phaser/src/input/gamepad/Button.js

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// Phaser.Input.Gamepad.Button
var Class = require('../../utils/Class');
var Button = new Class({
initialize:
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/**
* [description]
*
* @class Button
* @memberOf Phaser.Input.Gamepad
* @constructor
* @since 3.0.0
*
* @param {[type]} pad - [description]
* @param {integer} index - [description]
*/
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function Button (pad, index)
{
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/**
* [description]
*
* @property {[type]} pad
* @since 3.0.0
*/
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this.pad = pad;
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/**
* [description]
*
* @property {[type]} events
* @since 3.0.0
*/
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this.events = pad.events;
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/**
* [description]
*
* @property {integer} index
* @since 3.0.0
*/
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this.index = index;
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/**
* Between 0 and 1.
*
* @property {float} value
* @default 0
* @since 3.0.0
*/
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this.value = 0;
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/**
* Can be set for Analogue buttons to enable a 'pressure' threshold before considered as 'pressed'.
*
* @property {float} threshold
* @default 0
* @since 3.0.0
*/
this.threshold = 0;
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/**
* Is the Button being pressed down or not?
*
* @property {boolean} pressed
* @default false
* @since 3.0.0
*/
this.pressed = false;
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},
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/**
* [description]
*
* @method Phaser.Input.Gamepad.Button#update
* @since 3.0.0
*
* @param {[type]} data - [description]
*/
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update: function (data)
{
this.value = data.value;
if (this.value >= this.threshold)
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{
if (!this.pressed)
{
this.pressed = true;
this.events.emit('down', this.pad, this, this.value, data);
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}
}
else if (this.pressed)
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{
this.pressed = false;
this.events.emit('up', this.pad, this, this.value, data);
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}
}
});
module.exports = Button;