phaser/src/input/Input.js

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/**
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* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Constructor for Phaser Input.
* @class Phaser.Input
* @classdesc A game specific Input manager that looks after the mouse, keyboard and touch objects.
* This is updated by the core game loop.
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* @constructor
* @param {Phaser.Game} game - Current game instance.
*/
Phaser.Input = function (game) {
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/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
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/**
* @property {Description} hitCanvas - Description.
* @default
*/
this.hitCanvas = null;
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/**
* @property {Description} hitContext - Description.
* @default
*/
this.hitContext = null;
};
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/**
* @constant
* @type {number}
*/
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Phaser.Input.MOUSE_OVERRIDES_TOUCH = 0;
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/**
* @constant
* @type {number}
*/
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Phaser.Input.TOUCH_OVERRIDES_MOUSE = 1;
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/**
* @constant
* @type {number}
*/
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Phaser.Input.MOUSE_TOUCH_COMBINE = 2;
Phaser.Input.prototype = {
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/**
* @property {Phaser.Game} game
*/
game: null,
/**
* How often should the input pointers be checked for updates?
* 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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* @property {number} pollRate
* @default
*/
pollRate: 0,
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/**
* @property {number} _pollCounter - Description.
* @private
* @default
*/
_pollCounter: 0,
/**
* A vector object representing the previous position of the Pointer.
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* @property {Vec2} vector
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* @private
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* @default
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*/
_oldPosition: null,
/**
* X coordinate of the most recent Pointer event
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* @property {number} _x
* @private
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* @default
*/
_x: 0,
/**
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* Y coordinate of the most recent Pointer event
* @property {number} _y
* @private
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* @default
*/
_y: 0,
/**
* You can disable all Input by setting Input.disabled: true. While set all new input related events will be ignored.
* If you need to disable just one type of input, for example mouse, use Input.mouse.disabled: true instead
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* @property {boolean} disabled
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* @default
*/
disabled: false,
/**
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* Controls the expected behaviour when using a mouse and touch together on a multi-input device.
* @property {Description} multiInputOverride
*/
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multiInputOverride: Phaser.Input.MOUSE_TOUCH_COMBINE,
/**
* A vector object representing the current position of the Pointer.
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* @property {Phaser.Point} position
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* @default
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*/
position: null,
/**
* A vector object representing the speed of the Pointer. Only really useful in single Pointer games,
* otherwise see the Pointer objects directly.
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* @property {Phaser.Point} speed
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* @default
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*/
speed: null,
/**
* A Circle object centered on the x/y screen coordinates of the Input.
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* Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything.
* @property {Phaser.Circle} circle
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* @default
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*/
circle: null,
/**
* The scale by which all input coordinates are multiplied, calculated by the StageScaleMode.
* In an un-scaled game the values will be x: 1 and y: 1.
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* @property {Phaser.Point} scale
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* @default
*/
scale: null,
/**
* The maximum number of Pointers allowed to be active at any one time.
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* For lots of games it's useful to set this to 1.
* @property {number} maxPointers
* @default
*/
maxPointers: 10,
/**
* The current number of active Pointers.
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* @property {number} currentPointers
* @default
*/
currentPointers: 0,
/**
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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
* @property {number} tapRate
* @default
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*/
tapRate: 200,
/**
* The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click
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* @property {number} doubleTapRate
* @default
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*/
doubleTapRate: 300,
/**
* The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event
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* @property {number} holdRate
* @default
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*/
holdRate: 2000,
/**
* The number of milliseconds below which the Pointer is considered justPressed
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* @property {number} justPressedRate
* @default
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*/
justPressedRate: 200,
/**
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* The number of milliseconds below which the Pointer is considered justReleased
* @property {number} justReleasedRate
* @default
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*/
justReleasedRate: 200,
/**
* Sets if the Pointer objects should record a history of x/y coordinates they have passed through.
* The history is cleared each time the Pointer is pressed down.
* The history is updated at the rate specified in Input.pollRate
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* @property {boolean} recordPointerHistory
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* @default
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*/
recordPointerHistory: false,
/**
* The rate in milliseconds at which the Pointer objects should update their tracking history
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* @property {number} recordRate
* @default
*/
recordRate: 100,
/**
* The total number of entries that can be recorded into the Pointer objects tracking history.
