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:
Richard Davey 2013-08-31 13:54:59 +01:00
parent f9aa7f7339
commit 70ee753859
17 changed files with 5530 additions and 227 deletions

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37
examples/camera1.php Normal file
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<!DOCTYPE HTML>
<html>
<head>
<title>phaser.js - a new beginning</title>
<?php
require('js.php');
?>
</head>
<body>
<script type="text/javascript">
(function () {
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
function preload() {
game.load.image('mushroom', 'assets/sprites/mushroom2.png');
}
function create() {
game.add.sprite(0, 0, 'mushroom');
game.add.sprite(400, 0, 'mushroom');
game.add.sprite(800, 0, 'mushroom');
}
function update() {
}
})();
</script>
</body>
</html>

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examples/input1.php Normal file
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<!DOCTYPE HTML>
<html>
<head>
<title>phaser.js - a new beginning</title>
<?php
require('js.php');
?>
</head>
<body>
<script type="text/javascript">
(function () {
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
function preload() {
game.load.image('mushroom', 'assets/sprites/mushroom2.png');
}
function create() {
game.add.sprite(0, 0, 'mushroom');
game.input.onDown.add(newMushroom, this);
}
function newMushroom(pointer) {
game.add.sprite(pointer.x, pointer.y, 'mushroom');
}
function update() {
}
})();
</script>
</body>
</html>

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@ -42,6 +42,7 @@
<script src="../src/pixi/utils/Polyk.js"></script>
<script src="../src/pixi/utils/Utils.js"></script>
<script src="../src/core/Camera.js"></script>
<script src="../src/core/State.js"></script>
<script src="../src/core/StateManager.js"></script>
<script src="../src/core/Signal.js"></script>
@ -51,25 +52,42 @@
<script src="../src/core/Stage.js"></script>
<script src="../src/core/World.js"></script>
<script src="../src/core/Game.js"></script>
<script src="../src/input/Input.js"></script>
<script src="../src/input/Keyboard.js"></script>
<script src="../src/input/Mouse.js"></script>
<script src="../src/input/MSPointer.js"></script>
<script src="../src/input/Pointer.js"></script>
<script src="../src/input/Touch.js"></script>
<script src="../src/system/Canvas.js"></script>
<script src="../src/gameobjects/GameObjectFactory.js"></script>
<script src="../src/gameobjects/Sprite.js"></script>
<script src="../src/system/Canvas.js"></script>
<script src="../src/system/Device.js"></script>
<script src="../src/system/RequestAnimationFrame.js"></script>
<script src="../src/math/RandomDataGenerator.js"></script>
<script src="../src/math/Math.js"></script>
<script src="../src/geom/Circle.js"></script>
<script src="../src/geom/Point.js"></script>
<script src="../src/geom/Rectangle.js"></script>
<script src="../src/net/Net.js"></script>
<script src="../src/tween/TweenManager.js"></script>
<script src="../src/tween/Tween.js"></script>
<script src="../src/tween/Easing.js"></script>
<script src="../src/time/Time.js"></script>
<script src="../src/animation/AnimationManager.js"></script>
<script src="../src/animation/Animation.js"></script>
<script src="../src/animation/Frame.js"></script>
<script src="../src/animation/FrameData.js"></script>
<script src="../src/animation/Parser.js"></script>
<script src="../src/loader/Cache.js"></script>
<script src="../src/loader/Loader.js"></script>

