Changes to preserve original API

- Added @deprecated/@readonly to various some properties but public properties maintain the same semantics
- Also removed some "cleverness"
- Still same good fixes ..
This commit is contained in:
Paul 2014-10-29 19:31:03 -07:00
parent 136af47064
commit 60268dd048

View file

@ -45,23 +45,101 @@ Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame,
/**
* The Phaser Object Type.
* @property {number} type
* @readonly
*/
this.type = Phaser.BUTTON;
/**
* The frames for each state - can be integers or strings when set. Indexed by `Button.STATE_*`.
* @property {Array<string|integer|null>} _stateFrames
* The name or ID of the Over state frame.
* @property {string|integer} onOverFrame
* @private
*/
this._stateFrames = [null, null, null, null];
this._onOverFrame = null;
/**
* The sounds and markers for each state.
* Indexed by `Button.STATE_* << 1` for the sound and `+1` for the marker; expanded on-demand.
* @property {object[]} _stateSounds
* The name or ID of the Out state frame.
* @property {string|integer} onOutFrame
* @private
*/
this._stateSounds = [];
this._onOutFrame = null;
/**
* The name or ID of the Down state frame.
* @property {string|integer} onDownFrame
* @private
*/
this._onDownFrame = null;
/**
* The name or ID of the Up state frame.
* @property {string|integer} onUpFrame
* @private
*/
this._onUpFrame = null;
/**
* The Sound to be played when this Buttons Over state is activated.
* @property {Phaser.Sound|Phaser.AudioSprite|null} onOverSound
* @deprecated
* @readonly
*/
this.onOverSound = null;
/**
* The Sound to be played when this Buttons Out state is activated.
* @property {Phaser.Sound|Phaser.AudioSprite|null} onOutSound
* @deprecated
* @readonly
*/
this.onOutSound = null;
/**
* The Sound to be played when this Buttons Down state is activated.
* @property {Phaser.Sound|Phaser.AudioSprite|null} onDownSound
* @deprecated
* @readonly
*/
this.onDownSound = null;
/**
* The Sound to be played when this Buttons Up state is activated.
* @property {Phaser.Sound|Phaser.AudioSprite|null} onUpSound
* @deprecated
* @readonly
*/
this.onUpSound = null;
/**
* The Sound Marker used in conjunction with the onOverSound.
* @property {string} onOverSoundMarker
* @deprecated
* @readonly
*/
this.onOverSoundMarker = '';
/**
* The Sound Marker used in conjunction with the onOutSound.
* @property {string} onOutSoundMarker
* @deprecated
* @readonly
*/
this.onOutSoundMarker = '';
/**
* The Sound Marker used in conjunction with the onDownSound.
* @property {string} onDownSoundMarker
* @deprecated
* @readonly
*/
this.onDownSoundMarker = '';
/**
* The Sound Marker used in conjunction with the onUpSound.
* @property {string} onUpSoundMarker
* @deprecated
* @readonly
*/
this.onUpSoundMarker = '';
/**
* The Signal (or event) dispatched when this Button is in an Over state.
@ -133,12 +211,12 @@ Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame,
Phaser.Button.prototype = Object.create(Phaser.Image.prototype);
Phaser.Button.prototype.constructor = Phaser.Button;
// State constants, useful to index into small state arrays.
// (Arranged by "expected likelines" of custom frames/sounds and may change - don't hard-code.)
Phaser.Button.STATE_OVER = 0;
Phaser.Button.STATE_DOWN = 1;
Phaser.Button.STATE_UP = 2;
Phaser.Button.STATE_OUT = 3;
// State constants; local only. These are tied to property names in Phaser.Button.
var STATE_OVER = 'Over';
var STATE_OUT = 'Out';
var STATE_DOWN = 'Down';
var STATE_UP = 'Up';
/**
* Clears all of the frames set on this Button.
@ -168,25 +246,27 @@ Phaser.Button.prototype.removedFromWorld = function () {
*
* @method Phaser.Button#setStateFrame
* @private
* @param {integer} state - See `Button.STATE_*`
* @param {object} state - See `STATE_*`
* @param {number|string} frame - The number or string representing the frame.
* @param {boolean} switchImmediately - Immediately switch to the frame if it was set - and this is true.
