Input Handler updates, orientation screen and World visibility

This commit is contained in:
photonstorm 2013-11-04 20:43:59 +00:00
parent 19ddad8095
commit 2e576fa9a7
8 changed files with 236 additions and 64 deletions

View file

@ -42,6 +42,8 @@ Version 1.1.3 - in build
* New: Sprite.animations.getAnimation will return an animation instance which was added by name.
* New: Added Mouse.button which is set to the button that was pressed: Phaser.Mouse.LEFT_BUTTON, MIDDLE_BUTTON or RIGHT_BUTTON (thanks wKLV)
* New: Added Mouse.pointerLock signal which you can listen to whenever the browser enters or leaves pointer lock mode.
* New: StageScaleMode.forceOrientation allows you to lock your game to one orientation and display a Sprite (i.e. a "please rotate" screen) when incorrect.
* New: World.visible boolean added, toggles rendering of the world on/off entirely.
* Fixed: Mouse.stop now uses the true useCapture, which means the event listeners stop listening correctly (thanks beeglebug)
* Updated: RequestAnimationFrame now retains the callbackID which is passed to cancelRequestAnimationFrame.
* Updated: Button now goes back to over state when setFrames used in action (thanks beeglebug)

49
examples/wip/pivot.js Normal file
View file

@ -0,0 +1,49 @@
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('atari', 'assets/sprites/atari130xe.png');
game.load.image('mushroom', 'assets/sprites/mushroom2.png');
}
var sprite1;
var sprite2;
function create() {
game.stage.backgroundColor = '#2d2d2d';
// This will check Sprite vs. Sprite collision
sprite1 = game.add.sprite(300, 300, 'atari');
sprite1.name = 'atari';
sprite1.body.immovable = true;
sprite1.anchor.setTo(0.5, 0.5);
sprite1.pivot.x = 250;
sprite1.pivot.y = 300;
// sprite2 = game.add.sprite(0, 0, 'mushroom');
// sprite2.name = 'mushroom';
}
function update() {
sprite1.angle += 1;
sprite1.pivot.x = game.input.x;
sprite1.pivot.y = game.input.y;
}
function render() {
game.debug.renderPixel(sprite1.pivot.x, sprite1.pivot.y);
// game.debug.renderSpriteInfo(sprite1, 100, 400);
game.debug.renderSpriteBounds(sprite1);
// game.debug.renderSpriteInfo(sprite2, 100, 100);
// game.debug.renderSpriteBounds(sprite2);
}

View file

@ -422,7 +422,11 @@ Phaser.Game.prototype = {
this.time.update(time);
if (!this._paused)
if (this._paused)
{
this.renderer.render(this.stage._stage);
}
else
{
this.plugins.preUpdate();
this.physics.preUpdate();

View file

@ -258,3 +258,19 @@ Object.defineProperty(Phaser.World.prototype, "randomY", {
}
});
/**
* @name Phaser.World#visible
* @property {boolean} visible - Gets or sets the visible state of the World.
*/
Object.defineProperty(Phaser.World.prototype, "visible", {
get: function () {
return this._container.visible;
},
set: function (value) {
this._container.visible = value;
}
});

View file

@ -169,6 +169,13 @@ Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame,
*/
this.freezeFrames = false;
/**
* When the Button is clicked you can optionally force the state to "out".
* @property {boolean} forceOut
* @default
*/
this.forceOut = true;
this.setFrames(overFrame, outFrame, downFrame);
if (callback !== null)
@ -513,8 +520,21 @@ Phaser.Button.prototype.onInputUpHandler = function (pointer) {
this.onUpSound.play(this.onUpSoundMarker);
}
if (this.forceOut && this.freezeFrames == false)
{
if (this._onOutFrameName != null)
{
this.frameName = this._onOutFrameName;
}
else if (this._onOutFrameID != null)
{
this.frame = this._onOutFrameID;
}
}
if (this.onInputUp)
{
this.onInputUp.dispatch(this, pointer);
}
};

