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< li class = "class-depth-1" >
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< a href = "Phaser.StateManager.html" > StateManager< / a >
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< li class = "class-depth-1" >
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< a href = "Phaser.Text.html" > Text< / a >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
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< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
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< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
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< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
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< a href = "Phaser.Tileset.html" > Tileset< / a >
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< li class = "class-depth-1" >
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< a href = "Phaser.TileSprite.html" > TileSprite< / a >
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< a href = "Phaser.Time.html" > Time< / a >
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< li class = "class-depth-1" >
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< a href = "Phaser.Timer.html" > Timer< / a >
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< li class = "class-depth-1" >
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< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
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< li class = "class-depth-1" >
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< a href = "Phaser.Touch.html" > Touch< / a >
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< a href = "Phaser.Tween.html" > Tween< / a >
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< a href = "Phaser.TweenManager.html" > TweenManager< / a >
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< li class = "class-depth-1" >
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< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
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< li class = "class-depth-2" >
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< a href = "Phaser.Utils.Debug.html" > Debug< / a >
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< / ul >
< / li >
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< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span12" >
< div id = "main" >
< h1 class = "page-title" > Source: gameobjects/Button.js< / h1 >
< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
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* Create a new `Button` object. A Button is a special type of Sprite that is set-up to handle Pointer events automatically. The four states a Button responds to are:
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*
* * 'Over' - when the Pointer moves over the Button. This is also commonly known as 'hover'.
* * 'Out' - when the Pointer that was previously over the Button moves out of it.
* * 'Down' - when the Pointer is pressed down on the Button. I.e. touched on a touch enabled device or clicked with the mouse.
* * 'Up' - when the Pointer that was pressed down on the Button is released again.
*
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* You can set a unique texture frame and Sound for any of these states.
*
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* @class Phaser.Button
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* @constructor
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* @extends Phaser.Image
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* @param {Phaser.Game} game Current game instance.
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* @param {number} [x=0] - X position of the Button.
* @param {number} [y=0] - Y position of the Button.
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* @param {string} [key] - The image key as defined in the Game.Cache to use as the texture for this Button.
* @param {function} [callback] - The function to call when this Button is pressed.
* @param {object} [callbackContext] - The context in which the callback will be called (usually 'this').
* @param {string|number} [overFrame] - This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
* @param {string|number} [outFrame] - This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
* @param {string|number} [downFrame] - This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
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* @param {string|number} [upFrame] - This is the frame or frameName that will be set when this button is in an up state. Give either a number to use a frame ID or a string for a frame name.
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*/
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Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame) {
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x = x || 0;
y = y || 0;
key = key || null;
callback = callback || null;
callbackContext = callbackContext || this;
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Phaser.Image.call(this, game, x, y, key, outFrame);
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/**
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* @property {number} type - The Phaser Object Type.
*/
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this.type = Phaser.BUTTON;
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/**
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* @property {string} _onOverFrameName - Internal variable.
* @private
* @default
*/
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this._onOverFrameName = null;
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/**
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* @property {string} _onOutFrameName - Internal variable.
* @private
* @default
*/
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this._onOutFrameName = null;
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/**
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* @property {string} _onDownFrameName - Internal variable.
* @private
* @default
*/
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this._onDownFrameName = null;
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/**
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* @property {string} _onUpFrameName - Internal variable.
* @private
* @default
*/
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this._onUpFrameName = null;
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/**
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* @property {number} _onOverFrameID - Internal variable.
* @private
* @default
*/
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this._onOverFrameID = null;
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/**
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* @property {number} _onOutFrameID - Internal variable.
* @private
* @default
*/
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this._onOutFrameID = null;
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/**
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* @property {number} _onDownFrameID - Internal variable.
* @private
* @default
*/
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this._onDownFrameID = null;
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/**
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* @property {number} _onUpFrameID - Internal variable.
* @private
* @default
*/
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this._onUpFrameID = null;
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/**
* @property {boolean} onOverMouseOnly - If true then onOver events (such as onOverSound) will only be triggered if the Pointer object causing them was the Mouse Pointer.
* @default
*/
this.onOverMouseOnly = false;
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/**
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* @property {Phaser.Sound} onOverSound - The Sound to be played when this Buttons Over state is activated.
* @default
*/
this.onOverSound = null;
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/**
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* @property {Phaser.Sound} onOutSound - The Sound to be played when this Buttons Out state is activated.