*/
Phaser.Button.prototype.setStateFrame = function (state, frame, switchImmediately)
{
if (frame != null) // Anything but null/undefined
var frameKey = '_on' + state + 'Frame';
if (frame != null) // not null or undefined
{
this._stateFrames[state] = frame;
this[frameKey] = frame;
if (switchImmediately)
{
this.changeStateFrame(frame);
this.changeStateFrame(state);
}
}
else
{
this._stateFrames[state] = null;
this[frameKey] = null;
}
};
@ -196,7 +276,7 @@ Phaser.Button.prototype.setStateFrame = function (state, frame, switchImmediatel
*
* @method Phaser.Button#changeStateFrame
* @private
* @param {integer} state - See `Button.STATE_*`
* @param {object} state - See `STATE_*`
* @return {boolean} True only if the frame was assigned a value, possibly the same one it already had.
*/
Phaser.Button.prototype.changeStateFrame = function (state) {
@ -206,7 +286,9 @@ Phaser.Button.prototype.changeStateFrame = function (state) {
return false;
}
var frame = this._stateFrames[state];
var frameKey = '_on' + state + 'Frame';
var frame = this[frameKey];
if (typeof frame === 'string')
{
this.frameName = frame;
@ -238,10 +320,10 @@ Phaser.Button.prototype.changeStateFrame = function (state) {
*/
Phaser.Button.prototype.setFrames = function (overFrame, outFrame, downFrame, upFrame) {
this.setStateFrame(Phaser.Button.STATE_OVER, overFrame, this.input.pointerOver());
this.setStateFrame(Phaser.Button.STATE_OUT, outFrame, !this.input.pointerOver());
this.setStateFrame(Phaser.Button.STATE_DOWN, downFrame, this.input.pointerDown());
this.setStateFrame(Phaser.Button.STATE_UP, upFrame, this.input.pointerUp());
this.setStateFrame(STATE_OVER, overFrame, this.input.pointerOver());
this.setStateFrame(STATE_OUT, outFrame, !this.input.pointerOver());
this.setStateFrame(STATE_DOWN, downFrame, this.input.pointerDown());
this.setStateFrame(STATE_UP, upFrame, this.input.pointerUp());
};
@ -250,30 +332,24 @@ Phaser.Button.prototype.setFrames = function (overFrame, outFrame, downFrame, up
*
* @method Phaser.Button#setStateSound
* @private
* @param {integer} state - See `Button.STATE_*`
* @param {object} state - See `STATE_*`
* @param {Phaser.Sound|Phaser.AudioSprite} [sound] - Sound.
* @param {string} [marker=null] - Sound marker.
* @param {string} [marker=''] - Sound marker.
*/
Phaser.Button.prototype.setStateSound = function (state, sound, marker) {
var soundIndex = state << 1;
var markerIndex = soundIndex + 1;
var sounds = this._stateSounds;
var soundKey = 'on' + state + 'Sound';
var markerKey = 'on' + state + 'SoundMarker';
if (sound instanceof Phaser.Sound || sound instanceof Phaser.AudioSprite)
{
while (markerIndex > sounds.length) { // Dense null
sounds.push(null);
}
sounds[soundIndex] = sound;
sounds[markerIndex] = typeof marker === 'string' ? marker : null;
this[soundKey] = sound;
this[markerKey] = typeof marker === 'string' ? marker : '';
}
else if (markerIndex < sounds.length)
else
{
// Only null if set-through
sounds[soundIndex] = null;
sounds[markerIndex] = null;
this[soundKey] = null;
this[markerKey] = '';
}
};
@ -283,19 +359,19 @@ Phaser.Button.prototype.setStateSound = function (state, sound, marker) {
*
* @method Phaser.Button#playStateSound
* @private
* @param {integer} state - See `Button.STATE_*`
* @param {object} state - See `STATE_*`
* @return {boolean} True only if a sound was played.