* 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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* @property {number} recordLimit
* @default
*/
recordLimit: 100,
/**
* A Pointer object
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* @property {Phaser.Pointer} pointer1
*/
pointer1: null,
/**
* A Pointer object
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* @property {Phaser.Pointer} pointer2
*/
pointer2: null,
/**
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* A Pointer object
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* @property {Phaser.Pointer} pointer3
*/
pointer3: null,
/**
* A Pointer object
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* @property {Phaser.Pointer} pointer4
*/
pointer4: null,
/**
* A Pointer object
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* @property {Phaser.Pointer} pointer5
*/
pointer5: null,
/**
* A Pointer object
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* @property {Phaser.Pointer} pointer6
*/
pointer6: null,
/**
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* A Pointer object
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* @property {Phaser.Pointer} pointer7
*/
pointer7: null,
/**
* A Pointer object
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* @property {Phaser.Pointer} pointer8
*/
pointer8: null,
/**
* A Pointer object
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* @property {Phaser.Pointer} pointer9
*/
pointer9: null,
/**
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* A Pointer object.
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* @property {Phaser.Pointer} pointer10
*/
pointer10: null,
/**
* The most recently active Pointer object.
* When you've limited max pointers to 1 this will accurately be either the first finger touched or mouse.
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* @property {Phaser.Pointer} activePointer
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* @default
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*/
activePointer: null,
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/**
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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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* @property {Pointer} mousePointer
* @default
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*/
mousePointer: null,
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/**
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* The Mouse Input manager.
* @property {Phaser.Mouse} mouse - The Mouse Input manager.
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* @default
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*/
mouse: null,
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/**
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* The Keyboard Input manager.
* @property {Phaser.Keyboard} keyboard - The Keyboard Input manager.
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* @default
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*/
keyboard: null,
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/**
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* The Touch Input manager.
* @property {Phaser.Touch} touch - the Touch Input manager.
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* @default
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*/
touch: null,
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/**
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* The MSPointer Input manager.
* @property {Phaser.MSPointer} mspointer - The MSPointer Input manager.
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* @default
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*/
mspointer: null,
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/**
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* A Signal that is dispatched each time a pointer is pressed down.
* @property {Phaser.Signal} onDown
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* @default
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*/
onDown: null,
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/**
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* A Signal that is dispatched each time a pointer is released.
* @property {Phaser.Signal} onUp
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* @default
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*/
onUp: null,
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/**
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* A Signal that is dispatched each time a pointer is tapped.
* @property {Phaser.Signal} onTap
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* @default
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*/
onTap: null,
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/**
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* A Signal that is dispatched each time a pointer is held down.
* @property {Phaser.Signal} onHold
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* @default
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*/
onHold: null,
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/**
* A linked list of interactive objects, the InputHandler components (belonging to Sprites) register themselves with this.
* @property {Phaser.LinkedList} interactiveItems
*/
interactiveItems: new Phaser.LinkedList(),
/**
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* Starts the Input Manager running.
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* @method Phaser.Input#boot
* @protected
*/
boot: function () {
this.mousePointer = new Phaser.Pointer(this.game, 0);
this.pointer1 = new Phaser.Pointer(this.game, 1);
this.pointer2 = new Phaser.Pointer(this.game, 2);
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);
this.onDown = new Phaser.Signal();
this.onUp = new Phaser.Signal();
this.onTap = new Phaser.Signal();
this.onHold = new Phaser.Signal();
this.scale = new Phaser.Point(1, 1);
this.speed = new Phaser.Point();
this.position = new Phaser.Point();
this._oldPosition = new Phaser.Point();
this.circle = new Phaser.Circle(0, 0, 44);
this.activePointer = this.mousePointer;
this.currentPointers = 0;
this.hitCanvas = document.createElement('canvas');
this.hitCanvas.width = 1;
this.hitCanvas.height = 1;
this.hitContext = this.hitCanvas.getContext('2d');
this.mouse.start();
this.keyboard.start();
this.touch.start();
this.mspointer.start();
this.mousePointer.active = true;
},
/**
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* 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.
*/
addPointer: function () {
var next = 0;
for (var i = 10; i > 0; i--)
{
if (this['pointer' + i] === null)
{
next = i;
}
}
if (next == 0)
{
console.warn("You can only have 10 Pointer objects");
return null;
}
else
{
this['pointer' + next] = new Phaser.Pointer(this.game, next);
return this['pointer' + next];
}
},
/**
* Updates the Input Manager. Called by the core Game loop.
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* @method Phaser.Input#update
* @protected
*/
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();
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;
},
/**
* Reset all of the Pointers and Input states
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* @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.
*/
reset: function (hard) {
if (this.game.isBooted == false)
{
return;
}
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if (typeof hard == 'undefined') { hard = false; }
this.keyboard.reset();
this.mousePointer.reset();
for (var i = 1; i <= 10; i++)
{
if (this['pointer' + i])
{
this['pointer' + i].reset();
}
}
this.currentPointers = 0;
this.game.stage.canvas.style.cursor = "default";
if (hard == true)
{
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();
this.interactiveItems.callAll('reset');
}
this._pollCounter = 0;
},
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/**
* 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.
