2013-04-12 16:19:56 +00:00
|
|
|
/// <reference path="../../Game.ts" />
|
2013-04-18 14:48:06 +00:00
|
|
|
/// <reference path="../../Signal.ts" />
|
2013-05-16 01:36:58 +00:00
|
|
|
/// <reference path="Pointer.ts" />
|
2013-05-14 02:37:38 +00:00
|
|
|
/// <reference path="MSPointer.ts" />
|
2013-05-16 01:36:58 +00:00
|
|
|
/// <reference path="Gestures.ts" />
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
/**
|
2013-04-18 15:49:08 +00:00
|
|
|
* Phaser - Input
|
|
|
|
*
|
2013-05-16 01:36:58 +00:00
|
|
|
* A game specific Input manager that looks after the mouse, keyboard and touch objects.
|
|
|
|
* This is updated by the core game loop.
|
2013-04-18 13:16:18 +00:00
|
|
|
*/
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
module Phaser {
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
export class Input {
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
constructor(game: Game) {
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
this._game = game;
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-05-16 01:36:58 +00:00
|
|
|
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);
|
|
|
|
this.pointer6 = new Pointer(this._game, 6);
|
|
|
|
this.pointer7 = new Pointer(this._game, 7);
|
|
|
|
this.pointer8 = new Pointer(this._game, 8);
|
|
|
|
this.pointer9 = new Pointer(this._game, 9);
|
|
|
|
this.pointer10 = new Pointer(this._game, 10);
|
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
this.mouse = new Mouse(this._game);
|
|
|
|
this.keyboard = new Keyboard(this._game);
|
|
|
|
this.touch = new Touch(this._game);
|
2013-05-14 02:37:38 +00:00
|
|
|
this.mspointer = new MSPointer(this._game);
|
2013-05-16 01:36:58 +00:00
|
|
|
this.gestures = new Gestures(this._game);
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-19 17:53:21 +00:00
|
|
|
this.onDown = new Phaser.Signal();
|
|
|
|
this.onUp = new Phaser.Signal();
|
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-05-16 01:36:58 +00:00
|
|
|
/**
|
|
|
|
* Local private reference to game.
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
private _game: Game;
|
2013-04-14 01:31:00 +00:00
|
|
|
|
2013-05-11 16:26:30 +00:00
|
|
|
/**
|
2013-05-16 01:36:58 +00:00
|
|
|
* 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;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Phaser.Mouse handler
|
|
|
|
* @type {Mouse}
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public mouse: Mouse;
|
2013-05-14 02:37:38 +00:00
|
|
|
|
2013-05-11 16:26:30 +00:00
|
|
|
/**
|
2013-05-16 01:36:58 +00:00
|
|
|
* Phaser.Keyboard handler
|
|
|
|
* @type {Keyboard}
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public keyboard: Keyboard;
|
2013-05-14 02:37:38 +00:00
|
|
|
|
2013-05-11 16:26:30 +00:00
|
|
|
/**
|
2013-05-16 01:36:58 +00:00
|
|
|
* Phaser.Touch handler
|
|
|
|
* @type {Touch}
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public touch: Touch;
|
2013-04-14 01:31:00 +00:00
|
|
|
|
2013-05-14 02:37:38 +00:00
|
|
|
/**
|
2013-05-16 01:36:58 +00:00
|
|
|
* Phaser.MSPointer handler
|
|
|
|
* @type {MSPointer}
|
|
|
|
*/
|
2013-05-14 02:37:38 +00:00
|
|
|
public mspointer: MSPointer;
|
|
|
|
|
2013-05-11 16:26:30 +00:00
|
|
|
/**
|
2013-05-16 01:36:58 +00:00
|
|
|
* Phaser.Gestures handler
|
|
|
|
* @type {Gestures}
|
|
|
|
*/
|
|
|
|
public gestures: Gestures;
|
2013-05-14 02:37:38 +00:00
|
|
|
|
2013-05-11 16:26:30 +00:00
|
|
|
/**
|
2013-05-16 01:36:58 +00:00
|
|
|
* 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;
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-05-11 16:26:30 +00:00
|
|
|
/**
|
|
|
|
*
|
|
|
|
* @type {Number}
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public scaleX: number = 1;
|
2013-05-14 02:37:38 +00:00
|
|
|
|
2013-05-11 16:26:30 +00:00
|
|
|
/**
|
|
|
|
*
|
|
|
|
* @type {Number}
