phaser/src/input/Key.js

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/**
* @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}
*/
/**
* If you need more fine-grained control over the handling of specific keys you can create and use Phaser.Key objects.
*
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* @class Phaser.Key
* @constructor
* @param {Phaser.Game} game - Current game instance.
* @param {number} keycode - The key code this Key is responsible for.
*/
Phaser.Key = function (game, keycode) {
/**
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* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {boolean} enabled - An enabled key processes its update and dispatches events. You can toggle this at run-time to disable a key without deleting it.
* @default
*/
this.enabled = true;
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/**
* @property {object} event - Stores the most recent DOM event.
* @readonly
*/
this.event = null;
/**
* @property {boolean} isDown - The "down" state of the key.
* @default
*/
this.isDown = false;
/**
* @property {boolean} isUp - The "up" state of the key.
* @default
*/
this.isUp = true;
/**
* @property {boolean} altKey - The down state of the ALT key, if pressed at the same time as this key.
* @default
*/
this.altKey = false;
/**
* @property {boolean} ctrlKey - The down state of the CTRL key, if pressed at the same time as this key.
* @default
*/
this.ctrlKey = false;
/**
* @property {boolean} shiftKey - The down state of the SHIFT key, if pressed at the same time as this key.
* @default
*/
this.shiftKey = false;
/**
* @property {number} timeDown - The timestamp when the key was last pressed down. This is based on Game.time.now.
*/
this.timeDown = 0;
/**
* If the key is down this value holds the duration of that key press and is constantly updated.
* If the key is up it holds the duration of the previous down session.
* @property {number} duration - The number of milliseconds this key has been held down for.
* @default
*/
this.duration = 0;
/**
* @property {number} timeUp - The timestamp when the key was last released. This is based on Game.time.now.
* @default
*/
this.timeUp = -2500;
/**
* @property {number} repeats - If a key is held down this holds down the number of times the key has 'repeated'.
* @default
*/
this.repeats = 0;
/**
* @property {number} keyCode - The keycode of this key.
*/
this.keyCode = keycode;
/**
* @property {Phaser.Signal} onDown - This Signal is dispatched every time this Key is pressed down. It is only dispatched once (until the key is released again).
*/
this.onDown = new Phaser.Signal();
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/**
* @property {function} onHoldCallback - A callback that is called while this Key is held down. Warning: Depending on refresh rate that could be 60+ times per second.
*/
this.onHoldCallback = null;
/**
* @property {object} onHoldContext - The context under which the onHoldCallback will be called.
*/
this.onHoldContext = null;
/**
* @property {Phaser.Signal} onUp - This Signal is dispatched every time this Key is pressed down. It is only dispatched once (until the key is released again).
*/
this.onUp = new Phaser.Signal();
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};
Phaser.Key.prototype = {
update: function () {
if (!this.enabled) { return; }
if (this.isDown)
{
this.duration = this.game.time.now - this.timeDown;
this.repeats++;
if (this.onHoldCallback)
{
this.onHoldCallback.call(this.onHoldContext, this);
}
}
},
/**
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* Called automatically by Phaser.Keyboard.
* @method Phaser.Key#processKeyDown
* @param {KeyboardEvent} event.
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* @protected
*/
processKeyDown: function (event) {
if (!this.enabled) { return; }
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this.event = event;
if (this.isDown)
{
return;
}
this.altKey = event.altKey;
this.ctrlKey = event.ctrlKey;
this.shiftKey = event.shiftKey;
this.isDown = true;
this.isUp = false;
this.timeDown = this.game.time.now;
this.duration = 0;
this.repeats = 0;
this.onDown.dispatch(this);
},
/**
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* Called automatically by Phaser.Keyboard.
* @method Phaser.Key#processKeyUp
* @param {KeyboardEvent} event.
* @protected
*/
processKeyUp: function (event) {
if (!this.enabled) { return; }
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this.event = event;
if (this.isUp)
{
return;
}
this.isDown = false;
this.isUp = true;
this.timeUp = this.game.time.now;
this.duration = this.game.time.now - this.timeDown;
this.onUp.dispatch(this);
},
/**
* Resets the state of this Key. This sets isDown to false, isUp to true, resets the time to be the current time and clears any callbacks
* associated with the onDown and onUp events and nulls the onHoldCallback if set.
*
* @method Phaser.Key#reset
* @param {boolean} [hard=true] - A soft reset won't reset any events or callbacks that are bound to this Key. A hard reset will.
*/
reset: function (hard) {
if (typeof hard === 'undefined') { hard = true; }
this.isDown = false;
this.isUp = true;
this.timeUp = this.game.time.now;
this.duration = 0;
this.enabled = true;
if (hard)
{
this.onDown.removeAll();
this.onUp.removeAll();
this.onHoldCallback = null;
this.onHoldContext = null;
}
},
/**
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* Returns the "just pressed" state of the Key. Just pressed is considered true if the key was pressed down within the duration given.
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* @method Phaser.Key#justPressed
* @param {number} [duration=50] - The duration below which the key is considered as being just pressed.
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* @return {boolean} True if the key is just pressed otherwise false.
*/
justPressed: function (duration) {
if (typeof duration === "undefined") { duration = 50; }
return (this.isDown && this.duration < duration);
},
/**
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* Returns the "just released" state of the Key. Just released is considered as being true if the key was released within the duration given.
* @method Phaser.Key#justReleased
* @param {number} [duration=50] - The duration below which the key is considered as being just released.
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* @return {boolean} True if the key is just released otherwise false.
*/
justReleased: function (duration) {
if (typeof duration === "undefined") { duration = 50; }
return (!this.isDown && ((this.game.time.now - this.timeUp) < duration));
}
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};
Phaser.Key.prototype.constructor = Phaser.Key;