mirror of
https://github.com/photonstorm/phaser
synced 2024-11-22 20:53:39 +00:00
The complete Phaser Input Manager suite is now ported across. Not tested in earnest yet, but all the grunt work is at least done.
This commit is contained in:
parent
f9aa7f7339
commit
70ee753859
17 changed files with 5530 additions and 227 deletions
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examples/assets/fonts/desyrel.png
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examples/assets/fonts/desyrel.png
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examples/assets/fonts/desyrel.xml
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examples/assets/fonts/desyrel.xml
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examples/assets/fonts/textDemoBG.jpg
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examples/assets/fonts/textDemoBG.jpg
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examples/camera1.php
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examples/camera1.php
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<!DOCTYPE HTML>
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<html>
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<head>
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<title>phaser.js - a new beginning</title>
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<?php
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require('js.php');
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?>
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</head>
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<body>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
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function preload() {
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game.load.image('mushroom', 'assets/sprites/mushroom2.png');
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}
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function create() {
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game.add.sprite(0, 0, 'mushroom');
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game.add.sprite(400, 0, 'mushroom');
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game.add.sprite(800, 0, 'mushroom');
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}
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function update() {
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}
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})();
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</script>
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</body>
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</html>
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41
examples/input1.php
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examples/input1.php
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<!DOCTYPE HTML>
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<html>
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<head>
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<title>phaser.js - a new beginning</title>
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<?php
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require('js.php');
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?>
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</head>
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<body>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
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function preload() {
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game.load.image('mushroom', 'assets/sprites/mushroom2.png');
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}
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function create() {
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game.add.sprite(0, 0, 'mushroom');
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game.input.onDown.add(newMushroom, this);
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}
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function newMushroom(pointer) {
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game.add.sprite(pointer.x, pointer.y, 'mushroom');
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}
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function update() {
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}
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})();
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</script>
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</body>
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</html>
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@ -42,6 +42,7 @@
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<script src="../src/pixi/utils/Polyk.js"></script>
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<script src="../src/pixi/utils/Utils.js"></script>
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<script src="../src/core/Camera.js"></script>
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<script src="../src/core/State.js"></script>
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<script src="../src/core/StateManager.js"></script>
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<script src="../src/core/Signal.js"></script>
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<script src="../src/core/Stage.js"></script>
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<script src="../src/core/World.js"></script>
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<script src="../src/core/Game.js"></script>
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<script src="../src/input/Input.js"></script>
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<script src="../src/input/Keyboard.js"></script>
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<script src="../src/input/Mouse.js"></script>
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<script src="../src/input/MSPointer.js"></script>
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<script src="../src/input/Pointer.js"></script>
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<script src="../src/input/Touch.js"></script>
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<script src="../src/system/Canvas.js"></script>
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<script src="../src/gameobjects/GameObjectFactory.js"></script>
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<script src="../src/gameobjects/Sprite.js"></script>
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<script src="../src/system/Canvas.js"></script>
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<script src="../src/system/Device.js"></script>
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<script src="../src/system/RequestAnimationFrame.js"></script>
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<script src="../src/math/RandomDataGenerator.js"></script>
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<script src="../src/math/Math.js"></script>
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<script src="../src/geom/Circle.js"></script>
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<script src="../src/geom/Point.js"></script>
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<script src="../src/geom/Rectangle.js"></script>
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<script src="../src/net/Net.js"></script>
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<script src="../src/tween/TweenManager.js"></script>
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<script src="../src/tween/Tween.js"></script>
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<script src="../src/tween/Easing.js"></script>
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<script src="../src/time/Time.js"></script>
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<script src="../src/animation/AnimationManager.js"></script>
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<script src="../src/animation/Animation.js"></script>
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<script src="../src/animation/Frame.js"></script>
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<script src="../src/animation/FrameData.js"></script>
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<script src="../src/animation/Parser.js"></script>
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<script src="../src/loader/Cache.js"></script>
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<script src="../src/loader/Loader.js"></script>
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258
src/core/Camera.js
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src/core/Camera.js
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/**
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* Phaser - Camera
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*
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* A Camera is your view into the game world. It has a position and size and renders only those objects within its field of view.
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* The game automatically creates a single Stage sized camera on boot. Move the camera around the world with Phaser.Camera.x/y
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*/
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Phaser.Camera = function (game, id, x, y, width, height) {
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this.game = game;
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this.world = game.world;
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this.id = 0; // reserved for future multiple camera set-ups
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// The view into the world we wish to render (by default the game dimensions)
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// The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render
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// Objects outside of this view are not rendered (unless set to ignore the Camera, i.e. UI?)
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this.view = new Phaser.Rectangle(x, y, width, height);
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};
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// Consts
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Phaser.Camera.FOLLOW_LOCKON = 0;
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Phaser.Camera.FOLLOW_PLATFORMER = 1;
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Phaser.Camera.FOLLOW_TOPDOWN = 2;
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Phaser.Camera.FOLLOW_TOPDOWN_TIGHT = 3;
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Phaser.Camera.prototype = {
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game: null,
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world: null,
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id: 0,
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/**
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* Camera view.
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* @type {Rectangle}
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*/
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view: null,
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/**
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* Sprite moving inside this Rectangle will not cause camera moving.
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* @type {Rectangle}
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*/
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deadzone: null,
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/**
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* Whether this camera is visible or not. (default is true)
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* @type {bool}
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*/
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visible: true,
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/**
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* If the camera is tracking a Sprite, this is a reference to it, otherwise null
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* @type {Sprite}
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*/
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target: null,
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/**
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* Tells this camera which sprite to follow.
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* @param target {Sprite} The object you want the camera to track. Set to null to not follow anything.
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* @param [style] {number} Leverage one of the existing "deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow().
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*/
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follow: function (target, style) {
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if (typeof style === "undefined") { style = Phaser.Camera.FOLLOW_LOCKON; }
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this.target = target;
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var helper;
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switch (style) {
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case Phaser.Types.CAMERA_FOLLOW_PLATFORMER:
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var w = this.width / 8;
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var h = this.height / 3;
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this.deadzone = new Phaser.Rectangle((this.width - w) / 2, (this.height - h) / 2 - h * 0.25, w, h);
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break;
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case Phaser.Types.CAMERA_FOLLOW_TOPDOWN:
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helper = Math.max(this.width, this.height) / 4;
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this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
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break;
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case Phaser.Types.CAMERA_FOLLOW_TOPDOWN_TIGHT:
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helper = Math.max(this.width, this.height) / 8;
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this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
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break;
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case Phaser.Types.CAMERA_FOLLOW_LOCKON:
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default:
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this.deadzone = null;
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break;
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}
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},
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/**
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* Move the camera focus to this location instantly.
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* @param x {number} X position.
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* @param y {number} Y position.
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*/
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focusOnXY: function (x, y) {
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x += (x > 0) ? 0.0000001 : -0.0000001;
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y += (y > 0) ? 0.0000001 : -0.0000001;
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this.view.x = Math.round(x - this.view.halfWidth);
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this.view.y = Math.round(y - this.view.halfHeight);
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},
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/**
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* Update focusing and scrolling.