*/
resetSpeed: function (x, y) {
this._oldPosition.setTo(x, y);
this.speed.setTo(0, 0);
},
/**
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* 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
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* @param {Any} event - The event data from the Touch event.
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* @return {Phaser.Pointer} The Pointer object that was started or null if no Pointer object is available.
*/
startPointer: function (event) {
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if (this.maxPointers < 10 && this.totalActivePointers == this.maxPointers)
{
return null;
}
if (this.pointer1.active == false)
{
return this.pointer1.start(event);
}
else if (this.pointer2.active == false)
{
return this.pointer2.start(event);
}
else
{
for (var i = 3; i <= 10; i++)
{
if (this['pointer' + i] && this['pointer' + i].active == false)
{
return this['pointer' + i].start(event);
}
}
}
return null;
},
/**
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* 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
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* @param {Any} event - The event data from the Touch event.
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* @return {Phaser.Pointer} The Pointer object that was updated or null if no Pointer object is available.
*/
updatePointer: function (event) {
if (this.pointer1.active && this.pointer1.identifier == event.identifier)
{
return this.pointer1.move(event);
}
else if (this.pointer2.active && this.pointer2.identifier == event.identifier)
{
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;
},
/**
* Stops the matching Pointer object, passing in the event data.
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* @method Phaser.Input#stopPointer
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* @param {Any} event - The event data from the Touch event.
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* @return {Phaser.Pointer} The Pointer object that was stopped or null if no Pointer object is available.
*/
stopPointer: function (event) {
if (this.pointer1.active && this.pointer1.identifier == event.identifier)
{
return this.pointer1.stop(event);
}
else if (this.pointer2.active && this.pointer2.identifier == event.identifier)
{
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;
},
/**
* Get the next Pointer object whos active property matches the given state
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* @method Phaser.Input#getPointer
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* @param {boolean} state - The state the Pointer should be in (false for inactive, true for active).
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* @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested state.
*/
getPointer: function (state) {
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state = state || false;
if (this.pointer1.active == state)
{
return this.pointer1;
}
else if (this.pointer2.active == state)
{
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;
},
/**
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* Get the Pointer object whos identified property matches the given identifier value.
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* @method Phaser.Input#getPointerFromIdentifier
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* @param {number} identifier - The Pointer.identifier value to search for.
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* @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested identifier.
*/
getPointerFromIdentifier: function (identifier) {
if (this.pointer1.identifier == identifier)
{
return this.pointer1;
}
else if (this.pointer2.identifier == identifier)
{
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;
},
/**
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* Get the distance between two Pointer objects.
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* @method Phaser.Input#getDistance
* @param {Pointer} pointer1
* @param {Pointer} pointer2
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* @return {Description} Description.
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*/
getDistance: function (pointer1, pointer2) {
// return Phaser.Vec2Utils.distance(pointer1.position, pointer2.position);
},
/**
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* Get the angle between two Pointer objects.
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* @method Phaser.Input#getAngle
* @param {Pointer} pointer1
* @param {Pointer} pointer2
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* @return {Description} Description.
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*/
getAngle: function (pointer1, pointer2) {
// return Phaser.Vec2Utils.angle(pointer1.position, pointer2.position);
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}
};
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/**
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* 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.
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*/
Object.defineProperty(Phaser.Input.prototype, "x", {
get: function () {
return this._x;
},
set: function (value) {
this._x = Math.floor(value);
}
});
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/**
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* 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.
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*/
Object.defineProperty(Phaser.Input.prototype, "y", {
get: function () {
return this._y;
},
set: function (value) {
this._y = Math.floor(value);
}
});
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/**
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* @name Phaser.Input#pollLocked
* @property {boolean} pollLocked - True if the Input is currently poll rate locked.
* @readonly
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*/
Object.defineProperty(Phaser.Input.prototype, "pollLocked", {
get: function () {
return (this.pollRate > 0 && this._pollCounter < this.pollRate);
}
});
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/**
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* The total number of inactive Pointers
* @name Phaser.Input#totalInactivePointers
* @property {number} totalInactivePointers - The total number of inactive Pointers.
* @readonly
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*/
Object.defineProperty(Phaser.Input.prototype, "totalInactivePointers", {
get: function () {
return 10 - this.currentPointers;
}
});
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/**
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* The total number of active Pointers
* @name Phaser.Input#totalActivePointers
* @property {number} totalActivePointers - The total number of active Pointers.
* @readonly
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*/
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;
}
});
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/**
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* 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.
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*/
Object.defineProperty(Phaser.Input.prototype, "worldX", {
get: function () {
return this.game.camera.view.x + this.x;
}
});
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/**
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* 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.
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*/
Object.defineProperty(Phaser.Input.prototype, "worldY", {
get: function () {
return this.game.camera.view.y + this.y;
}
});