*/
Phaser.Button.prototype.playStateSound = function (state) {
var soundIndex = state << 1;
var markerIndex = soundIndex + 1;
var sounds = this._stateSounds;
var soundKey = 'on' + state + 'Sound';
var sound = this[soundKey];
var sound = sounds[soundIndex];
if (sound)
{
var marker = sounds[markerIndex];
var markerKey = 'on' + state + 'SoundMarker';
var marker = this[markerKey];
sound.play(marker);
return true;
}
@ -325,10 +401,10 @@ Phaser.Button.prototype.playStateSound = function (state) {
*/
Phaser.Button.prototype.setSounds = function (overSound, overMarker, downSound, downMarker, outSound, outMarker, upSound, upMarker) {
this.setStateSound(Phaser.Button.STATE_OVER, overSound, overMarker);
this.setStateSound(Phaser.Button.STATE_OUT, outSound, outMarker);
this.setStateSound(Phaser.Button.STATE_DOWN, downSound, downMarker);
this.setStateSound(Phaser.Button.STATE_UP, upSound, upMarker);
this.setStateSound(STATE_OVER, overSound, overMarker);
this.setStateSound(STATE_OUT, outSound, outMarker);
this.setStateSound(STATE_DOWN, downSound, downMarker);
this.setStateSound(STATE_UP, upSound, upMarker);
};
@ -342,7 +418,7 @@ Phaser.Button.prototype.setSounds = function (overSound, overMarker, downSound,
*/
Phaser.Button.prototype.setOverSound = function (sound, marker) {
this.setStateSound(Phaser.Button.STATE_OVER, sound, marker);
this.setStateSound(STATE_OVER, sound, marker);
};
@ -356,7 +432,7 @@ Phaser.Button.prototype.setOverSound = function (sound, marker) {
*/
Phaser.Button.prototype.setOutSound = function (sound, marker) {
this.setStateSound(Phaser.Button.STATE_OUT, sound, marker);
this.setStateSound(STATE_OUT, sound, marker);
};
@ -370,7 +446,7 @@ Phaser.Button.prototype.setOutSound = function (sound, marker) {
*/
Phaser.Button.prototype.setDownSound = function (sound, marker) {
this.setStateSound(Phaser.Button.STATE_DOWN, sound, marker);
this.setStateSound(STATE_DOWN, sound, marker);
};
@ -384,7 +460,7 @@ Phaser.Button.prototype.setDownSound = function (sound, marker) {
*/
Phaser.Button.prototype.setUpSound = function (sound, marker) {
this.setStateSound(Phaser.Button.STATE_UP, sound, marker);
this.setStateSound(STATE_UP, sound, marker);
};
@ -404,14 +480,14 @@ Phaser.Button.prototype.onInputOverHandler = function (sprite, pointer) {
return;
}
this.changeStateFrame(Phaser.Button.STATE_OVER);
this.changeStateFrame(STATE_OVER);
if (this.onOverMouseOnly && !pointer.isMouse)
{
return;
}
this.playStateSound(Phaser.Button.STATE_OVER);
this.playStateSound(STATE_OVER);
if (this.onInputOver)
{
@ -430,9 +506,9 @@ Phaser.Button.prototype.onInputOverHandler = function (sprite, pointer) {
*/
Phaser.Button.prototype.onInputOutHandler = function (sprite, pointer) {
this.changeStateFrame(Phaser.Button.STATE_OUT);
this.changeStateFrame(STATE_OUT);
this.playStateSound(Phaser.Button.STATE_OUT);
this.playStateSound(STATE_OUT);
if (this.onInputOut)
{
@ -450,9 +526,9 @@ Phaser.Button.prototype.onInputOutHandler = function (sprite, pointer) {
*/
Phaser.Button.prototype.onInputDownHandler = function (sprite, pointer) {
this.changeStateFrame(Phaser.Button.STATE_DOWN);
this.changeStateFrame(STATE_DOWN);
this.playStateSound(Phaser.Button.STATE_DOWN);
this.playStateSound(STATE_DOWN);
if (this.onInputDown)
{
@ -470,7 +546,7 @@ Phaser.Button.prototype.onInputDownHandler = function (sprite, pointer) {
*/
Phaser.Button.prototype.onInputUpHandler = function (sprite, pointer, isOver) {
this.playStateSound(Phaser.Button.STATE_UP);
this.playStateSound(STATE_UP);
// Input dispatched early, before state change (but after sound)
if (this.onInputUp)
@ -485,21 +561,21 @@ Phaser.Button.prototype.onInputUpHandler = function (sprite, pointer, isOver) {
if (this.forceOut)
{
this.changeStateFrame(Phaser.Button.STATE_OUT);
this.changeStateFrame(STATE_OUT);
}
else
{
var changedUp = this.changeStateFrame(Phaser.Button.STATE_UP);
var changedUp = this.changeStateFrame(STATE_UP);
if (!changedUp)
{
// No Up frame to show..
if (isOver)
{
this.changeStateFrame(Phaser.Button.STATE_OVER);
this.changeStateFrame(STATE_OVER);
}
else
{
this.changeStateFrame(Phaser.Button.STATE_OUT);
this.changeStateFrame(STATE_OUT);
}
}
}