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public scaleY: number = 1;
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-05-11 16:26:30 +00:00
|
|
|
/**
|
|
|
|
*
|
|
|
|
* @type {Number}
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public worldX: number = 0;
|
2013-05-14 02:37:38 +00:00
|
|
|
|
2013-05-11 16:26:30 +00:00
|
|
|
/**
|
|
|
|
*
|
|
|
|
* @type {Number}
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public worldY: number = 0;
|
2013-04-14 01:31:00 +00:00
|
|
|
|
2013-05-11 16:26:30 +00:00
|
|
|
/**
|
2013-05-16 01:36:58 +00:00
|
|
|
* 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;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* A Signal dispatched when a mouse/Pointer object is pressed
|
|
|
|
* @type {Phaser.Signal}
|
|
|
|
*/
|
2013-04-19 17:53:21 +00:00
|
|
|
public onDown: Phaser.Signal;
|
2013-05-14 02:37:38 +00:00
|
|
|
|
2013-05-11 16:26:30 +00:00
|
|
|
/**
|
2013-05-16 01:36:58 +00:00
|
|
|
* A Signal dispatched when a mouse/Pointer object is released
|
|
|
|
* @type {Phaser.Signal}
|
|
|
|
*/
|
2013-04-19 17:53:21 +00:00
|
|
|
public onUp: Phaser.Signal;
|
|
|
|
|
2013-05-16 01:36:58 +00:00
|
|
|
/**
|
|
|
|
* A Signal dispatched when a Pointer object (including the mouse) is tapped: pressed and released quickly
|
|
|
|
* @type {Phaser.Signal}
|
|
|
|
*/
|
|
|
|
public onTap: Phaser.Signal;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* A Signal dispatched when a Pointer object (including the mouse) is double tapped: pressed and released quickly twice in succession
|
|
|
|
* @type {Phaser.Signal}
|
|
|
|
*/
|
|
|
|
public onDoubleTap: Phaser.Signal;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* A Signal dispatched when a Pointer object (including the mouse) is held down
|
|
|
|
* @type {Phaser.Signal}
|
|
|
|
*/
|
|
|
|
public onHold: Phaser.Signal;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* 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}
|
|
|
|
**/
|
|
|
|
public pointer6: Pointer;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* A Pointer object
|
|
|
|
* @property pointer7
|
|
|
|
* @type {Pointer}
|
|
|
|
**/
|
|
|
|
public pointer7: Pointer;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* A Pointer object
|
|
|
|
* @property pointer8
|
|
|
|
* @type {Pointer}
|
|
|
|
**/
|
|
|
|
public pointer8: Pointer;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* A Pointer object
|
|
|
|
* @property pointer9
|
|
|
|
* @type {Pointer}
|
|
|
|
**/
|
|
|
|
public pointer9: Pointer;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* A Pointer object
|
|
|
|
* @property pointer10
|
|
|
|
* @type {Pointer}
|
|
|
|
**/
|
|
|
|
public pointer10: Pointer;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* The screen X coordinate
|
|
|
|
* @property x
|
|
|
|
* @type {Number}
|
|
|
|
**/
|
|
|
|
public get x(): number {
|
|
|
|
|
|
|
|
return this._x;
|
|
|
|
|
|
|
|
}
|
2013-04-14 01:31:00 +00:00
|
|
|
|
2013-05-16 01:36:58 +00:00
|
|
|
public set x(value: number) {
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-05-16 01:36:58 +00:00
|
|
|
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);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
public start() {
|
|
|
|
|
|
|
|
this.mouse.start();
|
|
|
|
this.keyboard.start();
|
|
|
|
this.touch.start();
|
|
|
|
this.mspointer.start();
|
|
|
|
this.gestures.start();
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
public update() {
|
|
|
|
|
|
|
|
//this.worldX = this._game.camera.worldView.x + this.x;
|
|
|
|
//this.worldY = this._game.camera.worldView.y + this.y;
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
this.mouse.update();
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
public reset() {
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
this.mouse.reset();
