2013-08-31 12:54:59 +00:00
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/**
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2013-10-01 12:54:29 +00:00
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* @author Richard Davey <rich@photonstorm.com>
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2014-02-05 05:54:25 +00:00
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* @copyright 2014 Photon Storm Ltd.
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2013-10-01 12:54:29 +00:00
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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2013-11-25 03:13:04 +00:00
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* Phaser.Input is the Input Manager for all types of Input across Phaser, including mouse, keyboard, touch and MSPointer.
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* The Input manager is updated automatically by the core game loop.
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*
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2013-10-01 12:54:29 +00:00
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* @class Phaser.Input
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* @constructor
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* @param {Phaser.Game} game - Current game instance.
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2013-08-31 12:54:59 +00:00
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*/
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Phaser.Input = function (game) {
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2013-11-25 03:13:04 +00:00
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
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this.game = game;
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2013-09-11 15:25:46 +00:00
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2013-11-25 03:13:04 +00:00
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/**
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* @property {HTMLCanvasElement} hitCanvas - The canvas to which single pixels are drawn in order to perform pixel-perfect hit detection.
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2013-10-01 12:54:29 +00:00
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* @default
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2013-11-25 03:13:04 +00:00
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*/
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2013-09-11 15:25:46 +00:00
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this.hitCanvas = null;
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2013-10-01 12:54:29 +00:00
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2013-11-25 03:13:04 +00:00
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/**
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* @property {CanvasRenderingContext2D} hitContext - The context of the pixel perfect hit canvas.
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* @default
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*/
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2013-09-11 15:25:46 +00:00
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this.hitContext = null;
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2014-01-20 20:14:34 +00:00
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/**
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* @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.
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*/
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this.moveCallback = null;
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/**
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* @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.
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*/
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this.moveCallbackContext = this;
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2013-11-25 03:13:04 +00:00
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2013-08-31 12:54:59 +00:00
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};
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2013-10-02 12:18:58 +00:00
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/**
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* @constant
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* @type {number}
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*/
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2013-09-04 20:03:39 +00:00
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Phaser.Input.MOUSE_OVERRIDES_TOUCH = 0;
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2013-10-02 12:18:58 +00:00
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/**
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* @constant
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* @type {number}
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*/
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2013-09-04 20:03:39 +00:00
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Phaser.Input.TOUCH_OVERRIDES_MOUSE = 1;
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2013-10-02 12:18:58 +00:00
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/**
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* @constant
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* @type {number}
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*/
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2013-09-04 20:03:39 +00:00
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Phaser.Input.MOUSE_TOUCH_COMBINE = 2;
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2013-08-31 12:54:59 +00:00
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Phaser.Input.prototype = {
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/**
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* How often should the input pointers be checked for updates?
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* A value of 0 means every single frame (60fps), a value of 1 means every other frame (30fps) and so on.
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2013-10-01 12:54:29 +00:00
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* @property {number} pollRate
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* @default
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2013-08-31 12:54:59 +00:00
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*/
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pollRate: 0,
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2013-10-01 12:54:29 +00:00
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/**
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2013-11-25 04:40:04 +00:00
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* @property {number} _pollCounter - Internal var holding the current poll counter.
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* @private
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* @default
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*/
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2013-08-31 12:54:59 +00:00
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_pollCounter: 0,
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/**
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2013-11-25 03:13:04 +00:00
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* @property {Phaser.Point} _oldPosition - A point object representing the previous position of the Pointer.
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2013-10-02 12:18:58 +00:00
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* @private
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2013-10-01 12:54:29 +00:00
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* @default
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2013-10-02 12:18:58 +00:00
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*/
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2013-08-31 12:54:59 +00:00
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_oldPosition: null,
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/**
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2013-11-25 03:13:04 +00:00
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* @property {number} _x - x coordinate of the most recent Pointer event
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2013-08-31 12:54:59 +00:00
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* @private
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2013-10-01 12:54:29 +00:00
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* @default
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2013-08-31 12:54:59 +00:00
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*/
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_x: 0,
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/**
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2013-11-25 03:13:04 +00:00
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* @property {number} _y - Y coordinate of the most recent Pointer event
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2013-08-31 12:54:59 +00:00
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* @private
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2013-10-01 12:54:29 +00:00
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* @default
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2013-08-31 12:54:59 +00:00
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*/
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_y: 0,
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/**
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* You can disable all Input by setting Input.disabled: true. While set all new input related events will be ignored.
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* If you need to disable just one type of input, for example mouse, use Input.mouse.disabled: true instead
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2013-10-01 15:39:39 +00:00
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* @property {boolean} disabled
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2013-10-01 12:54:29 +00:00
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* @default
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2013-08-31 12:54:59 +00:00
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*/
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disabled: false,
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/**
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2013-10-01 12:54:29 +00:00
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* Controls the expected behaviour when using a mouse and touch together on a multi-input device.
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* @property {Description} multiInputOverride
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2013-08-31 12:54:59 +00:00
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*/
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2013-09-04 20:03:39 +00:00
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multiInputOverride: Phaser.Input.MOUSE_TOUCH_COMBINE,
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2013-08-31 12:54:59 +00:00
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/**
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2013-11-25 03:13:04 +00:00
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* @property {Phaser.Point} position - A point object representing the current position of the Pointer.
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2013-10-01 12:54:29 +00:00
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* @default
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2013-10-02 12:18:58 +00:00
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*/
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2013-08-31 12:54:59 +00:00
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position: null,
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/**
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2013-11-25 03:13:04 +00:00
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* A point object representing the speed of the Pointer. Only really useful in single Pointer games, otherwise see the Pointer objects directly.
