2013-05-28 20:38:37 +00:00
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/// <reference path="../Game.ts" />
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2013-04-12 16:19:56 +00:00
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2013-04-18 13:16:18 +00:00
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/**
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2013-04-18 15:49:08 +00:00
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* Phaser - Keyboard
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*
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* The Keyboard class handles keyboard interactions with the game and the resulting events.
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* The avoid stealing all browser input we don't use event.preventDefault. If you would like to trap a specific key however
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* then use the addKeyCapture() method.
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2013-04-18 13:16:18 +00:00
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*/
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2013-04-12 16:19:56 +00:00
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2013-04-18 13:16:18 +00:00
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module Phaser {
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export class Keyboard {
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constructor(game: Game) {
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this.game = game;
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}
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2013-08-05 02:43:20 +00:00
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/**
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* Local reference to game.
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* @property game
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* @type {Phaser.Game}
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**/
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public game: Game;
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private _keys = {};
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private _capture = {};
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2013-05-16 01:36:58 +00:00
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/**
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* You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
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* @type {Boolean}
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*/
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public disabled: bool = false;
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/**
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* A reference to the event handlers to allow removeEventListener support
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*/
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public _onKeyDown;
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public _onKeyUp;
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public start() {
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this._onKeyDown = (event: KeyboardEvent) => this.onKeyDown(event);
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this._onKeyUp = (event: KeyboardEvent) => this.onKeyUp(event);
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document.body.addEventListener('keydown', this._onKeyDown , false);
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document.body.addEventListener('keyup', this._onKeyUp, false);
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}
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public stop() {
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document.body.removeEventListener('keydown', this._onKeyDown);
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document.body.removeEventListener('keyup', this._onKeyUp);
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}
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/**
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* By default when a key is pressed Phaser will not stop the event from propagating up to the browser.
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* There are some keys this can be annoying for, like the arrow keys or space bar, which make the browser window scroll.
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* You can use addKeyCapture to consume the keyboard event for specific keys so it doesn't bubble up to the the browser.
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* Pass in either a single keycode or an array of keycodes.
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* @param {Any} keycode
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*/
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public addKeyCapture(keycode) {
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if (typeof keycode === 'object')
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{
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for (var i:number = 0; i < keycode.length; i++)
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{
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this._capture[keycode[i]] = true;
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}
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}
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else
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{
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this._capture[keycode] = true;
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}
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}
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2013-04-14 01:31:00 +00:00
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/**
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* @param {Number} keycode
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*/
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public removeKeyCapture(keycode: number) {
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delete this._capture[keycode];
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}
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public clearCaptures() {
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this._capture = {};
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}
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/**
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* @param {KeyboardEvent} event
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*/
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public onKeyDown(event: KeyboardEvent) {
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if (this.game.input.disabled || this.disabled)
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{
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return;
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}
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if (this._capture[event.keyCode])
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{
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event.preventDefault();
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}
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if (!this._keys[event.keyCode])
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{
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this._keys[event.keyCode] = { isDown: true, timeDown: this.game.time.now, timeUp: 0 };
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}
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else
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{
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this._keys[event.keyCode].isDown = true;
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this._keys[event.keyCode].timeDown = this.game.time.now;
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}
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}
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/**
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* @param {KeyboardEvent} event
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*/
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public onKeyUp(event: KeyboardEvent) {
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if (this.game.input.disabled || this.disabled)
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{
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return;
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}
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if (this._capture[event.keyCode])
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{
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event.preventDefault();
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}
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if (!this._keys[event.keyCode])
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{
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this._keys[event.keyCode] = { isDown: false, timeDown: 0, timeUp: this.game.time.now };
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}
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else
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{
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this._keys[event.keyCode].isDown = false;
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this._keys[event.keyCode].timeUp = this.game.time.now;
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}
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}
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public reset() {
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for (var key in this._keys)
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{
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this._keys[key].isDown = false;
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}
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}
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/**
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* @param {Number} keycode
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* @param {Number} [duration]
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* @return {Boolean}
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*/
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public justPressed(keycode: number, duration?: number = 250): bool {
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if (this._keys[keycode] && this._keys[keycode].isDown === true && (this.game.time.now - this._keys[keycode].timeDown < duration))
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{
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return true;
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}
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else
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{
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return false;
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}
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}
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/**
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* @param {Number} keycode
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* @param {Number} [duration]
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* @return {Boolean}