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*/
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update: function () {
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// this.plugins.preUpdate();
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if (this.target !== null)
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{
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if (this.deadzone == null)
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{
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this.focusOnXY(this.target.x, this.target.y);
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}
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else
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{
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var edge;
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var targetX = this.target.x + ((this.target.x > 0) ? 0.0000001 : -0.0000001);
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var targetY = this.target.y + ((this.target.y > 0) ? 0.0000001 : -0.0000001);
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edge = targetX - this.deadzone.x;
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if (this.view.x > edge)
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{
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this.view.x = edge;
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}
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edge = targetX + this.target.width - this.deadzone.x - this.deadzone.width;
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if (this.view.x < edge)
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{
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this.view.x = edge;
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}
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edge = targetY - this.deadzone.y;
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if (this.view.y > edge)
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{
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this.view.y = edge;
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}
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edge = targetY + this.target.height - this.deadzone.y - this.deadzone.height;
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if (this.view.y < edge)
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{
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this.view.y = edge;
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}
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}
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}
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// Make sure we didn't go outside the cameras worldBounds
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if (this.view.x < this.world.bounds.left)
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{
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this.view.x = this.world.bounds.left;
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}
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if (this.view.x > this.world.bounds.right - this.width)
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{
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this.view.x = (this.world.bounds.right - this.width) + 1;
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}
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if (this.view.y < this.world.bounds.top)
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{
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this.view.y = this.world.bounds.top;
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}
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if (this.view.y > this.world.bounds.bottom - this.height)
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{
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this.view.y = (this.world.bounds.bottom - this.height) + 1;
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}
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this.view.floor();
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// this.plugins.update();
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},
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setPosition: function (x, y) {
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this.view.x = x;
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this.view.y = y;
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},
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setSize: function (width, height) {
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this.view.width = width;
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this.view.height = height;
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}
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};
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Object.defineProperty(Phaser.Camera.prototype, "x", {
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get: function () {
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return this.view.x;
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},
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set: function (value) {
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this.view.x = value;
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(Phaser.Camera.prototype, "y", {
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get: function () {
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return this.view.y;
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},
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set: function (value) {
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this.view.y = value;
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(Phaser.Camera.prototype, "width", {
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get: function () {
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return this.view.width;
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},
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set: function (value) {
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this.view.width = value;
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(Phaser.Camera.prototype, "height", {
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get: function () {
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return this.view.height;
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},
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set: function (value) {
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this.view.height = value;
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},
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enumerable: true,
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configurable: true
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});
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@ -161,7 +161,7 @@ Phaser.Game.prototype = {
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/**
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* Reference to the input manager
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* @type {Phaser.InputManager}
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* @type {Phaser.Input}
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*/
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input: null,
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this.load = new Phaser.Loader(this);
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this.time = new Phaser.Time(this);
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this.tweens = new Phaser.TweenManager(this);
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// this.input = new Phaser.InputManager(this);
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this.input = new Phaser.Input(this);
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// this.sound = new Phaser.SoundManager(this);
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// this.physics = new Phaser.Physics.PhysicsManager(this);
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this.plugins = new Phaser.PluginManager(this, this);
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@ -278,9 +278,10 @@ Phaser.Game.prototype = {
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this.load.onLoadComplete.add(this.loadComplete, this);
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this.world.boot();
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this.state.boot();
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// this.stage.boot();
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// this.input.boot();
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this.input.boot();
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if (this.renderType == Phaser.CANVAS)
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{
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@ -347,8 +348,8 @@ Phaser.Game.prototype = {
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this.plugins.preUpdate();
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this.input.update();
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this.tweens.update();
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// this.input.update();
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// this.stage.update();
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// this.sound.update();
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// this.physics.update();
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Phaser.Stage = function (game) {
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this.game = game;
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this.canvas = game.renderer.view;
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// Get the offset values (for input and other things)
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this.offset = new Phaser.Point;
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Phaser.Canvas.getOffset(this.game.renderer.view, this.offset);
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Phaser.Canvas.getOffset(this.canvas, this.offset);
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this.bounds = new Phaser.Rectangle(this.offset.x, this.offset.y, this.game.width, this.game.height);
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var _this = this;
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@ -38,6 +41,7 @@ Phaser.Stage.prototype = {
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_onChange: null,
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canvas: null,
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bounds: null,
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offset: null,
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|
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@ -19,6 +19,13 @@ Phaser.World.prototype = {
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_length: 0,
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bounds: null,
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camera: null,
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boot: function () {
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this.camera = new Phaser.Camera(this.game, 0, 0, 0, this.game.width, this.game.height);
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},
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add: function (gameobject) {
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this._container.addChild(gameobject);
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@ -41,6 +48,8 @@ Phaser.World.prototype = {
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update: function () {
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this.camera.update();
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for (var child in this._container.children)
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{
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this._container.children[child].update();
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@ -53,20 +62,12 @@ Phaser.World.prototype = {
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*
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* @param width {number} New width of the world.
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* @param height {number} New height of the world.
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* @param [updateCameraBounds] {bool} Update camera bounds automatically or not. Default to true.
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*/
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setSize: function (width, height, updateCameraBounds) {
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if (typeof updateCameraBounds === "undefined") { updateCameraBounds = true; }
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setSize: function (width, height) {
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this.bounds.width = width;
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this.bounds.height = height;
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if (updateCameraBounds == true)
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{
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// this.game.camera.setBounds(0, 0, width, height);
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}
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},
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};
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718
src/input/Input.js
Normal file
718
src/input/Input.js
Normal file
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/**
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* Phaser.Input
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*
|
||||
* A game specific Input manager that looks after the mouse, keyboard and touch objects.
|
||||
* This is updated by the core game loop.
|
||||
*/
|
||||
Phaser.Input = function (game) {
|
||||
|
||||
this.game = game;
|
||||
|
||||
this.inputObjects = [];
|
||||
this.totalTrackedObjects = 0;
|
||||
|
||||
};
|
||||
|
||||
Phaser.Input.MOUSE_OVERRIDES_TOUCH = 0;
|
||||
Phaser.Input.TOUCH_OVERRIDES_MOUSE = 1;
|
||||
Phaser.Input.MOUSE_TOUCH_COMBINE = 2;
|
||||
|
||||
Phaser.Input.prototype = {
|
||||
|
||||
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.
|
||||
* @type {number}
|
||||
*/
|
||||
pollRate: 0,
|
||||
_pollCounter: 0,
|
||||
|
||||
/**
|
||||
* A vector object representing the previous position of the Pointer.
|
||||
* @property vector
|
||||
* @type {Vec2}
|
||||
**/
|
||||
_oldPosition: null,
|
||||
|
||||
/**
|
||||
* X coordinate of the most recent Pointer event
|
||||
* @type {Number}
|
||||
* @private
|
||||
*/
|
||||
_x: 0,
|
||||
|
||||
/**
|
||||
* X coordinate of the most recent Pointer event
|
||||
* @type {Number}
|
||||
* @private
|
||||
*/
|
||||
_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
|
||||
* @type {bool}
|
||||
*/
|
||||
disabled: false,
|
||||
|
||||
/**
|
||||
* Controls the expected behaviour when using a mouse and touch together on a multi-input device
|
||||
*/
|
||||
multiInputOverride: Phaser.Input.MOUSE_TOUCH_COMBINE,
|
||||
|
||||
/**
|
||||
* A vector object representing the current position of the Pointer.
|
||||
* @property vector
|
||||
* @type {Vec2}
|
||||
**/
|
||||
position: null,
|
||||
|
||||
/**
|
||||
* A vector object representing the speed of the Pointer. Only really useful in single Pointer games,
|
||||
* otherwise see the Pointer objects directly.
|
||||
* @property vector
|
||||
* @type {Vec2}
|
||||
**/
|
||||
speed: null,
|
||||
|
||||
/**
|
||||
* A Circle object centered on the x/y screen coordinates of the Input.
|
||||
* Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything
|
||||
* @property circle
|
||||
* @type {Circle}
|
||||
**/
|
||||
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.
|
||||
* @type {Vec2}
|
||||
*/
|
||||
scale: null,
|
||||
|
||||
/**
|
||||
* The maximum number of Pointers allowed to be active at any one time.
|
||||
* For lots of games it's useful to set this to 1
|
||||
* @type {Number}
|
||||
*/
|
||||
maxPointers: 10,
|
||||
|
||||
/**
|
||||
* The current number of active Pointers.
|
||||
* @type {Number}
|
||||
*/
|
||||
currentPointers: 0,
|
||||
|
||||
/**
|
||||
* The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or click
|
||||
* @property tapRate
|
||||
* @type {Number}
|
||||
**/
|
||||
tapRate: 200,
|
||||
|
||||
/**
|
||||
* The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click
|
||||
* @property doubleTapRate
|
||||
* @type {Number}
|
||||
**/
|
||||
doubleTapRate: 300,
|
||||
|
||||
/**
|
||||
* The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event
|
||||
* @property holdRate
|
||||
* @type {Number}
|
||||
**/
|
||||
holdRate: 2000,
|
||||
|
||||
/**
|
||||
* The number of milliseconds below which the Pointer is considered justPressed
|
||||
* @property justPressedRate
|
||||
* @type {Number}
|
||||
**/
|
||||
justPressedRate: 200,
|
||||
|
||||
/**
|
||||
* The number of milliseconds below which the Pointer is considered justReleased
|
||||
* @property justReleasedRate
|
||||
* @type {Number}
|
||||
**/
|
||||
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
|
||||
* @property recordPointerHistory
|
||||
* @type {bool}
|
||||
**/
|
||||
recordPointerHistory: false,
|
||||
|
||||
/**
|
||||
* The rate in milliseconds at which the Pointer objects should update their tracking history
|
||||
* @property recordRate
|
||||
* @type {Number}
|
||||
*/
|
||||
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.
|
||||
* @property recordLimit
|
||||
* @type {Number}
|
||||
*/
|
||||
recordLimit: 100,
|
||||
|
||||
/**
|
||||
* A Pointer object
|
||||
* @property pointer1
|
||||
* @type {Pointer}
|
||||
**/
|
||||
pointer1: null,
|
||||
|
||||
/**
|
||||
* A Pointer object
|
||||
* @property pointer2
|
||||
* @type {Pointer}
|
||||
**/
|
||||
pointer2: null,
|
||||
|
||||
/**
|
||||
* A Pointer object
|
||||
* @property pointer3
|
||||
* @type {Pointer}
|
||||
**/
|
||||
pointer3: null,
|
||||
|
||||
/**
|
||||
* A Pointer object
|
||||
* @property pointer4
|
||||
* @type {Pointer}
|
||||
**/
|
||||
pointer4: null,
|
||||
|
||||
/**
|
||||
* A Pointer object
|
||||
* @property pointer5
|
||||
* @type {Pointer}
|
||||
**/
|
||||
pointer5: null,
|
||||
|
||||
/**
|
||||
* A Pointer object
|
||||
* @property pointer6
|
||||
* @type {Pointer}
|
||||
**/
|
||||
pointer6: null,
|
||||
|
||||
/**
|
||||
* A Pointer object
|
||||
* @property pointer7
|
||||
* @type {Pointer}
|
||||
**/
|
||||
pointer7: null,
|
||||
|
||||
/**
|
||||
* A Pointer object
|
||||
* @property pointer8
|
||||
* @type {Pointer}
|
||||
**/
|
||||
pointer8: null,
|
||||
|
||||
/**
|
||||
* A Pointer object
|
||||
* @property pointer9
|
||||
* @type {Pointer}
|
||||
**/
|
||||
pointer9: null,
|
||||
|
||||
/**
|
||||
* A Pointer object
|
||||
* @property pointer10
|
||||
* @type {Pointer}
|
||||
**/
|
||||
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.