View file

@ -410,20 +410,25 @@ Phaser.InputHandler.prototype = {
*/
pointerOver: function (index) {
if (typeof index === 'undefined')
if (this.enabled)
{
for (var i = 0; i < 10; i++)
if (typeof index === 'undefined')
{
if (this._pointerData[i].isOver)
for (var i = 0; i < 10; i++)
{
return true;
if (this._pointerData[i].isOver)
{
return true;
}
}
}
else
{
return this._pointerData[index].isOver;
}
}
else
{
return this._pointerData[index].isOver;
}
return false;
},
@ -435,20 +440,25 @@ Phaser.InputHandler.prototype = {
*/
pointerOut: function (pointer) {
if (typeof index === 'undefined')
if (this.enabled)
{
for (var i = 0; i < 10; i++)
if (typeof index === 'undefined')
{
if (this._pointerData[i].isOut)
for (var i = 0; i < 10; i++)
{
return true;
if (this._pointerData[i].isOut)
{
return true;
}
}
}
else
{
return this._pointerData[index].isOut;
}
}
else
{
return this._pointerData[index].isOut;
}
return false;
},
@ -569,8 +579,6 @@ Phaser.InputHandler.prototype = {
return false;
}
// For an enabled sprite that may have been clicked
if (this.draggable && this._draggedPointerID == pointer.id)
{
return this.updateDrag(pointer);

View file

@ -397,7 +397,6 @@ Phaser.Pointer.prototype = {
}
return this;
}
// Work out which object is on the top