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2013-10-02 12:18:58 +00:00
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* @property {Phaser.Point} speed
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*/
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2013-08-31 12:54:59 +00:00
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speed: null,
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/**
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* A Circle object centered on the x/y screen coordinates of the Input.
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2013-10-02 12:18:58 +00:00
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* Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything.
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* @property {Phaser.Circle} circle
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*/
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2013-08-31 12:54:59 +00:00
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circle: null,
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/**
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* The scale by which all input coordinates are multiplied, calculated by the StageScaleMode.
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* In an un-scaled game the values will be x: 1 and y: 1.
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2013-10-02 12:18:58 +00:00
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* @property {Phaser.Point} scale
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2013-08-31 12:54:59 +00:00
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*/
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scale: null,
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/**
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* The maximum number of Pointers allowed to be active at any one time.
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2013-10-01 12:54:29 +00:00
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* For lots of games it's useful to set this to 1.
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* @property {number} maxPointers
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* @default
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2013-08-31 12:54:59 +00:00
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*/
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maxPointers: 10,
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/**
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* The current number of active Pointers.
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2013-10-01 12:54:29 +00:00
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* @property {number} currentPointers
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* @default
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2013-08-31 12:54:59 +00:00
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*/
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currentPointers: 0,
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/**
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2013-10-01 12:54:29 +00:00
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* The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or clicke
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* @property {number} tapRate
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* @default
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2013-10-02 12:18:58 +00:00
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*/
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2013-08-31 12:54:59 +00:00
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tapRate: 200,
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/**
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* The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click
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2013-10-01 12:54:29 +00:00
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* @property {number} doubleTapRate
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* @default
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2013-10-02 12:18:58 +00:00
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*/
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2013-08-31 12:54:59 +00:00
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doubleTapRate: 300,
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/**
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* The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event
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2013-10-01 12:54:29 +00:00
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* @property {number} holdRate
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* @default
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2013-10-02 12:18:58 +00:00
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*/
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2013-08-31 12:54:59 +00:00
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holdRate: 2000,
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/**
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* The number of milliseconds below which the Pointer is considered justPressed
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2013-10-01 12:54:29 +00:00
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* @property {number} justPressedRate
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* @default
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2013-10-02 12:18:58 +00:00
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*/
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2013-08-31 12:54:59 +00:00
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justPressedRate: 200,
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/**
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2013-10-01 12:54:29 +00:00
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* The number of milliseconds below which the Pointer is considered justReleased
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* @property {number} justReleasedRate
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* @default
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2013-10-02 12:18:58 +00:00
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*/
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2013-08-31 12:54:59 +00:00
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justReleasedRate: 200,
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/**
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* Sets if the Pointer objects should record a history of x/y coordinates they have passed through.
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* The history is cleared each time the Pointer is pressed down.
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* The history is updated at the rate specified in Input.pollRate
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2013-10-01 15:39:39 +00:00
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* @property {boolean} recordPointerHistory
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2013-10-01 12:54:29 +00:00
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* @default
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2013-10-02 12:18:58 +00:00
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*/
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2013-08-31 12:54:59 +00:00
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recordPointerHistory: false,
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/**
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* The rate in milliseconds at which the Pointer objects should update their tracking history
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2013-10-01 12:54:29 +00:00
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* @property {number} recordRate
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* @default
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2013-08-31 12:54:59 +00:00
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*/
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recordRate: 100,
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/**
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* The total number of entries that can be recorded into the Pointer objects tracking history.
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* If the Pointer is tracking one event every 100ms, then a trackLimit of 100 would store the last 10 seconds worth of history.
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2013-10-01 12:54:29 +00:00
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* @property {number} recordLimit
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* @default
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2013-08-31 12:54:59 +00:00
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*/
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recordLimit: 100,
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/**
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* A Pointer object
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2013-10-02 12:18:58 +00:00
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* @property {Phaser.Pointer} pointer1
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*/
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2013-08-31 12:54:59 +00:00
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pointer1: null,
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/**
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* A Pointer object
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2013-10-02 12:18:58 +00:00
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* @property {Phaser.Pointer} pointer2
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*/
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2013-08-31 12:54:59 +00:00
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pointer2: null,
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/**
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2013-10-01 12:54:29 +00:00
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* A Pointer object
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2013-10-02 12:18:58 +00:00
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* @property {Phaser.Pointer} pointer3
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*/
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2013-08-31 12:54:59 +00:00
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pointer3: null,
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/**
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* A Pointer object
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2013-10-02 12:18:58 +00:00
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* @property {Phaser.Pointer} pointer4
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*/
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2013-08-31 12:54:59 +00:00
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pointer4: null,
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/**
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* A Pointer object
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2013-10-02 12:18:58 +00:00
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* @property {Phaser.Pointer} pointer5
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*/
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2013-08-31 12:54:59 +00:00
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pointer5: null,
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/**
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* A Pointer object
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2013-10-02 12:18:58 +00:00
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* @property {Phaser.Pointer} pointer6
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*/
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2013-08-31 12:54:59 +00:00
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pointer6: null,
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/**
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2013-10-01 12:54:29 +00:00
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* A Pointer object
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2013-10-02 12:18:58 +00:00
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* @property {Phaser.Pointer} pointer7
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*/
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2013-08-31 12:54:59 +00:00
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pointer7: null,
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/**
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* A Pointer object
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2013-10-02 12:18:58 +00:00
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* @property {Phaser.Pointer} pointer8
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*/
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2013-08-31 12:54:59 +00:00
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pointer8: null,
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/**
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* A Pointer object
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2013-10-02 12:18:58 +00:00
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* @property {Phaser.Pointer} pointer9
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2013-11-25 03:13:04 +00:00
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*/
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2013-08-31 12:54:59 +00:00
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pointer9: null,
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/**
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2013-10-01 12:54:29 +00:00
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* A Pointer object.