|
||||
* @property activePointer
|
||||
* @type {Pointer}
|
||||
**/
|
||||
activePointer: null,
|
||||
|
||||
mousePointer: null,
|
||||
mouse: null,
|
||||
keyboard: null,
|
||||
touch: null,
|
||||
mspointer: null,
|
||||
|
||||
onDown: null,
|
||||
onUp: null,
|
||||
onTap: null,
|
||||
onHold: null,
|
||||
|
||||
/**
|
||||
* Starts the Input Manager running
|
||||
* @method start
|
||||
**/
|
||||
boot: function () {
|
||||
|
||||
this.mousePointer = new Phaser.Input.Pointer(this.game, 0);
|
||||
this.pointer1 = new Phaser.Input.Pointer(this.game, 1);
|
||||
this.pointer2 = new Phaser.Input.Pointer(this.game, 2);
|
||||
|
||||
this.mouse = new Phaser.Input.Mouse(this.game);
|
||||
this.keyboard = new Phaser.Input.Keyboard(this.game);
|
||||
this.touch = new Phaser.Input.Touch(this.game);
|
||||
this.mspointer = new Phaser.Input.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;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Add a new Pointer object to the Input Manager. By default Input creates 2 pointer objects for you. If you need more
|
||||
* use this to create a new one, up to a maximum of 10.
|
||||
* @method addPointer
|
||||
* @return {Pointer} A reference to the new Pointer object
|
||||
**/
|
||||
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.Input.Pointer(this.game, next);
|
||||
return this['pointer' + next];
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Updates the Input Manager. Called by the core Game loop.
|
||||
* @method update
|
||||
**/
|
||||
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
|
||||
* @method reset
|
||||
* @param hard {bool} A soft reset (hard = false) won't reset any signals that might be bound. A hard reset will.
|
||||
**/
|
||||
reset: function (hard) {
|
||||
|
||||
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();
|
||||
|
||||
for (var i = 0; i < this.totalTrackedObjects; i++)
|
||||
{
|
||||
if (this.inputObjects[i] && this.inputObjects[i].input)
|
||||
{
|
||||
this.inputObjects[i].input.reset();
|
||||
}
|
||||
}
|
||||
|
||||
this.inputObjects.length = 0;
|
||||
this.totalTrackedObjects = 0;
|
||||
}
|
||||
|
||||
this._pollCounter = 0;
|
||||
|
||||
},
|
||||
|
||||
resetSpeed: function (x, y) {
|
||||
|
||||
this._oldPosition.setTo(x, y);
|
||||
this.speed.setTo(0, 0);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Find the first free Pointer object and start it, passing in the event data.
|
||||
* @method startPointer
|
||||
* @param {Any} event The event data from the Touch event
|
||||
* @return {Pointer} The Pointer object that was started or null if no Pointer object is available
|
||||
**/
|
||||
startPointer: function (event) {
|
||||
|
||||
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;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Updates the matching Pointer object, passing in the event data.
|
||||
* @method updatePointer
|
||||
* @param {Any} event The event data from the Touch event
|
||||
* @return {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.
|
||||
* @method stopPointer
|
||||
* @param {Any} event The event data from the Touch event
|
||||
* @return {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
|
||||
* @method getPointer
|
||||
* @param {bool} state The state the Pointer should be in (false for inactive, true for active)
|
||||
* @return {Pointer} A Pointer object or null if no Pointer object matches the requested state.
|
||||
**/
|
||||
getPointer: function (state) {
|
||||
|
||||
if (typeof state === "undefined") { 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;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Get the Pointer object whos identified property matches the given identifier value
|
||||
* @method getPointerFromIdentifier
|
||||
* @param {Number} identifier The Pointer.identifier value to search for
|
||||
* @return {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;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Get the distance between two Pointer objects
|
||||
* @method getDistance
|
||||
* @param {Pointer} pointer1
|
||||
* @param {Pointer} pointer2
|
||||
**/
|
||||
getDistance: function (pointer1, pointer2) {
|
||||
// return Phaser.Vec2Utils.distance(pointer1.position, pointer2.position);
|
||||
},
|
||||
|
||||
/**
|
||||
* Get the angle between two Pointer objects
|
||||
* @method getAngle
|
||||
* @param {Pointer} pointer1
|
||||
* @param {Pointer} pointer2
|
||||
**/
|
||||
getAngle: function (pointer1, pointer2) {
|
||||
// return Phaser.Vec2Utils.angle(pointer1.position, pointer2.position);
|
||||
},
|
||||
|
||||
addGameObject: function() {},
|
||||
removeGameObject: function() {},
|
||||
|
||||
};
|
||||
|
||||
// Getters / Setters
|
||||
|
||||
Object.defineProperty(Phaser.Input.prototype, "x", {
|
||||
|
||||
/**
|
||||
* The X coordinate of the most recently active pointer.
|
||||
* This value takes game scaling into account automatically. See Pointer.screenX/clientX for source values.
|
||||
* @property x
|
||||
* @type {Number}
|
||||
**/
|
||||
get: function () {
|
||||
return this._x;
|
||||
},
|
||||
|
||||
set: function (value) {
|
||||
this._x = Math.floor(value);
|
||||
},
|
||||
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
|
||||
Object.defineProperty(Phaser.Input.prototype, "y", {
|
||||
|
||||
/**
|
||||
* The Y coordinate of the most recently active pointer.
|
||||
* This value takes game scaling into account automatically. See Pointer.screenY/clientY for source values.
|
||||
* @property y
|
||||
* @type {Number}
|
||||
**/
|
||||
get: function () {
|
||||
return this._y;
|
||||
},
|
||||
|
||||
set: function (value) {
|
||||
this._y = Math.floor(value);
|
||||
},
|
||||
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
|
||||
Object.defineProperty(Phaser.Input.prototype, "pollLocked", {
|
||||
|
||||
get: function () {
|
||||
return (this.pollRate > 0 && this._pollCounter < this.pollRate);
|
||||
},
|
||||
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
|
||||
Object.defineProperty(Phaser.Input.prototype, "totalInactivePointers", {
|
||||
|
||||
/**
|
||||
* Get the total number of inactive Pointers
|
||||
* @method totalInactivePointers
|
||||
* @return {Number} The number of Pointers currently inactive
|
||||
**/
|
||||
get: function () {
|
||||
return 10 - this.currentPointers;
|
||||
},
|
||||
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
|
||||
Object.defineProperty(Phaser.Input.prototype, "totalActivePointers", {
|
||||
|
||||
/**
|
||||
* Recalculates the total number of active Pointers
|
||||
* @method totalActivePointers
|
||||
* @return {Number} The number of Pointers currently active
|
||||
**/
|
||||
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;
|
||||
|
||||
},
|
||||
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
|
||||
Object.defineProperty(Phaser.Input.prototype, "worldX", {
|
||||
|
||||
get: function () {
|
||||
return this.camera.worldView.x + this.x;
|
||||
},
|
||||
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
|
||||
Object.defineProperty(Phaser.Input.prototype, "worldY", {
|
||||
|
||||
get: function () {
|
||||
return this.camera.worldView.x + this.x;
|
||||
},
|
||||
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
306
src/input/Keyboard.js
Normal file
306
src/input/Keyboard.js
Normal file
|
@ -0,0 +1,306 @@
|
|||
Phaser.Input.Keyboard = function (game) {
|
||||
|
||||
this.game = game;
|
||||
this._keys = {};
|
||||
this._capture = {};
|
||||
|
||||
};
|
||||
|
||||
Phaser.Input.Keyboard.prototype = {
|
||||
|
||||
game: null,
|
||||
|
||||
/**
|
||||
* You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
|
||||
* @type {bool}
|
||||
*/
|
||||
disabled: false,
|
||||
|
||||
_onKeyDown: null,
|
||||
_onKeyUp: null,
|
||||
|
||||
start: function () {
|
||||
|
||||
var _this = this;
|
||||
|
||||
this._onKeyDown = function (event) {
|
||||
return _this.onKeyDown(event);
|
||||
};
|
||||
|
||||
this._onKeyUp = function (event) {
|
||||
return _this.onKeyUp(event);
|
||||
};
|
||||
|
||||
document.body.addEventListener('keydown', this._onKeyDown, false);
|
||||
document.body.addEventListener('keyup', this._onKeyUp, false);
|
||||
|
||||
},
|
||||
|
||||
stop: function () {
|
||||
|
||||
document.body.removeEventListener('keydown', this._onKeyDown);
|
||||
document.body.removeEventListener('keyup', this._onKeyUp);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* By default when a key is pressed Phaser will not stop the event from propagating up to the browser.