View file

@ -17,45 +17,19 @@
Phaser.StageScaleMode = function (game, width, height) {
/**
* @property {number} _startHeight - Stage height when starting the game.
* @default
* @private
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this._startHeight = 0;
this.game = game;
/**
* @property {boolean} forceLandscape - If the game should be forced to use Landscape mode, this is set to true by Game.Stage
* @default
* @property {number} width - Width of the stage after calculation.
*/
this.forceLandscape = false;
this.width = width;
/**
* @property {boolean} forcePortrait - If the game should be forced to use Portrait mode, this is set to true by Game.Stage
* @default
* @property {number} height - Height of the stage after calculation.
*/
this.forcePortrait = false;
/**
* @property {boolean} incorrectOrientation - If the game should be forced to use a specific orientation and the device currently isn't in that orientation this is set to true.
* @default
*/
this.incorrectOrientation = false;
/**
* @property {boolean} pageAlignHorizontally - If you wish to align your game in the middle of the page then you can set this value to true.
<ul><li>It will place a re-calculated margin-left pixel value onto the canvas element which is updated on orientation/resizing.</li>
<li>It doesn't care about any other DOM element that may be on the page, it literally just sets the margin.</li></ul>
* @default
*/
this.pageAlignHorizontally = false;
/**
* @property {boolean} pageAlignVertically - If you wish to align your game in the middle of the page then you can set this value to true.
<ul><li>It will place a re-calculated margin-left pixel value onto the canvas element which is updated on orientation/resizing.
<li>It doesn't care about any other DOM element that may be on the page, it literally just sets the margin.</li></ul>
* @default
*/
this.pageAlignVertically = false;
this.height = height;
/**
* @property {number} minWidth - Minimum width the canvas should be scaled to (in pixels).
@ -84,14 +58,45 @@ Phaser.StageScaleMode = function (game, width, height) {
this.maxHeight = null;
/**
* @property {number} width - Width of the stage after calculation.
* @property {number} _startHeight - Stage height when starting the game.
* @default
* @private
*/
this.width = width;
this._startHeight = 0;
/**
* @property {number} height - Height of the stage after calculation.
* @property {boolean} forceLandscape - If the game should be forced to use Landscape mode, this is set to true by Game.Stage
* @default
*/
this.height = height;
this.forceLandscape = false;
/**
* @property {boolean} forcePortrait - If the game should be forced to use Portrait mode, this is set to true by Game.Stage
* @default
*/
this.forcePortrait = false;
/**
* @property {boolean} incorrectOrientation - If the game should be forced to use a specific orientation and the device currently isn't in that orientation this is set to true.
* @default
*/
this.incorrectOrientation = false;
/**
* @property {boolean} pageAlignHorizontally - If you wish to align your game in the middle of the page then you can set this value to true.
* It will place a re-calculated margin-left pixel value onto the canvas element which is updated on orientation/resizing.
* It doesn't care about any other DOM element that may be on the page, it literally just sets the margin.
* @default
*/
this.pageAlignHorizontally = false;
/**
* @property {boolean} pageAlignVertically - If you wish to align your game in the middle of the page then you can set this value to true.
* It will place a re-calculated margin-left pixel value onto the canvas element which is updated on orientation/resizing.
* It doesn't care about any other DOM element that may be on the page, it literally just sets the margin.
* @default
*/
this.pageAlignVertically = false;
/**
* @property {number} _width - Cached stage width for full screen mode.
@ -113,18 +118,20 @@ Phaser.StageScaleMode = function (game, width, height) {
*/
this.maxIterations = 5;
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {Description} enterLandscape - Description.
* @property {PIXI.Sprite} orientationSprite - The Sprite that is optionally displayed if the browser enters an unsupported orientation.
* @default
*/
this.orientationSprite = null;
/**
* @property {Phaser.Signal} enterLandscape - The event that is dispatched when the browser enters landscape orientation.
*/
this.enterLandscape = new Phaser.Signal();
/**
* @property {Description} enterPortrait - Description.
* @property {Phaser.Signal} enterPortrait - The event that is dispatched when the browser enters horizontal orientation.
*/
this.enterPortrait = new Phaser.Signal();
@ -145,7 +152,7 @@ Phaser.StageScaleMode = function (game, width, height) {
}
/**
* @property {Description} scaleFactor - Description.
* @property {Phaser.Point} scaleFactor - The scale factor based on the game dimensions vs. the scaled dimensions.
*/
this.scaleFactor = new Phaser.Point(1, 1);
@ -298,6 +305,54 @@ Phaser.StageScaleMode.prototype = {
},
/**
* If you need your game to run in only one orientation you can force that to happen.
* The optional orientationImage is displayed when the game is in the incorrect orientation.
* @method Phaser.StageScaleMode#forceOrientation
* @param {boolean} forceLandscape - true if the game should run in landscape mode only.
* @param {boolean} forcePortrait - true if the game should run in portrait mode only.
* @param {string} [forcePortrait=''] - The string of an image in the Phaser.Cache to display when this game is in the incorrect orientation.
*/
forceOrientation: function (forceLandscape, forcePortrait, orientationImage) {
this.forceLandscape = forceLandscape;
if (typeof forcePortrait === 'undefined')
{
this.forcePortrait = false;
}
if (typeof orientationImage !== 'undefined')
{
if (orientationImage == null || this.game.cache.checkImageKey(orientationImage) == false)
{
orientationImage = '__default';
}
this.orientationSprite = new PIXI.Sprite(PIXI.TextureCache[orientationImage]);
this.orientationSprite.anchor.x = 0.5;
this.orientationSprite.anchor.y = 0.5;
this.orientationSprite.position.x = this.game.width / 2;
this.orientationSprite.position.y = this.game.height / 2;
this.checkOrientationState();
if (this.incorrectOrientation)
{
this.orientationSprite.visible = true;
this.game.world.visible = false;
}
else
{
this.orientationSprite.visible = false;
this.game.world.visible = true;
}
this.game.stage._stage.addChild(this.orientationSprite);
}
},
/**
* Checks if the browser is in the correct orientation for your game (if forceLandscape or forcePortrait have been set)
* @method Phaser.StageScaleMode#checkOrientationState
@ -312,6 +367,13 @@ Phaser.StageScaleMode.prototype = {
// Back to normal
this.game.paused = false;
this.incorrectOrientation = false;
if (this.orientationSprite)
{
this.orientationSprite.visible = false;
this.game.world.visible = true;
}
this.refresh();
}
}
@ -322,6 +384,13 @@ Phaser.StageScaleMode.prototype = {
// Show orientation screen
this.game.paused = true;
this.incorrectOrientation = true;
if (this.orientationSprite && this.orientationSprite.visible == false)
{
this.orientationSprite.visible = true;
this.game.world.visible = false;
}
this.refresh();
}
}
@ -381,6 +450,9 @@ Phaser.StageScaleMode.prototype = {
{
this.refresh();
}
this.checkOrientationState();
},
/**
@ -420,7 +492,7 @@ Phaser.StageScaleMode.prototype = {
/**
* Set screen size automatically based on the scaleMode.
* @param {Description} force - If force is true it will try to resize the game regardless of the document dimensions.
* @param {boolean} force - If force is true it will try to resize the game regardless of the document dimensions.
*/
setScreenSize: function (force) {
@ -533,6 +605,8 @@ Phaser.StageScaleMode.prototype = {
this.scaleFactor.x = this.game.width / this.width;
this.scaleFactor.y = this.game.height / this.height;
this.checkOrientationState();
},
/**