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2013-10-02 12:18:58 +00:00
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* @property {Phaser.Pointer} pointer10
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*/
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2013-08-31 12:54:59 +00:00
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pointer10: null,
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/**
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* The most recently active Pointer object.
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* When you've limited max pointers to 1 this will accurately be either the first finger touched or mouse.
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2013-10-02 12:18:58 +00:00
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* @property {Phaser.Pointer} activePointer
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2013-10-01 12:54:29 +00:00
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* @default
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2013-10-02 12:18:58 +00:00
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*/
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2013-08-31 12:54:59 +00:00
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activePointer: null,
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2013-10-01 12:54:29 +00:00
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/**
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2013-10-02 12:18:58 +00:00
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* The mouse has its own unique Phaser.Pointer object which you can use if making a desktop specific game.
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2013-10-01 12:54:29 +00:00
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* @property {Pointer} mousePointer
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* @default
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2013-10-02 12:18:58 +00:00
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*/
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2013-08-31 12:54:59 +00:00
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mousePointer: null,
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2013-10-01 12:54:29 +00:00
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/**
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2013-10-02 12:18:58 +00:00
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* The Mouse Input manager.
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* @property {Phaser.Mouse} mouse - The Mouse Input manager.
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2013-10-01 12:54:29 +00:00
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* @default
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2013-10-02 12:18:58 +00:00
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*/
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2013-08-31 12:54:59 +00:00
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mouse: null,
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2013-10-01 12:54:29 +00:00
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/**
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2013-10-02 12:18:58 +00:00
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* The Keyboard Input manager.
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* @property {Phaser.Keyboard} keyboard - The Keyboard Input manager.
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2013-10-01 12:54:29 +00:00
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* @default
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2013-10-02 12:18:58 +00:00
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*/
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2013-08-31 12:54:59 +00:00
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keyboard: null,
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2013-10-01 12:54:29 +00:00
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/**
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2013-10-02 12:18:58 +00:00
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* The Touch Input manager.
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* @property {Phaser.Touch} touch - the Touch Input manager.
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2013-10-01 12:54:29 +00:00
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* @default
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2013-10-02 12:18:58 +00:00
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*/
|
2013-08-31 12:54:59 +00:00
|
|
|
touch: null,
|
2013-10-01 12:54:29 +00:00
|
|
|
|
|
|
|
/**
|
2013-10-02 12:18:58 +00:00
|
|
|
* The MSPointer Input manager.
|
|
|
|
* @property {Phaser.MSPointer} mspointer - The MSPointer Input manager.
|
2013-10-01 12:54:29 +00:00
|
|
|
* @default
|
2013-10-02 12:18:58 +00:00
|
|
|
*/
|
2013-08-31 12:54:59 +00:00
|
|
|
mspointer: null,
|
|
|
|
|
2013-12-31 00:43:54 +00:00
|
|
|
/**
|
|
|
|
* The Gamepad Input manager.
|
|
|
|
* @property {Phaser.Gamepad} gamepad - The Gamepad Input manager.
|
|
|
|
* @default
|
|
|
|
*/
|
|
|
|
gamepad: null,
|
|
|
|
|
2013-10-01 12:54:29 +00:00
|
|
|
/**
|
2013-10-02 12:18:58 +00:00
|
|
|
* A Signal that is dispatched each time a pointer is pressed down.
|
|
|
|
* @property {Phaser.Signal} onDown
|
2013-10-01 12:54:29 +00:00
|
|
|
* @default
|
2013-10-02 12:18:58 +00:00
|
|
|
*/
|
2013-08-31 12:54:59 +00:00
|
|
|
onDown: null,
|
2013-10-01 12:54:29 +00:00
|
|
|
|
|
|
|
/**
|
2013-10-02 12:18:58 +00:00
|
|
|
* A Signal that is dispatched each time a pointer is released.
|
|
|
|
* @property {Phaser.Signal} onUp
|
2013-10-01 12:54:29 +00:00
|
|
|
* @default
|
2013-10-02 12:18:58 +00:00
|
|
|
*/
|
2013-08-31 12:54:59 +00:00
|
|
|
onUp: null,
|
2013-10-01 12:54:29 +00:00
|
|
|
|
|
|
|
/**
|
2013-10-02 12:18:58 +00:00
|
|
|
* A Signal that is dispatched each time a pointer is tapped.
|
|
|
|
* @property {Phaser.Signal} onTap
|
2013-10-01 12:54:29 +00:00
|
|
|
* @default
|
2013-10-02 12:18:58 +00:00
|
|
|
*/
|
2013-08-31 12:54:59 +00:00
|
|
|
onTap: null,
|
2013-10-01 12:54:29 +00:00
|
|
|
|
|
|
|
/**
|
2013-10-02 12:18:58 +00:00
|
|
|
* A Signal that is dispatched each time a pointer is held down.
|
|
|
|
* @property {Phaser.Signal} onHold
|
2013-10-01 12:54:29 +00:00
|
|
|
* @default
|
2013-10-02 12:18:58 +00:00
|
|
|
*/
|
2013-08-31 12:54:59 +00:00
|
|
|
onHold: null,
|
|
|
|
|
2013-10-02 12:18:58 +00:00
|
|
|
/**
|
|
|
|
* A linked list of interactive objects, the InputHandler components (belonging to Sprites) register themselves with this.