|
||||
* There are some keys this can be annoying for, like the arrow keys or space bar, which make the browser window scroll.
|
||||
* You can use addKeyCapture to consume the keyboard event for specific keys so it doesn't bubble up to the the browser.
|
||||
* Pass in either a single keycode or an array/hash of keycodes.
|
||||
* @param {Any} keycode
|
||||
*/
|
||||
addKeyCapture: function (keycode) {
|
||||
|
||||
if (typeof keycode === 'object')
|
||||
{
|
||||
for (var key in keycode)
|
||||
{
|
||||
this._capture[keycode[key]] = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
this._capture[keycode] = true;
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* @param {Number} keycode
|
||||
*/
|
||||
removeKeyCapture: function (keycode) {
|
||||
|
||||
delete this._capture[keycode];
|
||||
|
||||
},
|
||||
|
||||
clearCaptures: function () {
|
||||
|
||||
this._capture = {};
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* @param {KeyboardEvent} event
|
||||
*/
|
||||
onKeyDown: function (event) {
|
||||
|
||||
if (this.game.input.disabled || this.disabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (this._capture[event.keyCode])
|
||||
{
|
||||
event.preventDefault();
|
||||
}
|
||||
|
||||
if (!this._keys[event.keyCode])
|
||||
{
|
||||
this._keys[event.keyCode] = {
|
||||
isDown: true,
|
||||
timeDown: this.game.time.now,
|
||||
timeUp: 0
|
||||
};
|
||||
}
|
||||
else
|
||||
{
|
||||
this._keys[event.keyCode].isDown = true;
|
||||
this._keys[event.keyCode].timeDown = this.game.time.now;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* @param {KeyboardEvent} event
|
||||
*/
|
||||
onKeyUp: function (event) {
|
||||
|
||||
if (this.game.input.disabled || this.disabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (this._capture[event.keyCode])
|
||||
{
|
||||
event.preventDefault();
|
||||
}
|
||||
|
||||
if (!this._keys[event.keyCode])
|
||||
{
|
||||
this._keys[event.keyCode] = {
|
||||
isDown: false,
|
||||
timeDown: 0,
|
||||
timeUp: this.game.time.now
|
||||
};
|
||||
}
|
||||
else
|
||||
{
|
||||
this._keys[event.keyCode].isDown = false;
|
||||
this._keys[event.keyCode].timeUp = this.game.time.now;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
reset: function () {
|
||||
|
||||
for (var key in this._keys)
|
||||
{
|
||||
this._keys[key].isDown = false;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* @param {Number} keycode
|
||||
* @param {Number} [duration]
|
||||
* @return {bool}
|
||||
*/
|
||||
justPressed: function (keycode, duration) {
|
||||
|
||||
if (typeof duration === "undefined") { duration = 250; }
|
||||
|
||||
if (this._keys[keycode] && this._keys[keycode].isDown === true && (this.game.time.now - this._keys[keycode].timeDown < duration))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* @param {Number} keycode
|
||||
* @param {Number} [duration]
|
||||
* @return {bool}
|
||||
*/
|
||||
justReleased: function (keycode, duration) {
|
||||
|
||||
if (typeof duration === "undefined") { duration = 250; }
|
||||
|
||||
if (this._keys[keycode] && this._keys[keycode].isDown === false && (this.game.time.now - this._keys[keycode].timeUp < duration))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* @param {Number} keycode
|
||||
* @return {bool}
|
||||
*/
|
||||
isDown: function (keycode) {
|
||||
|
||||
if (this._keys[keycode])
|
||||
{
|
||||
return this._keys[keycode].isDown;
|
||||
}
|
||||
|
||||
return false;
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
// Statics
|
||||
|
||||
Phaser.Input.Keyboard.A = "A".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.B = "B".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.C = "C".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.D = "D".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.E = "E".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.F = "F".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.G = "G".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.H = "H".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.I = "I".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.J = "J".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.K = "K".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.L = "L".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.M = "M".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.N = "N".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.O = "O".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.P = "P".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.Q = "Q".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.R = "R".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.S = "S".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.T = "T".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.U = "U".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.V = "V".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.W = "W".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.X = "X".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.Y = "Y".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.Z = "Z".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.ZERO = "0".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.ONE = "1".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.TWO = "2".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.THREE = "3".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.FOUR = "4".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.FIVE = "5".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.SIX = "6".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.SEVEN = "7".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.EIGHT = "8".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.NINE = "9".charCodeAt(0);
|
||||
Phaser.Input.Keyboard.NUMPAD_0 = 96;
|
||||
Phaser.Input.Keyboard.NUMPAD_1 = 97;
|
||||
Phaser.Input.Keyboard.NUMPAD_2 = 98;
|
||||
Phaser.Input.Keyboard.NUMPAD_3 = 99;
|
||||
Phaser.Input.Keyboard.NUMPAD_4 = 100;
|
||||
Phaser.Input.Keyboard.NUMPAD_5 = 101;
|
||||
Phaser.Input.Keyboard.NUMPAD_6 = 102;
|
||||
Phaser.Input.Keyboard.NUMPAD_7 = 103;
|
||||
Phaser.Input.Keyboard.NUMPAD_8 = 104;
|
||||
Phaser.Input.Keyboard.NUMPAD_9 = 105;
|
||||
Phaser.Input.Keyboard.NUMPAD_MULTIPLY = 106;
|
||||
Phaser.Input.Keyboard.NUMPAD_ADD = 107;
|
||||
Phaser.Input.Keyboard.NUMPAD_ENTER = 108;
|
||||
Phaser.Input.Keyboard.NUMPAD_SUBTRACT = 109;
|
||||
Phaser.Input.Keyboard.NUMPAD_DECIMAL = 110;
|
||||
Phaser.Input.Keyboard.NUMPAD_DIVIDE = 111;
|
||||
Phaser.Input.Keyboard.F1 = 112;
|
||||
Phaser.Input.Keyboard.F2 = 113;
|
||||
Phaser.Input.Keyboard.F3 = 114;
|
||||
Phaser.Input.Keyboard.F4 = 115;
|
||||
Phaser.Input.Keyboard.F5 = 116;
|
||||
Phaser.Input.Keyboard.F6 = 117;
|
||||
Phaser.Input.Keyboard.F7 = 118;
|
||||
Phaser.Input.Keyboard.F8 = 119;
|
||||
Phaser.Input.Keyboard.F9 = 120;
|
||||
Phaser.Input.Keyboard.F10 = 121;
|
||||
Phaser.Input.Keyboard.F11 = 122;
|
||||
Phaser.Input.Keyboard.F12 = 123;
|
||||
Phaser.Input.Keyboard.F13 = 124;
|
||||
Phaser.Input.Keyboard.F14 = 125;
|
||||
Phaser.Input.Keyboard.F15 = 126;
|
||||
Phaser.Input.Keyboard.COLON = 186;
|
||||
Phaser.Input.Keyboard.EQUALS = 187;
|
||||
Phaser.Input.Keyboard.UNDERSCORE = 189;
|
||||
Phaser.Input.Keyboard.QUESTION_MARK = 191;
|
||||
Phaser.Input.Keyboard.TILDE = 192;
|
||||
Phaser.Input.Keyboard.OPEN_BRACKET = 219;
|
||||
Phaser.Input.Keyboard.BACKWARD_SLASH = 220;
|
||||
Phaser.Input.Keyboard.CLOSED_BRACKET = 221;
|
||||
Phaser.Input.Keyboard.QUOTES = 222;
|
||||
Phaser.Input.Keyboard.BACKSPACE = 8;
|
||||
Phaser.Input.Keyboard.TAB = 9;
|
||||
Phaser.Input.Keyboard.CLEAR = 12;
|
||||
Phaser.Input.Keyboard.ENTER = 13;
|
||||
Phaser.Input.Keyboard.SHIFT = 16;
|
||||
Phaser.Input.Keyboard.CONTROL = 17;
|
||||
Phaser.Input.Keyboard.ALT = 18;
|
||||
Phaser.Input.Keyboard.CAPS_LOCK = 20;
|
||||
Phaser.Input.Keyboard.ESC = 27;
|
||||
Phaser.Input.Keyboard.SPACEBAR = 32;
|
||||
Phaser.Input.Keyboard.PAGE_UP = 33;
|
||||
Phaser.Input.Keyboard.PAGE_DOWN = 34;
|
||||
Phaser.Input.Keyboard.END = 35;
|
||||
Phaser.Input.Keyboard.HOME = 36;
|
||||
Phaser.Input.Keyboard.LEFT = 37;
|
||||
Phaser.Input.Keyboard.UP = 38;
|
||||
Phaser.Input.Keyboard.RIGHT = 39;
|
||||
Phaser.Input.Keyboard.DOWN = 40;
|
||||
Phaser.Input.Keyboard.INSERT = 45;
|
||||
Phaser.Input.Keyboard.DELETE = 46;
|
||||
Phaser.Input.Keyboard.HELP = 47;
|
||||
Phaser.Input.Keyboard.NUM_LOCK = 144;
|
128
src/input/MSPointer.js
Normal file
128
src/input/MSPointer.js
Normal file
|
@ -0,0 +1,128 @@
|
|||
/**
|
||||
* Phaser.Input.MSPointer
|
||||
*
|
||||
* The MSPointer class handles touch interactions with the game and the resulting Pointer objects.