* @default
*/
this.onOutSound = null;
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/**
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* @property {Phaser.Sound} onDownSound - The Sound to be played when this Buttons Down state is activated.
* @default
*/
this.onDownSound = null;
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/**
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* @property {Phaser.Sound} onUpSound - The Sound to be played when this Buttons Up state is activated.
* @default
*/
this.onUpSound = null;
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/**
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* @property {string} onOverSoundMarker - The Sound Marker used in conjunction with the onOverSound.
* @default
*/
this.onOverSoundMarker = '';
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/**
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* @property {string} onOutSoundMarker - The Sound Marker used in conjunction with the onOutSound.
* @default
*/
this.onOutSoundMarker = '';
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/**
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* @property {string} onDownSoundMarker - The Sound Marker used in conjunction with the onDownSound.
* @default
*/
this.onDownSoundMarker = '';
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/**
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* @property {string} onUpSoundMarker - The Sound Marker used in conjunction with the onUpSound.
* @default
*/
this.onUpSoundMarker = '';
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/**
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* @property {Phaser.Signal} onInputOver - The Signal (or event) dispatched when this Button is in an Over state.
*/
this.onInputOver = new Phaser.Signal();
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/**
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* @property {Phaser.Signal} onInputOut - The Signal (or event) dispatched when this Button is in an Out state.
*/
this.onInputOut = new Phaser.Signal();
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/**
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* @property {Phaser.Signal} onInputDown - The Signal (or event) dispatched when this Button is in an Down state.
*/
this.onInputDown = new Phaser.Signal();
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/**
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* @property {Phaser.Signal} onInputUp - The Signal (or event) dispatched when this Button is in an Up state.
*/
this.onInputUp = new Phaser.Signal();
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/**
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* @property {boolean} freezeFrames - When true the Button will cease to change texture frame on all events (over, out, up, down).
*/
this.freezeFrames = false;
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/**
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* When the Button is touched / clicked and then released you can force it to enter a state of "out" instead of "up".
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* @property {boolean} forceOut
* @default
*/
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this.forceOut = false;
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this.inputEnabled = true;
this.input.start(0, true);
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this.setFrames(overFrame, outFrame, downFrame, upFrame);
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if (callback !== null)
{
this.onInputUp.add(callback, callbackContext);
}
// Redirect the input events to here so we can handle animation updates, etc
this.events.onInputOver.add(this.onInputOverHandler, this);
this.events.onInputOut.add(this.onInputOutHandler, this);
this.events.onInputDown.add(this.onInputDownHandler, this);
this.events.onInputUp.add(this.onInputUpHandler, this);
};
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Phaser.Button.prototype = Object.create(Phaser.Image.prototype);
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Phaser.Button.prototype.constructor = Phaser.Button;
/**
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* Clears all of the frames set on this Button.
*
* @method Phaser.Button.prototype.clearFrames
*/
Phaser.Button.prototype.clearFrames = function () {
this._onOverFrameName = null;
this._onOverFrameID = null;
this._onOutFrameName = null;
this._onOutFrameID = null;
this._onDownFrameName = null;
this._onDownFrameID = null;
this._onUpFrameName = null;
this._onUpFrameID = null;
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};
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/**
* Used to manually set the frames that will be used for the different states of the Button.
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*
* @method Phaser.Button.prototype.setFrames
* @param {string|number} [overFrame] - This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
* @param {string|number} [outFrame] - This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
* @param {string|number} [downFrame] - This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
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* @param {string|number} [upFrame] - This is the frame or frameName that will be set when this button is in an up state. Give either a number to use a frame ID or a string for a frame name.
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*/
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Phaser.Button.prototype.setFrames = function (overFrame, outFrame, downFrame, upFrame) {
this.clearFrames();
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if (overFrame !== null)
{
if (typeof overFrame === 'string')
{
this._onOverFrameName = overFrame;
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if (this.input.pointerOver())
{
this.frameName = overFrame;
}
}
else
{
this._onOverFrameID = overFrame;
if (this.input.pointerOver())
{
this.frame = overFrame;
}
}
}
if (outFrame !== null)
{
if (typeof outFrame === 'string')
{
this._onOutFrameName = outFrame;
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if (this.input.pointerOver() === false)
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{
this.frameName = outFrame;
}
}
else
{
this._onOutFrameID = outFrame;
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if (this.input.pointerOver() === false)
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{
this.frame = outFrame;
}
}
}
if (downFrame !== null)
{
if (typeof downFrame === 'string')
{
this._onDownFrameName = downFrame;
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if (this.input.pointerDown())
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{
this.frameName = downFrame;
}
}
else
{
this._onDownFrameID = downFrame;
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if (this.input.pointerDown())
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{
this.frame = downFrame;
}
}
}
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if (upFrame !== null)
{
if (typeof upFrame === 'string')
{
this._onUpFrameName = upFrame;
if (this.input.pointerUp())
{
this.frameName = upFrame;
}
}
else
{
this._onUpFrameID = upFrame;
if (this.input.pointerUp())
{
this.frame = upFrame;
}
}
}
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};
/**
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* Sets the sounds to be played whenever this Button is interacted with. Sounds can be either full Sound objects, or markers pointing to a section of a Sound object.
