
* @property {number} totalInactivePointers
2013-10-02 12:18:58 +00:00
* @readonly
*/
Object.defineProperty(Phaser.Input.prototype, "totalInactivePointers", {
get: function () {
2014-11-15 20:01:46 +00:00
return this.pointers.length - this.countActivePointers();
2013-10-02 12:18:58 +00:00
}
});
/**
2014-11-15 20:01:46 +00:00
* The total number of active Pointers, not counting the mouse pointer.
2013-10-02 12:18:58 +00:00
* @name Phaser.Input#totalActivePointers
2014-11-15 20:01:46 +00:00
* @property {integers} totalActivePointers
2013-10-02 12:18:58 +00:00
* @readonly
*/
Object.defineProperty(Phaser.Input.prototype, "totalActivePointers", {
2014-03-28 01:42:49 +00:00
2013-10-02 12:18:58 +00:00
get: function () {
2014-11-15 20:01:46 +00:00
return this.countActivePointers();
2013-10-02 12:18:58 +00:00
}
});
/**
* The world X coordinate of the most recently active pointer.
* @name Phaser.Input#worldX
* @property {number} worldX - The world X coordinate of the most recently active pointer.
2014-11-15 20:01:46 +00:00
* @readonly
2013-10-02 12:18:58 +00:00
*/
Object.defineProperty(Phaser.Input.prototype, "worldX", {
get: function () {
2013-11-28 15:57:09 +00:00
return this.game.camera.view.x + this.x;
2013-10-02 12:18:58 +00:00
}
});
/**
* The world Y coordinate of the most recently active pointer.
* @name Phaser.Input#worldY
* @property {number} worldY - The world Y coordinate of the most recently active pointer.
2014-11-15 20:01:46 +00:00
* @readonly
2013-10-02 12:18:58 +00:00
*/
Object.defineProperty(Phaser.Input.prototype, "worldY", {
get: function () {
2013-11-28 15:57:09 +00:00
return this.game.camera.view.y + this.y;
2013-10-02 12:18:58 +00:00
}
2014-11-15 20:01:46 +00:00
});
/**
* _All_ input sources (eg. Mouse, Keyboard, Touch) are ignored when Input is disabled.
* To disable just one type of input; for example, the Mouse, use `input.mouse.enabled = false`.
* @property {boolean} disabled
* @memberof Phaser.Input
* @default false
* @deprecated Use {@link Phaser.Input#enabled} instead
*/
Object.defineProperty(Phaser.Input.prototype, "disabled", {
get: function () {
return !this.enabled;
},
set: function (value) {
this.enabled = !value;
}
2013-10-02 12:18:58 +00:00
});
< / pre >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
2014-02-05 06:29:17 +00:00
Phaser Copyright © 2012-2014 Photon Storm Ltd.
2013-10-02 12:18:58 +00:00
< / span >
< br / >
< span class = "jsdoc-message" >
2014-04-11 12:09:28 +00:00
Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
2014-11-25 00:23:44 +00:00
on Tue Nov 25 2014 00:17:18 GMT-0000 (GMT) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
2013-10-02 12:18:58 +00:00
< / span >
< / footer >
< / div >
< br clear = "both" >
< / div >
< / div >
< script src = "scripts/sunlight.js" > < / script >
< script src = "scripts/sunlight.javascript.js" > < / script >
< script src = "scripts/sunlight-plugin.doclinks.js" > < / script >
< script src = "scripts/sunlight-plugin.linenumbers.js" > < / script >
< script src = "scripts/sunlight-plugin.menu.js" > < / script >
< script src = "scripts/jquery.min.js" > < / script >
< script src = "scripts/jquery.scrollTo.js" > < / script >
< script src = "scripts/jquery.localScroll.js" > < / script >
< script src = "scripts/bootstrap-dropdown.js" > < / script >
< script src = "scripts/toc.js" > < / script >
< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
< script >
$( function () {
$( "#toc" ).toc( {
2014-04-10 22:13:43 +00:00
anchorName : function(i, heading, prefix) {
2014-03-14 06:36:05 +00:00
return $(heading).attr("id") || ( prefix + i );
},
2013-10-02 12:18:58 +00:00
selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
< / html >