|
||||
* It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 apps using JavaScript.
|
||||
* http://msdn.microsoft.com/en-us/library/ie/hh673557(v=vs.85).aspx
|
||||
*/
|
||||
Phaser.Input.MSPointer = function (game) {
|
||||
|
||||
this.game = game;
|
||||
this.callbackContext = this.game;
|
||||
|
||||
this.mouseDownCallback = null;
|
||||
this.mouseMoveCallback = null;
|
||||
this.mouseUpCallback = null;
|
||||
|
||||
};
|
||||
|
||||
Phaser.Input.MSPointer.prototype = {
|
||||
|
||||
game: null,
|
||||
|
||||
/**
|
||||
* You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
|
||||
* @type {bool}
|
||||
*/
|
||||
disabled: false,
|
||||
|
||||
_onMSPointerDown: null,
|
||||
_onMSPointerMove: null,
|
||||
_onMSPointerUp: null,
|
||||
|
||||
/**
|
||||
* Starts the event listeners running
|
||||
* @method start
|
||||
*/
|
||||
start: function () {
|
||||
|
||||
var _this = this;
|
||||
|
||||
if (this.game.device.mspointer == true)
|
||||
{
|
||||
this._onMSPointerDown = function (event) {
|
||||
return _this.onPointerDown(event);
|
||||
};
|
||||
|
||||
this._onMSPointerMove = function (event) {
|
||||
return _this.onPointerMove(event);
|
||||
};
|
||||
|
||||
this._onMSPointerUp = function (event) {
|
||||
return _this.onPointerUp(event);
|
||||
};
|
||||
|
||||
this.game.stage.canvas.addEventListener('MSPointerDown', this._onMSPointerDown, false);
|
||||
this.game.stage.canvas.addEventListener('MSPointerMove', this._onMSPointerMove, false);
|
||||
this.game.stage.canvas.addEventListener('MSPointerUp', this._onMSPointerUp, false);
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* @method onPointerDown
|
||||
* @param {Any} event
|
||||
**/
|
||||
onPointerDown: function (event) {
|
||||
|
||||
if (this.game.input.disabled || this.disabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
event.preventDefault();
|
||||
event.identifier = event.pointerId;
|
||||
|
||||
this.game.input.startPointer(event);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* @method onPointerMove
|
||||
* @param {Any} event
|
||||
**/
|
||||
onPointerMove: function (event) {
|
||||
|
||||
if (this.game.input.disabled || this.disabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
event.preventDefault();
|
||||
event.identifier = event.pointerId;
|
||||
|
||||
this.game.input.updatePointer(event);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* @method onPointerUp
|
||||
* @param {Any} event
|
||||
**/
|
||||
onPointerUp: function (event) {
|
||||
|
||||
if (this.game.input.disabled || this.disabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
event.preventDefault();
|
||||
event.identifier = event.pointerId;
|
||||
|
||||
this.game.input.stopPointer(event);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Stop the event listeners
|
||||
* @method stop
|
||||
*/
|
||||
stop: function () {
|
||||
|
||||
this.game.stage.canvas.removeEventListener('MSPointerDown', this._onMSPointerDown);
|
||||
this.game.stage.canvas.removeEventListener('MSPointerMove', this._onMSPointerMove);
|
||||
this.game.stage.canvas.removeEventListener('MSPointerUp', this._onMSPointerUp);
|
||||
|
||||
}
|
||||
|
||||
};
|
132
src/input/Mouse.js
Normal file
132
src/input/Mouse.js
Normal file
|
@ -0,0 +1,132 @@
|
|||
Phaser.Input.Mouse = function (game) {
|
||||
|
||||
this.game = game;
|
||||
this.callbackContext = this.game;
|
||||
|
||||
this.mouseDownCallback = null;
|
||||
this.mouseMoveCallback = null;
|
||||
this.mouseUpCallback = null;
|
||||
|
||||
};
|
||||
|
||||
Phaser.Input.Mouse.LEFT_BUTTON = 0;
|
||||
Phaser.Input.Mouse.MIDDLE_BUTTON = 1;
|
||||
Phaser.Input.Mouse.RIGHT_BUTTON = 2;
|
||||
|
||||
Phaser.Input.Mouse.prototype = {
|
||||
|
||||
game: null,
|
||||
|
||||
/**
|
||||
* You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
|
||||
* @type {bool}
|
||||
*/
|
||||
disabled: false,
|
||||
|
||||
/**
|
||||
* Starts the event listeners running
|
||||
* @method start
|
||||
*/
|
||||
start: function () {
|
||||
|
||||
var _this = this;
|
||||
|
||||
if (this.game.device.android && this.game.device.chrome == false)
|
||||
{
|
||||
// Android stock browser fires mouse events even if you preventDefault on the touchStart, so ...
|
||||
return;
|
||||
}
|
||||
|
||||
this._onMouseDown = function (event) {
|
||||
return _this.onMouseDown(event);
|
||||
};
|
||||
|
||||
this._onMouseMove = function (event) {
|
||||
return _this.onMouseMove(event);
|
||||
};
|
||||
|
||||
this._onMouseUp = function (event) {
|
||||
return _this.onMouseUp(event);
|
||||
};
|
||||
|
||||
this.game.stage.canvas.addEventListener('mousedown', this._onMouseDown, true);
|
||||
this.game.stage.canvas.addEventListener('mousemove', this._onMouseMove, true);
|
||||
this.game.stage.canvas.addEventListener('mouseup', this._onMouseUp, true);
|
||||
},
|
||||
|
||||
/**
|
||||
* @param {MouseEvent} event
|
||||
*/
|
||||
onMouseDown: function (event) {
|
||||
|
||||
if (this.mouseDownCallback)
|
||||
{
|
||||
this.mouseDownCallback.call(this.callbackContext, event);
|
||||
}
|
||||
|
||||
if (this.game.input.disabled || this.disabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
event['identifier'] = 0;
|
||||
|
||||
this.game.input.mousePointer.start(event);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* @param {MouseEvent} event
|
||||
*/
|
||||
onMouseMove: function (event) {
|
||||
|
||||
if (this.mouseMoveCallback)
|
||||
{
|
||||
this.mouseMoveCallback.call(this.callbackContext, event);
|
||||
}
|
||||
|
||||
if (this.game.input.disabled || this.disabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
event['identifier'] = 0;
|
||||
|
||||
this.game.input.mousePointer.move(event);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* @param {MouseEvent} event
|
||||
*/
|
||||
onMouseUp: function (event) {
|
||||
|
||||
if (this.mouseUpCallback)
|
||||
{
|
||||
this.mouseUpCallback.call(this.callbackContext, event);
|
||||
}
|
||||
|
||||
if (this.game.input.disabled || this.disabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
event['identifier'] = 0;
|
||||
|
||||
this.game.input.mousePointer.stop(event);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Stop the event listeners
|
||||
* @method stop
|
||||
*/
|
||||
stop: function () {
|
||||
|
||||
this.game.stage.canvas.removeEventListener('mousedown', this._onMouseDown);
|
||||
this.game.stage.canvas.removeEventListener('mousemove', this._onMouseMove);
|
||||
this.game.stage.canvas.removeEventListener('mouseup', this._onMouseUp);
|
||||
|
||||
}
|
||||
|
||||
};
|
631
src/input/Pointer.js
Normal file
631
src/input/Pointer.js
Normal file
|
@ -0,0 +1,631 @@
|
|||
/**
|
||||
* Phaser - Pointer
|
||||
*
|
||||
* A Pointer object is used by the Mouse, Touch and MSPoint managers and represents a single finger on the touch screen.
|
||||
*/
|
||||
Phaser.Input.Pointer = function (game, id) {
|
||||
|
||||
this.game = game;
|
||||
this.id = id;
|
||||
|
||||
this.active = false;
|
||||
|
||||
this.position = new Phaser.Point();
|
||||
this.positionDown = new Phaser.Point();
|
||||
|
||||
this.circle = new Phaser.Circle(0, 0, 44);
|
||||
|
||||
if (id == 0)
|
||||
{
|
||||
this.isMouse = true;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
Phaser.Input.Pointer.prototype = {
|
||||
|
||||
/**
|
||||
* Local private variable to store the status of dispatching a hold event
|
||||
* @property _holdSent
|
||||
* @type {bool}
|
||||
* @private
|
||||
*/
|
||||
_holdSent: false,
|
||||
|
||||
/**
|
||||
* Local private variable storing the short-term history of pointer movements
|
||||
* @property _history
|
||||
* @type {Array}
|
||||
* @private
|
||||
*/
|
||||
_history: [],
|
||||
|
||||
/**
|
||||
* Local private variable storing the time at which the next history drop should occur
|
||||
* @property _lastDrop
|
||||
* @type {Number}
|
||||
* @private
|
||||
*/
|
||||
_nextDrop: 0,
|
||||
|
||||
// Monitor events outside of a state reset loop
|
||||
_stateReset: false,
|
||||
|
||||
/**
|
||||
* A Vector object containing the initial position when the Pointer was engaged with the screen.