|
|
|
|
* @property {Phaser.LinkedList} interactiveItems
|
|
|
|
*/
|
2013-09-08 10:24:41 +00:00
|
|
|
interactiveItems: new Phaser.LinkedList(),
|
|
|
|
|
2013-11-25 03:13:04 +00:00
|
|
|
/**
|
2013-10-01 12:54:29 +00:00
|
|
|
* Starts the Input Manager running.
|
2013-10-02 12:18:58 +00:00
|
|
|
* @method Phaser.Input#boot
|
|
|
|
* @protected
|
|
|
|
*/
|
2013-08-31 12:54:59 +00:00
|
|
|
boot: function () {
|
|
|
|
|
2013-11-25 03:13:04 +00:00
|
|
|
this.mousePointer = new Phaser.Pointer(this.game, 0);
|
|
|
|
this.pointer1 = new Phaser.Pointer(this.game, 1);
|
|
|
|
this.pointer2 = new Phaser.Pointer(this.game, 2);
|
2013-08-31 12:54:59 +00:00
|
|
|
|
2013-11-25 03:13:04 +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);
|
2013-12-31 00:43:54 +00:00
|
|
|
this.gamepad = new Phaser.Gamepad(this.game);
|
2013-08-31 12:54:59 +00:00
|
|
|
|
2013-11-25 03:13:04 +00:00
|
|
|
this.onDown = new Phaser.Signal();
|
|
|
|
this.onUp = new Phaser.Signal();
|
|
|
|
this.onTap = new Phaser.Signal();
|
|
|
|
this.onHold = new Phaser.Signal();
|
2013-08-31 12:54:59 +00:00
|
|
|
|
2013-11-25 03:13:04 +00:00
|
|
|
this.scale = new Phaser.Point(1, 1);
|
|
|
|
this.speed = new Phaser.Point();
|
|
|
|
this.position = new Phaser.Point();
|
|
|
|
this._oldPosition = new Phaser.Point();
|
2013-08-31 12:54:59 +00:00
|
|
|
|
2013-11-25 03:13:04 +00:00
|
|
|
this.circle = new Phaser.Circle(0, 0, 44);
|
2013-08-31 12:54:59 +00:00
|
|
|
|
2013-11-25 03:13:04 +00:00
|
|
|
this.activePointer = this.mousePointer;
|
|
|
|
this.currentPointers = 0;
|
2013-08-31 12:54:59 +00:00
|
|
|
|
2013-11-25 03:13:04 +00:00
|
|
|
this.hitCanvas = document.createElement('canvas');
|
|
|
|
this.hitCanvas.width = 1;
|
|
|
|
this.hitCanvas.height = 1;
|
2013-09-11 15:25:46 +00:00
|
|
|
this.hitContext = this.hitCanvas.getContext('2d');
|
|
|
|
|
2013-08-31 12:54:59 +00:00
|
|
|
this.mouse.start();
|
|
|
|
this.keyboard.start();
|
|
|
|
this.touch.start();
|
|
|
|
this.mspointer.start();
|
|
|
|
this.mousePointer.active = true;
|
|
|
|
|
2013-10-24 03:27:28 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Stops all of the Input Managers from running.
|
|
|
|
* @method Phaser.Input#destroy
|
|
|
|
*/
|
|
|
|
destroy: function () {
|
|
|
|
|
|
|
|
this.mouse.stop();
|
|
|
|
this.keyboard.stop();
|
|
|
|
this.touch.stop();
|
|
|
|
this.mspointer.stop();
|
2013-12-31 00:43:54 +00:00
|
|
|
this.gamepad.stop();
|
2013-10-24 03:27:28 +00:00
|
|
|
|
2014-01-20 20:14:34 +00:00
|
|
|
this.moveCallback = null;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Sets a callback that is fired every time the activePointer receives a DOM move event such as a mousemove or touchmove.
|
|
|
|
* 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)
|
|
|
|
* @method Phaser.Input#setMoveCallback
|
|
|
|
* @param {function} callback - The callback that will be called each time the activePointer receives a DOM move event.
|
|
|
|
* @param {object} callbackContext - The context in which the callback will be called.
|
|
|
|
*/
|
|
|
|
setMoveCallback: function (callback, callbackContext) {
|
|
|
|
|
|
|
|
this.moveCallback = callback;
|
|
|
|
this.moveCallbackContext = callbackContext;
|
|
|
|
|
2013-08-31 12:54:59 +00:00
|
|
|
},
|
|
|
|
|
2013-11-25 03:13:04 +00:00
|
|
|
/**
|
2013-10-02 12:18:58 +00:00
|
|
|
* Add a new Pointer object to the Input Manager. By default Input creates 3 pointer objects: mousePointer, pointer1 and pointer2.
|
|
|
|
* If you need more then use this to create a new one, up to a maximum of 10.
|
|
|
|
* @method Phaser.Input#addPointer
|
|
|
|
* @return {Phaser.Pointer} A reference to the new Pointer object that was created.
|
|
|
|
*/
|
2013-08-31 12:54:59 +00:00
|
|
|
addPointer: function () {
|
|
|
|
|
|
|
|
var next = 0;
|
|
|
|
|
|
|
|
for (var i = 10; i > 0; i--)
|
|
|
|
{
|
|
|
|
if (this['pointer' + i] === null)
|
|
|
|
{
|
|
|
|
next = i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2013-11-25 03:13:04 +00:00
|
|
|
if (next === 0)
|
2013-08-31 12:54:59 +00:00
|
|
|
{
|
|
|
|
console.warn("You can only have 10 Pointer objects");
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2013-08-31 20:50:34 +00:00
|
|
|
this['pointer' + next] = new Phaser.Pointer(this.game, next);
|
2013-08-31 12:54:59 +00:00
|
|
|
return this['pointer' + next];
|
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2013-11-25 03:13:04 +00:00
|
|
|
/**
|
2013-08-31 12:54:59 +00:00
|
|
|
* Updates the Input Manager. Called by the core Game loop.