|
|
|
|
this.keyboard.reset();
|
2013-05-16 01:36:58 +00:00
|
|
|
|
|
|
|
this.pointer1.reset();
|
|
|
|
this.pointer2.reset();
|
|
|
|
this.pointer3.reset();
|
|
|
|
this.pointer4.reset();
|
|
|
|
this.pointer5.reset();
|
|
|
|
this.pointer6.reset();
|
|
|
|
this.pointer7.reset();
|
|
|
|
this.pointer8.reset();
|
|
|
|
this.pointer9.reset();
|
|
|
|
this.pointer10.reset();
|
|
|
|
|
|
|
|
this.onDown = new Phaser.Signal();
|
|
|
|
this.onUp = new Phaser.Signal();
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get the total number of inactive Pointers
|
|
|
|
* @method totalInactivePointers
|
|
|
|
* @return {Number} The number of Pointers currently inactive
|
|
|
|
**/
|
|
|
|
public get totalInactivePointers(): number {
|
|
|
|
|
|
|
|
return 10 - this.totalActivePointers;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get the total number of active Pointers
|
|
|
|
* @method totalActivePointers
|
|
|
|
* @return {Number} The number of Pointers currently active
|
|
|
|
**/
|
|
|
|
public get totalActivePointers(): number {
|
|
|
|
|
|
|
|
var result: number = 0;
|
|
|
|
|
|
|
|
if (this.pointer1.active == true)
|
|
|
|
{
|
|
|
|
result++;
|
|
|
|
}
|
|
|
|
else if (this.pointer2.active == true)
|
|
|
|
{
|
|
|
|
result++;
|
|
|
|
}
|
|
|
|
else if (this.pointer3.active == true)
|
|
|
|
{
|
|
|
|
result++;
|
|
|
|
}
|
|
|
|
else if (this.pointer4.active == true)
|
|
|
|
{
|
|
|
|
result++;
|
|
|
|
}
|
|
|
|
else if (this.pointer5.active == true)
|
|
|
|
{
|
|
|
|
result++;
|
|
|
|
}
|
|
|
|
else if (this.pointer6.active == true)
|
|
|
|
{
|
|
|
|
result++;
|
|
|
|
}
|
|
|
|
else if (this.pointer7.active == true)
|
|
|
|
{
|
|
|
|
result++;
|
|
|
|
}
|
|
|
|
else if (this.pointer8.active == true)
|
|
|
|
{
|
|
|
|
result++;
|
|
|
|
}
|
|
|
|
else if (this.pointer9.active == true)
|
|
|
|
{
|
|
|
|
result++;
|
|
|
|
}
|
|
|
|
else if (this.pointer10.active == true)
|
|
|
|
{
|
|
|
|
result++;
|
|
|
|
}
|
|
|
|
|
|
|
|
return result;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* 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);
|
|
|
|
}
|
|
|
|
else if (this.pointer6.active == false)
|
|
|
|
{
|
|
|
|
return this.pointer6.start(event);
|
|
|
|
}
|
|
|
|
else if (this.pointer7.active == false)
|
|
|
|
{
|
|
|
|
return this.pointer7.start(event);
|
|
|
|
}
|
|
|
|
else if (this.pointer8.active == false)
|
|
|
|
{
|
|
|
|
return this.pointer8.start(event);
|
|
|
|
}
|
|
|
|
else if (this.pointer9.active == false)
|
|
|
|
{
|
|
|
|
return this.pointer9.start(event);
|
|
|
|
}
|
|
|
|
else if (this.pointer10.active == false)
|
|
|
|
{
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
else if (this.pointer6.active == true && this.pointer6.identifier == event.identifier)
|
|
|
|
{
|
|
|
|
return this.pointer6.move(event);
|
|
|
|
}
|
|
|
|
else if (this.pointer7.active == true && this.pointer7.identifier == event.identifier)
|
|
|
|
{
|
|
|
|
return this.pointer7.move(event);
|
|
|
|
}
|
|
|
|
else if (this.pointer8.active == true && this.pointer8.identifier == event.identifier)
|
|
|
|
{
|
|
|
|
return this.pointer8.move(event);
|
|
|
|
}
|
|
|
|
else if (this.pointer9.active == true && this.pointer9.identifier == event.identifier)
|
|
|
|
{
|
|
|
|
return this.pointer9.move(event);
|
|
|
|
}
|
|
|
|
else if (this.pointer10.active == true && this.pointer10.identifier == event.identifier)
|
|
|
|
{
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
else if (this.pointer6.active == true && this.pointer6.identifier == event.identifier)
|
|
|
|
{
|
|
|
|
return this.pointer6.stop(event);
|
|
|
|
}
|
|
|
|
else if (this.pointer7.active == true && this.pointer7.identifier == event.identifier)
|
|
|
|
{
|
|
|
|
return this.pointer7.stop(event);
|
|
|
|
}
|
|
|
|
else if (this.pointer8.active == true && this.pointer8.identifier == event.identifier)