|
||||
* @property positionDown
|
||||
* @type {Vec2}
|
||||
**/
|
||||
positionDown: null,
|
||||
|
||||
/**
|
||||
* A Vector object containing the current position of the Pointer on the screen.
|
||||
* @property position
|
||||
* @type {Vec2}
|
||||
**/
|
||||
position: null,
|
||||
|
||||
/**
|
||||
* A Circle object centered on the x/y screen coordinates of the Pointer.
|
||||
* Default size of 44px (Apple's recommended "finger tip" size)
|
||||
* @property circle
|
||||
* @type {Circle}
|
||||
**/
|
||||
circle: null,
|
||||
|
||||
/**
|
||||
*
|
||||
* @property withinGame
|
||||
* @type {bool}
|
||||
*/
|
||||
withinGame: false,
|
||||
|
||||
/**
|
||||
* The horizontal coordinate of point relative to the viewport in pixels, excluding any scroll offset
|
||||
* @property clientX
|
||||
* @type {Number}
|
||||
*/
|
||||
clientX: -1,
|
||||
|
||||
/**
|
||||
* The vertical coordinate of point relative to the viewport in pixels, excluding any scroll offset
|
||||
* @property clientY
|
||||
* @type {Number}
|
||||
*/
|
||||
clientY: -1,
|
||||
|
||||
/**
|
||||
* The horizontal coordinate of point relative to the viewport in pixels, including any scroll offset
|
||||
* @property pageX
|
||||
* @type {Number}
|
||||
*/
|
||||
pageX: -1,
|
||||
|
||||
/**
|
||||
* The vertical coordinate of point relative to the viewport in pixels, including any scroll offset
|
||||
* @property pageY
|
||||
* @type {Number}
|
||||
*/
|
||||
pageY: -1,
|
||||
|
||||
/**
|
||||
* The horizontal coordinate of point relative to the screen in pixels
|
||||
* @property screenX
|
||||
* @type {Number}
|
||||
*/
|
||||
screenX: -1,
|
||||
|
||||
/**
|
||||
* The vertical coordinate of point relative to the screen in pixels
|
||||
* @property screenY
|
||||
* @type {Number}
|
||||
*/
|
||||
screenY: -1,
|
||||
|
||||
/**
|
||||
* The horizontal coordinate of point relative to the game element. This value is automatically scaled based on game size.
|
||||
* @property x
|
||||
* @type {Number}
|
||||
*/
|
||||
x: -1,
|
||||
|
||||
/**
|
||||
* The vertical coordinate of point relative to the game element. This value is automatically scaled based on game size.
|
||||
* @property y
|
||||
* @type {Number}
|
||||
*/
|
||||
y: -1,
|
||||
|
||||
/**
|
||||
* If the Pointer is a mouse this is true, otherwise false
|
||||
* @property isMouse
|
||||
* @type {bool}
|
||||
**/
|
||||
isMouse: false,
|
||||
|
||||
/**
|
||||
* If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true
|
||||
* @property isDown
|
||||
* @type {bool}
|
||||
**/
|
||||
isDown: false,
|
||||
|
||||
/**
|
||||
* If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true
|
||||
* @property isUp
|
||||
* @type {bool}
|
||||
**/
|
||||
isUp: true,
|
||||
|
||||
/**
|
||||
* A timestamp representing when the Pointer first touched the touchscreen.
|
||||
* @property timeDown
|
||||
* @type {Number}
|
||||
**/
|
||||
timeDown: 0,
|
||||
|
||||
/**
|
||||
* A timestamp representing when the Pointer left the touchscreen.
|
||||
* @property timeUp
|
||||
* @type {Number}
|
||||
**/
|
||||
timeUp: 0,
|
||||
|
||||
/**
|
||||
* A timestamp representing when the Pointer was last tapped or clicked
|
||||
* @property previousTapTime
|
||||
* @type {Number}
|
||||
**/
|
||||
previousTapTime: 0,
|
||||
|
||||
/**
|
||||
* The total number of times this Pointer has been touched to the touchscreen
|
||||
* @property totalTouches
|
||||
* @type {Number}
|
||||
**/
|
||||
totalTouches: 0,
|
||||
|
||||
/**
|
||||
* The number of miliseconds since the last click
|
||||
* @property msSinceLastClick
|
||||
* @type {Number}
|
||||
**/
|
||||
msSinceLastClick: Number.MAX_VALUE,
|
||||
|
||||
/**
|
||||
* The Game Object this Pointer is currently over / touching / dragging.
|
||||
* @property targetObject
|
||||
* @type {Any}
|
||||
**/
|
||||
targetObject: null,
|
||||
|
||||
/**
|
||||
* Called when the Pointer is pressed onto the touchscreen
|
||||
* @method start
|
||||
* @param {Any} event
|
||||
*/
|
||||
start: function (event) {
|
||||
|
||||
this.identifier = event.identifier;
|
||||
this.target = event.target;
|
||||
|
||||
if (event.button)
|
||||
{
|
||||
this.button = event.button;
|
||||
}
|
||||
|
||||
// Fix to stop rogue browser plugins from blocking the visibility state event
|
||||
// if (this.game.paused == true && this.game.stage.scale.incorrectOrientation == false)
|
||||
// {
|
||||
// this.game.stage.resumeGame();
|
||||
// return this;
|
||||
// }
|
||||
|
||||
this._history.length = 0;
|
||||
this.active = true;
|
||||
this.withinGame = true;
|
||||
this.isDown = true;
|
||||
this.isUp = false;
|
||||
|
||||
// Work out how long it has been since the last click
|
||||
this.msSinceLastClick = this.game.time.now - this.timeDown;
|
||||
this.timeDown = this.game.time.now;
|
||||
this._holdSent = false;
|
||||
|
||||
// This sets the x/y and other local values
|
||||
this.move(event);
|
||||
|
||||
// x and y are the old values here?