|
2013-10-02 12:18:58 +00:00
|
|
|
* @method Phaser.Input#update
|
|
|
|
* @protected
|
|
|
|
*/
|
2013-08-31 12:54:59 +00:00
|
|
|
update: function () {
|
|
|
|
|
|
|
|
if (this.pollRate > 0 && this._pollCounter < this.pollRate)
|
|
|
|
{
|
|
|
|
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();
|
|
|
|
|
2013-12-31 00:43:54 +00:00
|
|
|
if (this.gamepad.active) { this.gamepad.update(); }
|
|
|
|
|
2013-08-31 12:54:59 +00:00
|
|
|
this.pointer1.update();
|
|
|
|
this.pointer2.update();
|
|
|
|
|
|
|
|
if (this.pointer3) { this.pointer3.update(); }
|
|
|
|
if (this.pointer4) { this.pointer4.update(); }
|
|
|
|
if (this.pointer5) { this.pointer5.update(); }
|
|
|
|
if (this.pointer6) { this.pointer6.update(); }
|
|
|
|
if (this.pointer7) { this.pointer7.update(); }
|
|
|
|
if (this.pointer8) { this.pointer8.update(); }
|
|
|
|
if (this.pointer9) { this.pointer9.update(); }
|
|
|
|
if (this.pointer10) { this.pointer10.update(); }
|
|
|
|
|
|
|
|
this._pollCounter = 0;
|
|
|
|
},
|
|
|
|
|
2013-11-25 03:13:04 +00:00
|
|
|
/**
|
2013-08-31 12:54:59 +00:00
|
|
|
* Reset all of the Pointers and Input states
|
2013-10-02 12:18:58 +00:00
|
|
|
* @method Phaser.Input#reset
|
|
|
|
* @param {boolean} hard - A soft reset (hard = false) won't reset any Signals that might be bound. A hard reset will.
|
|
|
|
*/
|
2013-08-31 12:54:59 +00:00
|
|
|
reset: function (hard) {
|
|
|
|
|
2013-11-25 03:13:04 +00:00
|
|
|
if (this.game.isBooted === false)
|
2013-09-13 16:48:47 +00:00
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2013-09-13 04:44:04 +00:00
|
|
|
if (typeof hard == 'undefined') { hard = false; }
|
2013-08-31 12:54:59 +00:00
|
|
|
|
|
|
|
this.keyboard.reset();
|
|
|
|
this.mousePointer.reset();
|
2013-12-31 00:43:54 +00:00
|
|
|
this.gamepad.reset();
|
2013-08-31 12:54:59 +00:00
|
|
|
|
|
|
|
for (var i = 1; i <= 10; i++)
|
|
|
|
{
|
|
|
|
if (this['pointer' + i])
|
|
|
|
{
|
|
|
|
this['pointer' + i].reset();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
this.currentPointers = 0;
|
2013-12-26 00:52:01 +00:00
|
|
|
|
|
|
|
if (this.game.canvas.style.cursor !== 'none')
|
|
|
|
{
|
2014-02-07 17:14:10 +00:00
|
|
|
this.game.canvas.style.cursor = 'inherit';
|
2013-12-26 00:52:01 +00:00
|
|
|
}
|
2013-08-31 12:54:59 +00:00
|
|
|
|
2013-11-25 03:13:04 +00:00
|
|
|
if (hard === true)
|
2013-08-31 12:54:59 +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();
|
|
|
|
|
2013-09-09 11:35:09 +00:00
|
|
|
this.interactiveItems.callAll('reset');
|
2013-08-31 12:54:59 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
this._pollCounter = 0;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2013-10-02 12:18:58 +00:00
|
|
|
/**
|
|
|
|
* Resets the speed and old position properties.
|
|
|
|
* @method Phaser.Input#resetSpeed
|
|
|
|
* @param {number} x - Sets the oldPosition.x value.
|
|
|
|
* @param {number} y - Sets the oldPosition.y value.
|
|
|
|
*/
|
2013-08-31 12:54:59 +00:00
|
|
|
resetSpeed: function (x, y) {
|
|
|
|
|
|
|
|
this._oldPosition.setTo(x, y);
|
|
|
|
this.speed.setTo(0, 0);
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2013-11-25 03:13:04 +00:00
|
|
|
/**
|
2013-10-02 12:18:58 +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.
|
|
|
|
* @method Phaser.Input#startPointer
|
2013-10-01 12:54:29 +00:00
|
|
|
* @param {Any} event - The event data from the Touch event.
|
2013-10-02 12:18:58 +00:00
|
|
|
* @return {Phaser.Pointer} The Pointer object that was started or null if no Pointer object is available.