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*/
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public justReleased(keycode: number, duration?: number = 250): bool {
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if (this._keys[keycode] && this._keys[keycode].isDown === false && (this.game.time.now - this._keys[keycode].timeUp < duration))
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{
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return true;
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}
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else
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{
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return false;
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}
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}
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2013-05-11 16:26:30 +00:00
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/**
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* @param {Number} keycode
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* @return {Boolean}
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*/
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public isDown(keycode: number): bool {
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if (this._keys[keycode])
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{
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return this._keys[keycode].isDown;
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}
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else
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{
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return false;
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}
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}
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// Letters
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public static A: number = "A".charCodeAt(0);
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public static B: number = "B".charCodeAt(0);
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public static C: number = "C".charCodeAt(0);
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public static D: number = "D".charCodeAt(0);
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public static E: number = "E".charCodeAt(0);
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public static F: number = "F".charCodeAt(0);
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public static G: number = "G".charCodeAt(0);
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public static H: number = "H".charCodeAt(0);
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public static I: number = "I".charCodeAt(0);
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public static J: number = "J".charCodeAt(0);
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public static K: number = "K".charCodeAt(0);
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public static L: number = "L".charCodeAt(0);
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public static M: number = "M".charCodeAt(0);
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public static N: number = "N".charCodeAt(0);
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public static O: number = "O".charCodeAt(0);
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public static P: number = "P".charCodeAt(0);
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public static Q: number = "Q".charCodeAt(0);
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public static R: number = "R".charCodeAt(0);
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public static S: number = "S".charCodeAt(0);
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public static T: number = "T".charCodeAt(0);
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public static U: number = "U".charCodeAt(0);
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public static V: number = "V".charCodeAt(0);
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public static W: number = "W".charCodeAt(0);
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public static X: number = "X".charCodeAt(0);
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public static Y: number = "Y".charCodeAt(0);
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public static Z: number = "Z".charCodeAt(0);
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// Numbers
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public static ZERO: number = "0".charCodeAt(0);
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public static ONE: number = "1".charCodeAt(0);
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public static TWO: number = "2".charCodeAt(0);
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public static THREE: number = "3".charCodeAt(0);
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public static FOUR: number = "4".charCodeAt(0);
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public static FIVE: number = "5".charCodeAt(0);
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public static SIX: number = "6".charCodeAt(0);
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public static SEVEN: number = "7".charCodeAt(0);
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public static EIGHT: number = "8".charCodeAt(0);
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public static NINE: number = "9".charCodeAt(0);
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// Numpad
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public static NUMPAD_0: number = 96;
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public static NUMPAD_1: number = 97;
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public static NUMPAD_2: number = 98;
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public static NUMPAD_3: number = 99;
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public static NUMPAD_4: number = 100;
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public static NUMPAD_5: number = 101;
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public static NUMPAD_6: number = 102;
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public static NUMPAD_7: number = 103;
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public static NUMPAD_8: number = 104;
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public static NUMPAD_9: number = 105;
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public static NUMPAD_MULTIPLY: number = 106;
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public static NUMPAD_ADD: number = 107;
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public static NUMPAD_ENTER: number = 108;
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public static NUMPAD_SUBTRACT: number = 109;
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public static NUMPAD_DECIMAL: number = 110;
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public static NUMPAD_DIVIDE: number = 111;
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// Function Keys
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public static F1: number = 112;
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public static F2: number = 113;
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public static F3: number = 114;
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public static F4: number = 115;
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public static F5: number = 116;
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public static F6: number = 117;
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public static F7: number = 118;
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public static F8: number = 119;
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public static F9: number = 120;
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public static F10: number = 121;
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public static F11: number = 122;
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public static F12: number = 123;
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public static F13: number = 124;
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public static F14: number = 125;
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public static F15: number = 126;
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// Symbol Keys
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public static COLON: number = 186;
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public static EQUALS: number = 187;
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public static UNDERSCORE: number = 189;
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public static QUESTION_MARK: number = 191;
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public static TILDE: number = 192;
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public static OPEN_BRACKET: number = 219;
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public static BACKWARD_SLASH: number = 220;
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public static CLOSED_BRACKET: number = 221;
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public static QUOTES: number = 222;
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// Other Keys
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public static BACKSPACE: number = 8;
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public static TAB: number = 9;
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public static CLEAR: number = 12;
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public static ENTER: number = 13;
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public static SHIFT: number = 16;
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public static CONTROL: number = 17;
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public static ALT: number = 18;
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public static CAPS_LOCK: number = 20;
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public static ESC: number = 27;
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public static SPACEBAR: number = 32;
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public static PAGE_UP: number = 33;
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public static PAGE_DOWN: number = 34;
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public static END: number = 35;
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public static HOME: number = 36;
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public static LEFT: number = 37;
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public static UP: number = 38;
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public static RIGHT: number = 39;
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public static DOWN: number = 40;
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public static INSERT: number = 45;
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public static DELETE: number = 46;
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public static HELP: number = 47;
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public static NUM_LOCK: number = 144;
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}
|
|
|
|
|
2013-04-18 13:16:18 +00:00
|
|
|
}
|