|
||||
this.positionDown.setTo(this.x, this.y);
|
||||
|
||||
if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
|
||||
{
|
||||
//this.game.input.x = this.x * this.game.input.scale.x;
|
||||
//this.game.input.y = this.y * this.game.input.scale.y;
|
||||
this.game.input.x = this.x;
|
||||
this.game.input.y = this.y;
|
||||
this.game.input.position.setTo(this.x, this.y);
|
||||
this.game.input.onDown.dispatch(this);
|
||||
this.game.input.resetSpeed(this.x, this.y);
|
||||
}
|
||||
|
||||
this._stateReset = false;
|
||||
this.totalTouches++;
|
||||
|
||||
if (this.isMouse == false)
|
||||
{
|
||||
this.game.input.currentPointers++;
|
||||
}
|
||||
|
||||
if (this.targetObject !== null)
|
||||
{
|
||||
this.targetObject.input._touchedHandler(this);
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
},
|
||||
|
||||
update: function () {
|
||||
|
||||
if (this.active)
|
||||
{
|
||||
if (this._holdSent == false && this.duration >= this.game.input.holdRate)
|
||||
{
|
||||
if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
|
||||
{
|
||||
this.game.input.onHold.dispatch(this);
|
||||
}
|
||||
|
||||
this._holdSent = true;
|
||||
}
|
||||
|
||||
// Update the droppings history
|
||||
if (this.game.input.recordPointerHistory && this.game.time.now >= this._nextDrop)
|
||||
{
|
||||
this._nextDrop = this.game.time.now + this.game.input.recordRate;
|
||||
|
||||
this._history.push({
|
||||
x: this.position.x,
|
||||
y: this.position.y
|
||||
});
|
||||
|
||||
if (this._history.length > this.game.input.recordLimit)
|
||||
{
|
||||
this._history.shift();
|
||||
}
|
||||
}
|
||||
|
||||
// Check which camera they are over
|
||||
// this.camera = this.game.world.cameras.getCameraUnderPoint(this.x, this.y);
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Called when the Pointer is moved
|
||||
* @method move
|
||||
* @param {Any} event
|
||||
*/
|
||||
move: function (event) {
|
||||
|
||||
if (this.game.input.pollLocked)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (event.button)
|
||||
{
|
||||
this.button = event.button;
|
||||
}
|
||||
|
||||
this.clientX = event.clientX;
|
||||
this.clientY = event.clientY;
|
||||
|
||||
this.pageX = event.pageX;
|
||||
this.pageY = event.pageY;
|
||||
|
||||
this.screenX = event.screenX;
|
||||
this.screenY = event.screenY;
|
||||
|
||||
this.x = (this.pageX - this.game.stage.offset.x) * this.game.input.scale.x;
|
||||
this.y = (this.pageY - this.game.stage.offset.y) * this.game.input.scale.y;
|
||||
|
||||
this.position.setTo(this.x, this.y);
|
||||
this.circle.x = this.x;
|
||||
this.circle.y = this.y;
|
||||
|
||||
if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
|
||||
{
|
||||
this.game.input.activePointer = this;
|
||||
this.game.input.x = this.x;
|
||||
this.game.input.y = this.y;
|
||||
this.game.input.position.setTo(this.game.input.x, this.game.input.y);
|
||||
this.game.input.circle.x = this.game.input.x;
|
||||
this.game.input.circle.y = this.game.input.y;
|
||||
}
|
||||
|
||||
// If the game is paused we don't process any target objects
|
||||
if (this.game.paused)
|
||||
{
|
||||
return this;
|
||||
}
|
||||
|
||||
// Easy out if we're dragging something and it still exists
|
||||
if (this.targetObject !== null && this.targetObject.input && this.targetObject.input.isDragged == true)
|
||||
{
|
||||
if (this.targetObject.input.update(this) == false)
|
||||
{
|
||||
this.targetObject = null;
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
// Work out which object is on the top
|
||||
this._highestRenderOrderID = -1;
|
||||
this._highestRenderObject = -1;
|
||||
this._highestInputPriorityID = -1;
|
||||
|
||||
for (var i = 0; i < this.game.input.totalTrackedObjects; i++)
|
||||
{
|
||||
if (this.game.input.inputObjects[i] && this.game.input.inputObjects[i].input && this.game.input.inputObjects[i].input.checkPointerOver(this))
|
||||
{
|
||||
// If the object has a higher InputManager.PriorityID OR if the priority ID is the same as the current highest AND it has a higher renderOrderID, then set it to the top
|
||||
if (this.game.input.inputObjects[i].input.priorityID > this._highestInputPriorityID || (this.game.input.inputObjects[i].input.priorityID == this._highestInputPriorityID && this.game.input.inputObjects[i].renderOrderID > this._highestRenderOrderID))
|
||||
{
|
||||
this._highestRenderOrderID = this.game.input.inputObjects[i].renderOrderID;
|
||||
this._highestRenderObject = i;
|
||||
this._highestInputPriorityID = this.game.input.inputObjects[i].input.priorityID;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (this._highestRenderObject == -1)
|
||||
{
|
||||
// The pointer isn't over anything, check if we've got a lingering previous target
|
||||
if (this.targetObject !== null)
|
||||
{
|
||||
this.targetObject.input._pointerOutHandler(this);
|
||||
this.targetObject = null;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (this.targetObject == null)
|
||||
{
|
||||
// And now set the new one
|
||||
this.targetObject = this.game.input.inputObjects[this._highestRenderObject];
|
||||
this.targetObject.input._pointerOverHandler(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
// We've got a target from the last update
|
||||
if (this.targetObject == this.game.input.inputObjects[this._highestRenderObject])
|
||||
{
|
||||
// Same target as before, so update it
|
||||
if (this.targetObject.input.update(this) == false)
|
||||
{
|
||||
this.targetObject = null;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// The target has changed, so tell the old one we've left it
|
||||
this.targetObject.input._pointerOutHandler(this);
|
||||
|
||||
// And now set the new one
|
||||
this.targetObject = this.game.input.inputObjects[this._highestRenderObject];
|
||||
this.targetObject.input._pointerOverHandler(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Called when the Pointer leaves the target area
|
||||
* @method leave
|
||||
* @param {Any} event
|
||||
*/
|
||||
leave: function (event) {
|
||||
|
||||
this.withinGame = false;
|
||||
this.move(event);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Called when the Pointer leaves the touchscreen
|
||||
* @method stop
|
||||
* @param {Any} event
|
||||
*/
|
||||
stop: function (event) {
|
||||
|
||||
if (this._stateReset)
|
||||
{
|
||||
event.preventDefault();
|
||||
return;
|
||||
}
|
||||
|
||||
this.timeUp = this.game.time.now;
|
||||
|
||||
if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
|
||||
{
|
||||
this.game.input.onUp.dispatch(this);
|
||||
|
||||
// Was it a tap?
|
||||
if (this.duration >= 0 && this.duration <= this.game.input.tapRate)
|
||||
{
|
||||
// Was it a double-tap?
|
||||
if (this.timeUp - this.previousTapTime < this.game.input.doubleTapRate)
|
||||
{
|
||||
// Yes, let's dispatch the signal then with the 2nd parameter set to true
|
||||
this.game.input.onTap.dispatch(this, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Wasn't a double-tap, so dispatch a single tap signal
|
||||
this.game.input.onTap.dispatch(this, false);
|
||||
}
|
||||
|
||||
this.previousTapTime = this.timeUp;
|
||||
}
|
||||
}
|
||||
|
||||
// Mouse is always active
|
||||
if (this.id > 0)
|
||||
{
|
||||
this.active = false;
|
||||
}
|
||||
|
||||
this.withinGame = false;
|
||||
this.isDown = false;
|
||||
this.isUp = true;
|
||||
|
||||
if (this.isMouse == false)
|
||||
{
|
||||
this.game.input.currentPointers--;
|
||||
}
|
||||
|
||||
for (var i = 0; i < this.game.input.totalTrackedObjects; i++)
|
||||
{
|
||||
if (this.game.input.inputObjects[i] && this.game.input.inputObjects[i].input && this.game.input.inputObjects[i].input.enabled)
|
||||
{
|
||||
this.game.input.inputObjects[i].input._releasedHandler(this);
|
||||
}
|
||||
}
|
||||
|
||||
if (this.targetObject)
|
||||
{
|
||||
this.targetObject.input._releasedHandler(this);
|
||||
}
|
||||
|
||||
this.targetObject = null;
|
||||
return this;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* The Pointer is considered justPressed if the time it was pressed onto the touchscreen or clicked is less than justPressedRate
|
||||
* @method justPressed
|
||||
* @param {Number} [duration].
|
||||
* @return {bool}
|
||||
*/
|
||||
justPressed: function (duration) {
|
||||
|
||||
if (typeof duration === "undefined") { duration = this.game.input.justPressedRate; }
|
||||
|
||||
return (this.isDown === true && (this.timeDown + duration) > this.game.time.now);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* The Pointer is considered justReleased if the time it left the touchscreen is less than justReleasedRate
|
||||
* @method justReleased
|
||||
* @param {Number} [duration].
|
||||
* @return {bool}
|
||||
*/
|
||||
justReleased: function (duration) {
|
||||
|
||||
if (typeof duration === "undefined") { duration = this.game.input.justReleasedRate; }
|
||||
|
||||
return (this.isUp === true && (this.timeUp + duration) > this.game.time.now);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Resets the Pointer properties. Called by InputManager.reset when you perform a State change.
|
||||
* @method reset
|
||||
*/
|
||||
reset: function () {
|
||||
|
||||
if (this.isMouse == false)
|
||||
{
|
||||
this.active = false;
|
||||
}
|
||||
|
||||
this.identifier = null;
|
||||
this.isDown = false;
|
||||
this.isUp = true;
|
||||
this.totalTouches = 0;
|
||||
this._holdSent = false;
|
||||
this._history.length = 0;
|
||||
this._stateReset = true;
|
||||
|
||||
if (this.targetObject && this.targetObject.input)
|
||||
{
|
||||
this.targetObject.input._releasedHandler(this);
|
||||
}
|
||||
|
||||
this.targetObject = null;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Returns a string representation of this object.
|
||||
* @method toString
|
||||
* @return {String} a string representation of the instance.
|
||||
**/
|
||||
toString: function () {
|
||||
return "[{Pointer (id=" + this.id + " identifer=" + this.identifier + " active=" + this.active + " duration=" + this.duration + " withinGame=" + this.withinGame + " x=" + this.x + " y=" + this.y + " clientX=" + this.clientX + " clientY=" + this.clientY + " screenX=" + this.screenX + " screenY=" + this.screenY + " pageX=" + this.pageX + " pageY=" + this.pageY + ")}]";
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
Object.defineProperty(Phaser.Input.Pointer.prototype, "duration", {
|
||||
|
||||
/**
|
||||
* How long the Pointer has been depressed on the touchscreen. If not currently down it returns -1.
|
||||
* @property duration
|
||||
* @type {Number}
|
||||
**/
|
||||
get: function () {
|
||||
|
||||
if (this.isUp)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
return this.game.time.now - this.timeDown;
|
||||
|
||||
},
|
||||
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
|
||||
Object.defineProperty(Phaser.Input.Pointer.prototype, "worldX", {
|
||||
|
||||
/**
|
||||
* Gets the X value of this Pointer in world coordinates based on the given camera.
|
||||
* @param {Camera} [camera]
|
||||
*/
|
||||
get: function () {
|
||||
|
||||
return this.game.world.camera.worldView.x + this.x;
|
||||
|
||||
},
|
||||
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
|
||||
Object.defineProperty(Phaser.Input.Pointer.prototype, "worldY", {
|
||||
|
||||
/**
|
||||
* Gets the Y value of this Pointer in world coordinates based on the given camera.