|
|
|
|
*/
|
2013-08-31 12:54:59 +00:00
|
|
|
startPointer: function (event) {
|
|
|
|
|
2013-09-08 21:38:19 +00:00
|
|
|
if (this.maxPointers < 10 && this.totalActivePointers == this.maxPointers)
|
|
|
|
{
|
2013-08-31 12:54:59 +00:00
|
|
|
return null;
|
|
|
|
}
|
|
|
|
|
2013-11-25 03:13:04 +00:00
|
|
|
if (this.pointer1.active === false)
|
2013-08-31 12:54:59 +00:00
|
|
|
{
|
|
|
|
return this.pointer1.start(event);
|
|
|
|
}
|
2013-11-25 03:13:04 +00:00
|
|
|
else if (this.pointer2.active === false)
|
2013-08-31 12:54:59 +00:00
|
|
|
{
|
|
|
|
return this.pointer2.start(event);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (var i = 3; i <= 10; i++)
|
|
|
|
{
|
2013-11-25 03:13:04 +00:00
|
|
|
if (this['pointer' + i] && this['pointer' + i].active === false)
|
2013-08-31 12:54:59 +00:00
|
|
|
{
|
|
|
|
return this['pointer' + i].start(event);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return null;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2013-11-25 03:13:04 +00:00
|
|
|
/**
|
2013-10-02 12:18:58 +00:00
|
|
|
* Updates the matching Pointer object, passing in the event data. This is called automatically and should not normally need to be invoked.
|
|
|
|
* @method Phaser.Input#updatePointer
|
2013-10-01 12:54:29 +00:00
|
|
|
* @param {Any} event - The event data from the Touch event.
|
2013-10-02 12:18:58 +00:00
|
|
|
* @return {Phaser.Pointer} The Pointer object that was updated or null if no Pointer object is available.
|
|
|
|
*/
|
2013-08-31 12:54:59 +00:00
|
|
|
updatePointer: function (event) {
|
|
|
|
|
|
|
|
if (this.pointer1.active && this.pointer1.identifier == event.identifier)
|
|
|
|
{
|
|
|
|
return this.pointer1.move(event);
|
|
|
|
}
|
2013-09-11 12:21:07 +00:00
|
|
|
else if (this.pointer2.active && this.pointer2.identifier == event.identifier)
|
2013-08-31 12:54:59 +00:00
|
|
|
{
|
|
|
|
return this.pointer2.move(event);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (var i = 3; i <= 10; i++)
|
|
|
|
{
|
|
|
|
if (this['pointer' + i] && this['pointer' + i].active && this['pointer' + i].identifier == event.identifier)
|
|
|
|
{
|
|
|
|
return this['pointer' + i].move(event);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return null;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2013-11-25 03:13:04 +00:00
|
|
|
/**
|
2013-08-31 12:54:59 +00:00
|
|
|
* Stops the matching Pointer object, passing in the event data.
|
2013-10-02 12:18:58 +00:00
|
|
|
* @method Phaser.Input#stopPointer
|
2013-10-01 12:54:29 +00:00
|
|
|
* @param {Any} event - The event data from the Touch event.
|
2013-10-02 12:18:58 +00:00
|
|
|
* @return {Phaser.Pointer} The Pointer object that was stopped or null if no Pointer object is available.
|
|
|
|
*/
|
2013-08-31 12:54:59 +00:00
|
|
|
stopPointer: function (event) {
|
|
|
|
|
|
|
|
if (this.pointer1.active && this.pointer1.identifier == event.identifier)
|
|
|
|
{
|
|
|
|
return this.pointer1.stop(event);
|
|
|
|
}
|
2013-09-11 12:21:07 +00:00
|
|
|
else if (this.pointer2.active && this.pointer2.identifier == event.identifier)
|
2013-08-31 12:54:59 +00:00
|
|
|
{
|
|
|
|
return this.pointer2.stop(event);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (var i = 3; i <= 10; i++)
|
|
|
|
{
|
|
|
|
if (this['pointer' + i] && this['pointer' + i].active && this['pointer' + i].identifier == event.identifier)
|
|
|
|
{
|
|
|
|
return this['pointer' + i].stop(event);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return null;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2013-11-25 03:13:04 +00:00
|
|
|
/**
|
2013-08-31 12:54:59 +00:00
|
|
|
* Get the next Pointer object whos active property matches the given state
|
2013-10-02 12:18:58 +00:00
|
|
|
* @method Phaser.Input#getPointer
|
2013-10-01 15:39:39 +00:00
|
|
|
* @param {boolean} state - The state the Pointer should be in (false for inactive, true for active).
|
2013-10-02 12:18:58 +00:00
|
|
|
* @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested state.
|
|
|
|
*/
|
2013-08-31 12:54:59 +00:00
|
|
|
getPointer: function (state) {
|
|
|
|
|
2013-09-08 21:38:19 +00:00
|
|
|
state = state || false;
|
2013-08-31 12:54:59 +00:00
|
|
|
|
|
|
|
if (this.pointer1.active == state)
|
|
|
|
{
|
|
|
|
return this.pointer1;
|
|
|
|
}
|
2013-09-11 12:21:07 +00:00
|
|
|
else if (this.pointer2.active == state)
|
2013-08-31 12:54:59 +00:00
|
|
|
{
|
|
|
|
return this.pointer2;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (var i = 3; i <= 10; i++)
|
|
|
|
{
|
|
|
|
if (this['pointer' + i] && this['pointer' + i].active == state)
|
|
|
|
{
|
|
|
|
return this['pointer' + i];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return null;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2013-11-25 03:13:04 +00:00
|
|
|
/**
|
2013-10-01 12:54:29 +00:00
|
|
|
* Get the Pointer object whos identified property matches the given identifier value.
|
2013-10-02 12:18:58 +00:00
|
|
|
* @method Phaser.Input#getPointerFromIdentifier
|
2013-10-01 12:54:29 +00:00
|
|
|
* @param {number} identifier - The Pointer.identifier value to search for.
|
2013-10-02 12:18:58 +00:00
|
|
|
* @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested identifier.