* The most common forms of sounds are 'hover' effects and 'click' effects, which is why the order of the parameters is overSound then downSound.
* Call this function with no parameters at all to reset all sounds on this Button.
*
* @method Phaser.Button.prototype.setSounds
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* @param {Phaser.Sound|Phaser.AudioSprite} [overSound] - Over Button Sound.
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* @param {string} [overMarker] - Over Button Sound Marker.
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* @param {Phaser.Sound|Phaser.AudioSprite} [downSound] - Down Button Sound.
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* @param {string} [downMarker] - Down Button Sound Marker.
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* @param {Phaser.Sound|Phaser.AudioSprite} [outSound] - Out Button Sound.
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* @param {string} [outMarker] - Out Button Sound Marker.
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* @param {Phaser.Sound|Phaser.AudioSprite} [upSound] - Up Button Sound.
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* @param {string} [upMarker] - Up Button Sound Marker.
*/
Phaser.Button.prototype.setSounds = function (overSound, overMarker, downSound, downMarker, outSound, outMarker, upSound, upMarker) {
this.setOverSound(overSound, overMarker);
this.setOutSound(outSound, outMarker);
this.setDownSound(downSound, downMarker);
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this.setUpSound(upSound, upMarker);
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};
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/**
* The Sound to be played when a Pointer moves over this Button.
*
* @method Phaser.Button.prototype.setOverSound
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* @param {Phaser.Sound|Phaser.AudioSprite} sound - The Sound that will be played.
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* @param {string} [marker] - A Sound Marker that will be used in the playback.
*/
Phaser.Button.prototype.setOverSound = function (sound, marker) {
this.onOverSound = null;
this.onOverSoundMarker = '';
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if (sound instanceof Phaser.Sound || sound instanceof Phaser.AudioSprite)
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{
this.onOverSound = sound;
}
if (typeof marker === 'string')
{
this.onOverSoundMarker = marker;
}
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};
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/**
* The Sound to be played when a Pointer moves out of this Button.
*
* @method Phaser.Button.prototype.setOutSound
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* @param {Phaser.Sound|Phaser.AudioSprite} sound - The Sound that will be played.
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* @param {string} [marker] - A Sound Marker that will be used in the playback.
*/
Phaser.Button.prototype.setOutSound = function (sound, marker) {
this.onOutSound = null;
this.onOutSoundMarker = '';
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if (sound instanceof Phaser.Sound || sound instanceof Phaser.AudioSprite)
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{
this.onOutSound = sound;
}
if (typeof marker === 'string')
{
this.onOutSoundMarker = marker;
}
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};
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/**
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* The Sound to be played when a Pointer presses down on this Button.
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*
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* @method Phaser.Button.prototype.setDownSound
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* @param {Phaser.Sound|Phaser.AudioSprite} sound - The Sound that will be played.
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* @param {string} [marker] - A Sound Marker that will be used in the playback.
*/
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Phaser.Button.prototype.setDownSound = function (sound, marker) {
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this.onDownSound = null;
this.onDownSoundMarker = '';
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if (sound instanceof Phaser.Sound || sound instanceof Phaser.AudioSprite)
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{
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this.onDownSound = sound;
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}
if (typeof marker === 'string')
{
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this.onDownSoundMarker = marker;
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}
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};
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/**
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* The Sound to be played when a Pointer has pressed down and is released from this Button.
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*
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* @method Phaser.Button.prototype.setUpSound
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* @param {Phaser.Sound|Phaser.AudioSprite} sound - The Sound that will be played.
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* @param {string} [marker] - A Sound Marker that will be used in the playback.