|
||||
* @param {Camera} [camera]
|
||||
*/
|
||||
get: function () {
|
||||
|
||||
return this.game.world.camera.worldView.y + this.y;
|
||||
|
||||
},
|
||||
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
275
src/input/Touch.js
Normal file
275
src/input/Touch.js
Normal file
|
@ -0,0 +1,275 @@
|
|||
/**
|
||||
* Phaser - Touch
|
||||
*
|
||||
* The Touch class handles touch interactions with the game and the resulting Pointer objects.
|
||||
* http://www.w3.org/TR/touch-events/
|
||||
* https://developer.mozilla.org/en-US/docs/DOM/TouchList
|
||||
* http://www.html5rocks.com/en/mobile/touchandmouse/
|
||||
* Note: Android 2.x only supports 1 touch event at once, no multi-touch
|
||||
*/
|
||||
Phaser.Input.Touch = function (game) {
|
||||
|
||||
this.game = game;
|
||||
this.callbackContext = this.game;
|
||||
|
||||
this.touchStartCallback = null;
|
||||
this.touchMoveCallback = null;
|
||||
this.touchEndCallback = null;
|
||||
this.touchEnterCallback = null;
|
||||
this.touchLeaveCallback = null;
|
||||
this.touchCancelCallback = null;
|
||||
|
||||
};
|
||||
|
||||
Phaser.Input.Touch.prototype = {
|
||||
|
||||
game: null,
|
||||
|
||||
/**
|
||||
* You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
|
||||
* @type {bool}
|
||||
*/
|
||||
disabled: false,
|
||||
|
||||
_onTouchStart: null,
|
||||
_onTouchMove: null,
|
||||
_onTouchEnd: null,
|
||||
_onTouchEnter: null,
|
||||
_onTouchLeave: null,
|
||||
_onTouchCancel: null,
|
||||
_onTouchMove: null,
|
||||
|
||||
/**
|
||||
* Starts the event listeners running
|
||||
* @method start
|
||||
*/
|
||||
start: function () {
|
||||
|
||||
var _this = this;
|
||||
|
||||
if (this.game.device.touch)
|
||||
{
|
||||
this._onTouchStart = function (event) {
|
||||
return _this.onTouchStart(event);
|
||||
};
|
||||
|
||||
this._onTouchMove = function (event) {
|
||||
return _this.onTouchMove(event);
|
||||
};
|
||||
|
||||
this._onTouchEnd = function (event) {
|
||||
return _this.onTouchEnd(event);
|
||||
};
|
||||
|
||||
this._onTouchEnter = function (event) {
|
||||
return _this.onTouchEnter(event);
|
||||
};
|
||||
|
||||
this._onTouchLeave = function (event) {
|
||||
return _this.onTouchLeave(event);
|
||||
};
|
||||
|
||||
this._onTouchCancel = function (event) {
|
||||
return _this.onTouchCancel(event);
|
||||
};
|
||||
|
||||
this._documentTouchMove = function (event) {
|
||||
return _this.consumeTouchMove(event);
|
||||
};
|
||||
|
||||
this.game.stage.canvas.addEventListener('touchstart', this._onTouchStart, false);
|
||||
this.game.stage.canvas.addEventListener('touchmove', this._onTouchMove, false);
|
||||
this.game.stage.canvas.addEventListener('touchend', this._onTouchEnd, false);
|
||||
this.game.stage.canvas.addEventListener('touchenter', this._onTouchEnter, false);
|
||||
this.game.stage.canvas.addEventListener('touchleave', this._onTouchLeave, false);
|
||||
this.game.stage.canvas.addEventListener('touchcancel', this._onTouchCancel, false);
|
||||
|
||||
document.addEventListener('touchmove', this._documentTouchMove, false);
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Prevent iOS bounce-back (doesn't work?)
|
||||
* @method consumeTouchMove
|
||||
* @param {Any} event
|
||||
**/
|
||||
consumeTouchMove: function (event) {
|
||||
|
||||
event.preventDefault();
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
*
|
||||
* @method onTouchStart
|
||||
* @param {Any} event
|
||||
**/
|
||||
onTouchStart: function (event) {
|
||||
|
||||
if (this.touchStartCallback)
|
||||
{
|
||||
this.touchStartCallback.call(this.callbackContext, event);
|
||||
}
|
||||
|
||||
if (this.game.input.disabled || this.disabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
event.preventDefault();
|
||||
|
||||
// event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element)
|
||||
// event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element
|
||||
// event.changedTouches = the touches that CHANGED in this event, not the total number of them
|
||||
for (var i = 0; i < event.changedTouches.length; i++)
|
||||
{
|
||||
this.game.input.startPointer(event.changedTouches[i]);
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome)
|
||||
* Occurs for example on iOS when you put down 4 fingers and the app selector UI appears
|
||||
* @method onTouchCancel
|
||||
* @param {Any} event
|
||||
**/
|
||||
onTouchCancel: function (event) {
|
||||
|
||||
if (this.touchCancelCallback)
|
||||
{
|
||||
this.touchCancelCallback.call(this.callbackContext, event);
|
||||
}
|
||||
|
||||
if (this.game.input.disabled || this.disabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
event.preventDefault();
|
||||
|
||||
// Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome)
|
||||
// http://www.w3.org/TR/touch-events/#dfn-touchcancel
|
||||
for (var i = 0; i < event.changedTouches.length; i++)
|
||||
{
|
||||
this.game.input.stopPointer(event.changedTouches[i]);
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* For touch enter and leave its a list of the touch points that have entered or left the target
|
||||
* Doesn't appear to be supported by most browsers on a canvas element yet
|
||||
* @method onTouchEnter
|
||||
* @param {Any} event
|
||||
**/
|
||||
onTouchEnter: function (event) {
|
||||
|
||||
if (this.touchEnterCallback)
|
||||
{
|
||||
this.touchEnterCallback.call(this.callbackContext, event);
|
||||
}
|
||||
|
||||
if (this.game.input.disabled || this.disabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
event.preventDefault();
|
||||
|
||||
for (var i = 0; i < event.changedTouches.length; i++)
|
||||
{
|
||||
//console.log('touch enter');
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* For touch enter and leave its a list of the touch points that have entered or left the target
|
||||
* Doesn't appear to be supported by most browsers on a canvas element yet
|
||||
* @method onTouchLeave
|
||||
* @param {Any} event
|
||||
**/
|
||||
onTouchLeave: function (event) {
|
||||
|
||||
if (this.touchLeaveCallback)
|
||||
{
|
||||
this.touchLeaveCallback.call(this.callbackContext, event);
|
||||
}
|
||||
|
||||
event.preventDefault();
|
||||
|
||||
for (var i = 0; i < event.changedTouches.length; i++)
|
||||
{
|
||||
//console.log('touch leave');
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
*
|
||||
* @method onTouchMove
|
||||
* @param {Any} event
|
||||
**/
|
||||
onTouchMove: function (event) {
|
||||
|
||||
if (this.touchMoveCallback)
|
||||
{
|
||||
this.touchMoveCallback.call(this.callbackContext, event);
|
||||
}
|
||||
|
||||
event.preventDefault();
|
||||
|
||||
for (var i = 0; i < event.changedTouches.length; i++)
|
||||
{
|
||||
this.game.input.updatePointer(event.changedTouches[i]);
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
*
|
||||
* @method onTouchEnd
|
||||
* @param {Any} event
|
||||
**/
|
||||
onTouchEnd: function (event) {
|
||||
|
||||
if (this.touchEndCallback)
|
||||
{
|
||||
this.touchEndCallback.call(this.callbackContext, event);
|
||||
}
|
||||
|
||||
event.preventDefault();
|
||||
|
||||
// For touch end its a list of the touch points that have been removed from the surface
|
||||
// https://developer.mozilla.org/en-US/docs/DOM/TouchList
|
||||
// event.changedTouches = the touches that CHANGED in this event, not the total number of them
|
||||
for (var i = 0; i < event.changedTouches.length; i++)
|
||||
{
|
||||
this.game.input.stopPointer(event.changedTouches[i]);
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Stop the event listeners
|
||||
* @method stop
|
||||
*/
|
||||
stop: function () {
|
||||
|
||||
if (this.game.device.touch)
|
||||
{
|
||||
this.game.stage.canvas.removeEventListener('touchstart', this._onTouchStart);
|
||||
this.game.stage.canvas.removeEventListener('touchmove', this._onTouchMove);
|
||||
this.game.stage.canvas.removeEventListener('touchend', this._onTouchEnd);
|
||||
this.game.stage.canvas.removeEventListener('touchenter', this._onTouchEnter);
|
||||
this.game.stage.canvas.removeEventListener('touchleave', this._onTouchLeave);
|
||||
this.game.stage.canvas.removeEventListener('touchcancel', this._onTouchCancel);
|
||||
|
||||
document.removeEventListener('touchmove', this._documentTouchMove);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
};
|
Loading…
Reference in a new issue