|
|
|
|
*/
|
2013-08-31 12:54:59 +00:00
|
|
|
getPointerFromIdentifier: function (identifier) {
|
|
|
|
|
|
|
|
if (this.pointer1.identifier == identifier)
|
|
|
|
{
|
|
|
|
return this.pointer1;
|
|
|
|
}
|
2013-09-11 12:21:07 +00:00
|
|
|
else if (this.pointer2.identifier == identifier)
|
2013-08-31 12:54:59 +00:00
|
|
|
{
|
|
|
|
return this.pointer2;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (var i = 3; i <= 10; i++)
|
|
|
|
{
|
|
|
|
if (this['pointer' + i] && this['pointer' + i].identifier == identifier)
|
|
|
|
{
|
|
|
|
return this['pointer' + i];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return null;
|
|
|
|
|
2014-02-07 17:14:10 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* This will return the local coordinates of the specified displayObject for this InteractionData
|
|
|
|
*
|
|
|
|
* @method getLocalPosition
|
|
|
|
* @param displayObject {DisplayObject} The DisplayObject that you would like the local coords off
|
|
|
|
* @return {Point} A point containing the coordinates of the InteractionData position relative to the DisplayObject
|
|
|
|
*/
|
|
|
|
getLocalPosition: function (displayObject) {
|
|
|
|
|
|
|
|
var worldTransform = displayObject.worldTransform;
|
|
|
|
var global = new Phaser.Point(this.x, this.y);
|
|
|
|
|
|
|
|
// do a cheeky transform to get the mouse coords;
|
|
|
|
var a00 = worldTransform.a, a01 = worldTransform.b, a02 = worldTransform.tx,
|
|
|
|
a10 = worldTransform.c, a11 = worldTransform.d, a12 = worldTransform.ty,
|
|
|
|
id = 1 / (a00 * a11 + a01 * -a10);
|
|
|
|
// set the mouse coords...
|
|
|
|
return new Phaser.Point(a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id,
|
|
|
|
a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id);
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Tests if the current mouse coordinates hit a sprite
|
|
|
|
*
|
|
|
|
* @method hitTest
|
|
|
|
* @param item {DisplayObject} The displayObject to test for a hit
|
|
|
|
* @param interactionData {InteractionData} The interactionData object to update in the case there is a hit
|
|
|
|
* @private
|
|
|
|
*/
|
|
|
|
// hitTest: function (item, interactionData) {
|
|
|
|
hitTest: function (item, pointer) {
|
|
|
|
|
|
|
|
// var global = interactionData.global;
|
|
|
|
var global = new Phaser.Point(pointer.x, pointer.y);
|
|
|
|
|
|
|
|
if( !item.worldVisible )return false;
|
|
|
|
|
|
|
|
// temp fix for if the element is in a non visible
|
|
|
|
|
|
|
|
var isSprite = (item instanceof PIXI.Sprite),
|
|
|
|
worldTransform = item.worldTransform,
|
|
|
|
a00 = worldTransform.a, a01 = worldTransform.b, a02 = worldTransform.tx,
|
|
|
|
a10 = worldTransform.c, a11 = worldTransform.d, a12 = worldTransform.ty,
|
|
|
|
id = 1 / (a00 * a11 + a01 * -a10),
|
|
|
|
x = a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id,
|
|
|
|
y = a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id;
|
|
|
|
|
|
|
|
// interactionData.target = item;
|
|
|
|
|
|
|
|
//a sprite or display object with a hit area defined
|
|
|
|
if(item.hitArea && item.hitArea.contains) {
|
|
|
|
if(item.hitArea.contains(x, y)) {
|
|
|
|
console.log('AREA HIT!', x, y);
|
|
|
|
//if(isSprite)
|
|
|
|
// interactionData.target = item;
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
// a sprite with no hitarea defined
|
|
|
|
else if(isSprite)
|
|
|
|
{
|
|
|
|
var width = item.texture.frame.width,
|
|
|
|
height = item.texture.frame.height,
|
|
|
|
x1 = -width * item.anchor.x,
|
|
|
|
y1;
|
|
|
|
|
|
|
|
if(x > x1 && x < x1 + width)
|
|
|
|
{
|
|
|
|
y1 = -height * item.anchor.y;
|
|
|
|
|
|
|
|
if(y > y1 && y < y1 + height)
|
|
|
|
{
|
|
|
|
// set the target property if a hit is true!
|
|
|
|
// interactionData.target = item;
|
|
|
|
console.log('HIT!', x, y, x1, y1);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
var length = item.children.length;
|
|
|
|
|
|
|
|
for (var i = 0; i < length; i++)
|
|
|
|
{
|
|
|
|
var tempItem = item.children[i];
|
|
|
|
// var hit = this.hitTest(tempItem, interactionData);
|
|
|
|
var hit = this.hitTest(tempItem);
|
|
|
|
if(hit)
|
|
|
|
{
|
|
|
|
// hmm.. TODO SET CORRECT TARGET?
|
|
|
|
// interactionData.target = item;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
2013-09-08 21:38:19 +00:00
|
|
|
}
|
2013-08-31 12:54:59 +00:00
|
|
|
|
|
|
|
};
|
|
|
|
|
2013-12-30 16:54:00 +00:00
|
|
|
Phaser.Input.prototype.constructor = Phaser.Input;
|
|
|
|
|
2013-10-01 12:54:29 +00:00
|
|
|
/**
|
2013-10-02 12:18:58 +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.
|
|
|
|
* @name Phaser.Input#x
|
|
|
|
* @property {number} x - The X coordinate of the most recently active pointer.