*/
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Phaser.Button.prototype.setUpSound = function (sound, marker) {
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this.onUpSound = null;
this.onUpSoundMarker = '';
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if (sound instanceof Phaser.Sound || sound instanceof Phaser.AudioSprite)
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{
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this.onUpSound = sound;
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}
if (typeof marker === 'string')
{
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this.onUpSoundMarker = marker;
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}
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};
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/**
* Internal function that handles input events.
*
* @protected
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* @method Phaser.Button.prototype.onInputOverHandler
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* @param {Phaser.Button} sprite - The Button that the event occured on.
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* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
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*/
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Phaser.Button.prototype.onInputOverHandler = function (sprite, pointer) {
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// If the Pointer was only just released then we don't fire an over event
if (pointer.justReleased())
{
return;
}
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if (this.freezeFrames === false)
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{
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this.setState(1);
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}
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if (this.onOverMouseOnly & & !pointer.isMouse)
{
return;
}
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if (this.onOverSound)
{
this.onOverSound.play(this.onOverSoundMarker);
}
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if (this.onInputOver)
{
this.onInputOver.dispatch(this, pointer);
}
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};
/**
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* Internal function that handles input events.
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*
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* @protected
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* @method Phaser.Button.prototype.onInputOutHandler
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* @param {Phaser.Button} sprite - The Button that the event occured on.
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* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
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*/
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Phaser.Button.prototype.onInputOutHandler = function (sprite, pointer) {
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if (this.freezeFrames === false)
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{
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this.setState(2);
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}
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if (this.onOutSound)
{
this.onOutSound.play(this.onOutSoundMarker);
}
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if (this.onInputOut)
{
this.onInputOut.dispatch(this, pointer);
}
};
/**
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* Internal function that handles input events.
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*
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* @protected
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* @method Phaser.Button.prototype.onInputDownHandler
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* @param {Phaser.Button} sprite - The Button that the event occured on.
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* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
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*/
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Phaser.Button.prototype.onInputDownHandler = function (sprite, pointer) {
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if (this.freezeFrames === false)
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{
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this.setState(3);
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}
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if (this.onDownSound)
{
this.onDownSound.play(this.onDownSoundMarker);
}
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if (this.onInputDown)
{
this.onInputDown.dispatch(this, pointer);
}
};
/**
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* Internal function that handles input events.
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*
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* @protected
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* @method Phaser.Button.prototype.onInputUpHandler
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* @param {Phaser.Button} sprite - The Button that the event occured on.
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* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
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*/
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Phaser.Button.prototype.onInputUpHandler = function (sprite, pointer, isOver) {
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if (this.onUpSound)
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{
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this.onUpSound.play(this.onUpSoundMarker);
}
if (this.onInputUp)
{
this.onInputUp.dispatch(this, pointer, isOver);
}
if (this.freezeFrames)
{
return;
}
if (this.forceOut)
{
// Button should be forced to the Out frame when released.
this.setState(2);
}
else
{
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if (this._onUpFrameName !== null || this._onUpFrameID !== null)
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{
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this.setState(4);
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}
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else
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{
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if (isOver)
{
this.setState(1);
}
else
{
this.setState(2);
}
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}
}
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};
/**
* Internal function that handles Button state changes.
*
* @protected
* @method Phaser.Button.prototype.setState
* @param {number} newState - The new State of the Button.
*/
Phaser.Button.prototype.setState = function (newState) {
if (newState === 1)
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{
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// Over
if (this._onOverFrameName != null)
{
this.frameName = this._onOverFrameName;
}
else if (this._onOverFrameID != null)
{
this.frame = this._onOverFrameID;
}
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}
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else if (newState === 2)
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{
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// Out
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if (this._onOutFrameName != null)
{
this.frameName = this._onOutFrameName;
}
else if (this._onOutFrameID != null)
{
this.frame = this._onOutFrameID;
}
}
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else if (newState === 3)
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{
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// Down
if (this._onDownFrameName != null)
{
this.frameName = this._onDownFrameName;
}
else if (this._onDownFrameID != null)
{
this.frame = this._onDownFrameID;
}
}
else if (newState === 4)
{
// Up
if (this._onUpFrameName != null)
{
this.frameName = this._onUpFrameName;
}
else if (this._onUpFrameID != null)
{
this.frame = this._onUpFrameID;
}
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}
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};
< / pre >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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< / span >
< br / >
< span class = "jsdoc-message" >
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
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on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
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$( function () {
$( "#toc" ).toc( {
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anchorName : function(i, heading, prefix) {
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return $(heading).attr("id") || ( prefix + i );
},
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$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
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