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https://github.com/photonstorm/phaser
synced 2024-11-10 15:14:47 +00:00
Fixed the Button frame issue and Down states now work properly
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3 changed files with 53 additions and 44 deletions
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@ -37,7 +37,7 @@
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// The function "clickedIt" will be called when the button is clicked or touched
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button = game.add.button(game.world.centerX, 400, 'button', clickedIt, this, 2, 1, 0);
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// Just makes the button origin set to the middle, we only do this to center the button on-screen, no other reason
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// Just makes the button anchor set to the middle, we only do this to center the button on-screen, no other reason
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button.anchor.setTo(0.5, 0.5);
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}
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@ -18,14 +18,9 @@ Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame,
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key = key || null;
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callback = callback || null;
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callbackContext = callbackContext || this;
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overFrame = overFrame || null;
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outFrame = outFrame || null;
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downFrame = downFrame || null;
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Phaser.Sprite.call(this, game, x, y, key, outFrame);
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// this.texture = PIXI.TextureCache[key];
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this._onOverFrameName = null;
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this._onOutFrameName = null;
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this._onDownFrameName = null;
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@ -35,43 +30,15 @@ Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame,
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this._onDownFrameID = null;
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this._onUpFrameID = null;
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if (typeof overFrame == 'string')
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{
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this._onOverFrameName = overFrame;
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}
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else
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{
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this._onOverFrameID = overFrame;
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}
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if (typeof outFrame == 'string')
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{
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this._onOutFrameName = outFrame;
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this._onUpFrameName = outFrame;
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}
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else
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{
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this._onOutFrameID = outFrame;
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this._onUpFrameID = outFrame;
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}
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if (typeof downFrame == 'string')
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{
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this._onDownFrameName = downFrame;
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}
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else
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{
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this._onDownFrameID = downFrame;
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}
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// These are the signals the game will subscribe to
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this.onInputOver = new Phaser.Signal();
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this.onInputOut = new Phaser.Signal();
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this.onInputDown = new Phaser.Signal();
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this.onInputUp = new Phaser.Signal();
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this.onInputOver = new Phaser.Signal;
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this.onInputOut = new Phaser.Signal;
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this.onInputDown = new Phaser.Signal;
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this.onInputUp = new Phaser.Signal;
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// Set a default signal for them
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if (callback)
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this.setFrames(overFrame, outFrame, downFrame);
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if (callback !== null)
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{
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this.onInputUp.add(callback, callbackContext);
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}
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@ -91,13 +58,55 @@ Phaser.Button.prototype.constructor = Phaser.Button;
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// Add our own custom methods
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Phaser.Button.prototype.setFrames = function (overFrame, outFrame, downFrame) {
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if (overFrame !== null)
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{
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if (typeof overFrame === 'string')
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{
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this._onOverFrameName = overFrame;
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}
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else
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{
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this._onOverFrameID = overFrame;
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}
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}
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if (outFrame !== null)
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{
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if (typeof outFrame === 'string')
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{
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this._onOutFrameName = outFrame;
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this._onUpFrameName = outFrame;
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}
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else
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{
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this._onOutFrameID = outFrame;
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this._onUpFrameID = outFrame;
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}
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}
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if (downFrame !== null)
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{
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if (typeof downFrame === 'string')
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{
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this._onDownFrameName = downFrame;
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}
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else
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{
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this._onDownFrameID = downFrame;
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}
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}
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};
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Phaser.Button.prototype.onInputOverHandler = function (pointer) {
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if (this._onOverFrameName != null)
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{
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this.frameName = this._onOverFrameName;
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}
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else if(this._onOverFrameID != null)
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else if (this._onOverFrameID != null)
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{
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this.frame = this._onOverFrameID;
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}
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@ -8,8 +8,8 @@ Phaser.Input = function (game) {
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this.game = game;
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this.inputObjects = [];
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this.totalTrackedObjects = 0;
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// this.inputObjects = [];
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// this.totalTrackedObjects = 0;
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};
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