|
2013-10-01 12:54:29 +00:00
|
|
|
*/
|
2013-08-31 12:54:59 +00:00
|
|
|
Object.defineProperty(Phaser.Input.prototype, "x", {
|
|
|
|
|
|
|
|
get: function () {
|
|
|
|
return this._x;
|
|
|
|
},
|
|
|
|
|
|
|
|
set: function (value) {
|
|
|
|
this._x = Math.floor(value);
|
2013-09-11 12:21:07 +00:00
|
|
|
}
|
2013-08-31 12:54:59 +00:00
|
|
|
|
|
|
|
});
|
|
|
|
|
2013-10-01 12:54:29 +00:00
|
|
|
/**
|
2013-10-02 12:18:58 +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.
|
|
|
|
* @name Phaser.Input#y
|
|
|
|
* @property {number} y - The Y coordinate of the most recently active pointer.
|
2013-10-01 12:54:29 +00:00
|
|
|
*/
|
2013-08-31 12:54:59 +00:00
|
|
|
Object.defineProperty(Phaser.Input.prototype, "y", {
|
|
|
|
|
|
|
|
get: function () {
|
|
|
|
return this._y;
|
|
|
|
},
|
|
|
|
|
|
|
|
set: function (value) {
|
|
|
|
this._y = Math.floor(value);
|
2013-09-11 12:21:07 +00:00
|
|
|
}
|
2013-08-31 12:54:59 +00:00
|
|
|
|
|
|
|
});
|
|
|
|
|
2013-10-01 12:54:29 +00:00
|
|
|
/**
|
2013-10-02 12:18:58 +00:00
|
|
|
* @name Phaser.Input#pollLocked
|
|
|
|
* @property {boolean} pollLocked - True if the Input is currently poll rate locked.
|
|
|
|
* @readonly
|
2013-10-01 12:54:29 +00:00
|
|
|
*/
|
2013-08-31 12:54:59 +00:00
|
|
|
Object.defineProperty(Phaser.Input.prototype, "pollLocked", {
|
|
|
|
|
|
|
|
get: function () {
|
|
|
|
return (this.pollRate > 0 && this._pollCounter < this.pollRate);
|
2013-09-11 12:21:07 +00:00
|
|
|
}
|
2013-08-31 12:54:59 +00:00
|
|
|
|
|
|
|
});
|
|
|
|
|
2013-10-01 12:54:29 +00:00
|
|
|
/**
|
2013-10-02 12:18:58 +00:00
|
|
|
* The total number of inactive Pointers
|
|
|
|
* @name Phaser.Input#totalInactivePointers
|
|
|
|
* @property {number} totalInactivePointers - The total number of inactive Pointers.
|
|
|
|
* @readonly
|
2013-10-01 12:54:29 +00:00
|
|
|
*/
|
2013-08-31 12:54:59 +00:00
|
|
|
Object.defineProperty(Phaser.Input.prototype, "totalInactivePointers", {
|
|
|
|
|
|
|
|
get: function () {
|
|
|
|
return 10 - this.currentPointers;
|
2013-09-11 12:21:07 +00:00
|
|
|
}
|
2013-08-31 12:54:59 +00:00
|
|
|
|
|
|
|
});
|
|
|
|
|
2013-10-01 12:54:29 +00:00
|
|
|
/**
|
2013-10-02 12:18:58 +00:00
|
|
|
* The total number of active Pointers
|
|
|
|
* @name Phaser.Input#totalActivePointers
|
|
|
|
* @property {number} totalActivePointers - The total number of active Pointers.
|
|
|
|
* @readonly
|
2013-10-01 12:54:29 +00:00
|
|
|
*/
|
2013-08-31 12:54:59 +00:00
|
|
|
Object.defineProperty(Phaser.Input.prototype, "totalActivePointers", {
|
|
|
|
|
|
|
|
get: function () {
|
|
|
|
|
|
|
|
this.currentPointers = 0;
|
|
|
|
|
|
|
|
for (var i = 1; i <= 10; i++)
|
|
|
|
{
|
|
|
|
if (this['pointer' + i] && this['pointer' + i].active)
|
|
|
|
{
|
|
|
|
this.currentPointers++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return this.currentPointers;
|
|
|
|
|
2013-09-11 12:21:07 +00:00
|
|
|
}
|
2013-08-31 12:54:59 +00:00
|
|
|
|
|
|
|
});
|
|
|
|
|
2013-10-01 12:54:29 +00:00
|
|
|
/**
|
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.
|
2013-10-01 12:54:29 +00:00
|
|
|
*/
|
2013-08-31 12:54:59 +00:00
|
|
|
Object.defineProperty(Phaser.Input.prototype, "worldX", {
|
|
|
|
|
|
|
|
get: function () {
|
2013-11-25 03:13:04 +00:00
|
|
|
return this.game.camera.view.x + this.x;
|
2013-09-11 12:21:07 +00:00
|
|
|
}
|
2013-08-31 12:54:59 +00:00
|
|
|
|
|
|
|
});
|
|
|
|
|
2013-10-01 12:54:29 +00:00
|
|
|
/**
|
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.
|
2013-10-01 12:54:29 +00:00
|
|
|
*/
|
2013-08-31 12:54:59 +00:00
|
|
|
Object.defineProperty(Phaser.Input.prototype, "worldY", {
|
|
|
|
|
|
|
|
get: function () {
|
2013-11-25 03:13:04 +00:00
|
|
|
return this.game.camera.view.y + this.y;
|
2013-09-11 12:21:07 +00:00
|
|
|
}
|
2013-08-31 12:54:59 +00:00
|
|
|
|
|
|
|
});
|