|
|
|
|
{
|
|
|
|
return this.pointer8.stop(event);
|
|
|
|
}
|
|
|
|
else if (this.pointer9.active == true && this.pointer9.identifier == event.identifier)
|
|
|
|
{
|
|
|
|
return this.pointer9.stop(event);
|
|
|
|
}
|
|
|
|
else if (this.pointer10.active == true && this.pointer10.identifier == event.identifier)
|
|
|
|
{
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
else if (this.pointer6.active == state)
|
|
|
|
{
|
|
|
|
return this.pointer6;
|
|
|
|
}
|
|
|
|
else if (this.pointer7.active == state)
|
|
|
|
{
|
|
|
|
return this.pointer7;
|
|
|
|
}
|
|
|
|
else if (this.pointer8.active == state)
|
|
|
|
{
|
|
|
|
return this.pointer8;
|
|
|
|
}
|
|
|
|
else if (this.pointer9.active == state)
|
|
|
|
{
|
|
|
|
return this.pointer9;
|
|
|
|
}
|
|
|
|
else if (this.pointer10.active == state)
|
|
|
|
{
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
else if (this.pointer6.identifier == identifier)
|
|
|
|
{
|
|
|
|
return this.pointer6;
|
|
|
|
}
|
|
|
|
else if (this.pointer7.identifier == identifier)
|
|
|
|
{
|
|
|
|
return this.pointer7;
|
|
|
|
}
|
|
|
|
else if (this.pointer8.identifier == identifier)
|
|
|
|
{
|
|
|
|
return this.pointer8;
|
|
|
|
}
|
|
|
|
else if (this.pointer9.identifier == identifier)
|
|
|
|
{
|
|
|
|
return this.pointer9;
|
|
|
|
}
|
|
|
|
else if (this.pointer10.identifier == identifier)
|
|
|
|
{
|
|
|
|
return this.pointer10;
|
|
|
|
}
|
|
|
|
|
|
|
|
return null;
|
2013-04-14 01:31:00 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
}
|
2013-04-14 01:31:00 +00:00
|
|
|
|
2013-05-11 16:26:30 +00:00
|
|
|
/**
|
|
|
|
* @param {Camera} [camera]
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public getWorldX(camera?: Camera = this._game.camera) {
|
2013-04-14 01:31:00 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
return camera.worldView.x + this.x;
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-05-11 16:26:30 +00:00
|
|
|
/**
|
|
|
|
* @param {Camera} [camera]
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public getWorldY(camera?: Camera = this._game.camera) {
|
|
|
|
|
|
|
|
return camera.worldView.y + this.y;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2013-05-11 16:26:30 +00:00
|
|
|
/**
|
|
|
|
* @param {Number} x
|
|
|
|
* @param {Number} y
|
|
|
|
* @param {String} [color]
|
|
|
|
*/
|
2013-04-18 13:16:18 +00:00
|
|
|
public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') {
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-25 00:55:56 +00:00
|
|
|
this._game.stage.context.font = '14px Courier';
|
2013-04-18 13:16:18 +00:00
|
|
|
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);
|
|
|
|
this._game.stage.context.fillText('World X: ' + this.worldX + ' World Y: ' + this.worldY, x, y + 28);
|
|
|
|
this._game.stage.context.fillText('Scale X: ' + this.scaleX.toFixed(1) + ' Scale Y: ' + this.scaleY.toFixed(1), x, y + 42);
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
}
|
2013-04-12 16:19:56 +00:00
|
|
|
|
2013-05-16 01:36:58 +00:00
|
|
|
/**
|
|
|
|
*
|
|
|
|
* @method calculateDistance
|
|
|
|
* @param {Finger} finger1
|
|
|
|
* @param {Finger} finger2
|
|
|
|
**/
|
|
|
|
//public calculateDistance(finger1: Finger, finger2: Finger) {
|
|
|
|
//}
|
|
|
|
|
|
|
|
/**
|
|
|
|
*
|
|
|
|
* @method calculateAngle
|
|
|
|
* @param {Finger} finger1
|
|
|
|
* @param {Finger} finger2
|
|
|
|
**/
|
|
|
|
//public calculateAngle(finger1: Finger, finger2: Finger) {
|
|
|
|
//}
|
|
|
|
|
|
|
|
/**
|
|
|
|
*
|
|
|
|
* @method checkOverlap
|
|
|
|
* @param {Finger} finger1
|
|
|
|
* @param {Finger} finger2
|
|
|
|
**/
|
|
|
|
//public checkOverlap(finger1: Finger, finger2: Finger) {
|
|
|
|
//}
|
|
|
|
|
|
|
|
|
2013-04-12 16:19:56 +00:00
|
|
|
}
|
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
}
|