258
src/core/Camera.js Normal file
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/**
* Phaser - Camera
*
* 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.
* The game automatically creates a single Stage sized camera on boot. Move the camera around the world with Phaser.Camera.x/y
*/
Phaser.Camera = function (game, id, x, y, width, height) {
this.game = game;
this.world = game.world;
this.id = 0; // reserved for future multiple camera set-ups
// The view into the world we wish to render (by default the game dimensions)
// The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render
// Objects outside of this view are not rendered (unless set to ignore the Camera, i.e. UI?)
this.view = new Phaser.Rectangle(x, y, width, height);
};
// Consts
Phaser.Camera.FOLLOW_LOCKON = 0;
Phaser.Camera.FOLLOW_PLATFORMER = 1;
Phaser.Camera.FOLLOW_TOPDOWN = 2;
Phaser.Camera.FOLLOW_TOPDOWN_TIGHT = 3;
Phaser.Camera.prototype = {
game: null,
world: null,
id: 0,
/**
* Camera view.
* @type {Rectangle}
*/
view: null,
/**
* Sprite moving inside this Rectangle will not cause camera moving.
* @type {Rectangle}
*/
deadzone: null,
/**
* Whether this camera is visible or not. (default is true)
* @type {bool}
*/
visible: true,
/**
* If the camera is tracking a Sprite, this is a reference to it, otherwise null
* @type {Sprite}
*/
target: null,
/**
* Tells this camera which sprite to follow.
* @param target {Sprite} The object you want the camera to track. Set to null to not follow anything.
* @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().
*/
follow: function (target, style) {
if (typeof style === "undefined") { style = Phaser.Camera.FOLLOW_LOCKON; }
this.target = target;
var helper;
switch (style) {
case Phaser.Types.CAMERA_FOLLOW_PLATFORMER:
var w = this.width / 8;
var h = this.height / 3;
this.deadzone = new Phaser.Rectangle((this.width - w) / 2, (this.height - h) / 2 - h * 0.25, w, h);
break;
case Phaser.Types.CAMERA_FOLLOW_TOPDOWN:
helper = Math.max(this.width, this.height) / 4;
this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
break;
case Phaser.Types.CAMERA_FOLLOW_TOPDOWN_TIGHT:
helper = Math.max(this.width, this.height) / 8;
this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
break;
case Phaser.Types.CAMERA_FOLLOW_LOCKON:
default:
this.deadzone = null;
break;
}
},
/**
* Move the camera focus to this location instantly.
* @param x {number} X position.
* @param y {number} Y position.
*/
focusOnXY: function (x, y) {
x += (x > 0) ? 0.0000001 : -0.0000001;
y += (y > 0) ? 0.0000001 : -0.0000001;
this.view.x = Math.round(x - this.view.halfWidth);
this.view.y = Math.round(y - this.view.halfHeight);
},
/**
* Update focusing and scrolling.
*/
update: function () {
// this.plugins.preUpdate();
if (this.target !== null)
{
if (this.deadzone == null)
{
this.focusOnXY(this.target.x, this.target.y);
}
else
{
var edge;
var targetX = this.target.x + ((this.target.x > 0) ? 0.0000001 : -0.0000001);
var targetY = this.target.y + ((this.target.y > 0) ? 0.0000001 : -0.0000001);
edge = targetX - this.deadzone.x;
if (this.view.x > edge)
{
this.view.x = edge;
}
edge = targetX + this.target.width - this.deadzone.x - this.deadzone.width;
if (this.view.x < edge)
{
this.view.x = edge;
}
edge = targetY - this.deadzone.y;
if (this.view.y > edge)
{
this.view.y = edge;
}
edge = targetY + this.target.height - this.deadzone.y - this.deadzone.height;
if (this.view.y < edge)
{
this.view.y = edge;
}
}
}
// Make sure we didn't go outside the cameras worldBounds
if (this.view.x < this.world.bounds.left)
{
this.view.x = this.world.bounds.left;
}
if (this.view.x > this.world.bounds.right - this.width)
{
this.view.x = (this.world.bounds.right - this.width) + 1;
}
if (this.view.y < this.world.bounds.top)
{
this.view.y = this.world.bounds.top;
}
if (this.view.y > this.world.bounds.bottom - this.height)
{
this.view.y = (this.world.bounds.bottom - this.height) + 1;
}
this.view.floor();
// this.plugins.update();
},
setPosition: function (x, y) {
this.view.x = x;
this.view.y = y;
},
setSize: function (width, height) {
this.view.width = width;
this.view.height = height;
}
};
Object.defineProperty(Phaser.Camera.prototype, "x", {
get: function () {
return this.view.x;
},
set: function (value) {
this.view.x = value;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Phaser.Camera.prototype, "y", {
get: function () {
return this.view.y;
},
set: function (value) {
this.view.y = value;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Phaser.Camera.prototype, "width", {
get: function () {
return this.view.width;
},
set: function (value) {
this.view.width = value;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Phaser.Camera.prototype, "height", {
get: function () {
return this.view.height;
},
set: function (value) {
this.view.height = value;
},
enumerable: true,
configurable: true
});

View file

@ -161,7 +161,7 @@ Phaser.Game.prototype = {
/**
* Reference to the input manager
* @type {Phaser.InputManager}
* @type {Phaser.Input}
*/
input: null,
@ -270,7 +270,7 @@ Phaser.Game.prototype = {
this.load = new Phaser.Loader(this);
this.time = new Phaser.Time(this);
this.tweens = new Phaser.TweenManager(this);
// this.input = new Phaser.InputManager(this);
this.input = new Phaser.Input(this);
// this.sound = new Phaser.SoundManager(this);
// this.physics = new Phaser.Physics.PhysicsManager(this);
this.plugins = new Phaser.PluginManager(this, this);
@ -278,9 +278,10 @@ Phaser.Game.prototype = {
this.load.onLoadComplete.add(this.loadComplete, this);
this.world.boot();
this.state.boot();
// this.stage.boot();
// this.input.boot();
this.input.boot();
if (this.renderType == Phaser.CANVAS)
{
@ -347,8 +348,8 @@ Phaser.Game.prototype = {
this.plugins.preUpdate();
this.input.update();
this.tweens.update();
// this.input.update();
// this.stage.update();
// this.sound.update();
// this.physics.update();

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@ -12,10 +12,13 @@
Phaser.Stage = function (game) {
this.game = game;
this.canvas = game.renderer.view;
// Get the offset values (for input and other things)
this.offset = new Phaser.Point;
Phaser.Canvas.getOffset(this.game.renderer.view, this.offset);
Phaser.Canvas.getOffset(this.canvas, this.offset);
this.bounds = new Phaser.Rectangle(this.offset.x, this.offset.y, this.game.width, this.game.height);
var _this = this;
@ -38,6 +41,7 @@ Phaser.Stage.prototype = {
_onChange: null,
canvas: null,
bounds: null,
offset: null,

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@ -19,6 +19,13 @@ Phaser.World.prototype = {
_length: 0,
bounds: null,
camera: null,
boot: function () {
this.camera = new Phaser.Camera(this.game, 0, 0, 0, this.game.width, this.game.height);
},
add: function (gameobject) {
this._container.addChild(gameobject);
@ -41,6 +48,8 @@ Phaser.World.prototype = {
update: function () {
this.camera.update();
for (var child in this._container.children)
{
this._container.children[child].update();
@ -53,20 +62,12 @@ Phaser.World.prototype = {
*
* @param width {number} New width of the world.
* @param height {number} New height of the world.
* @param [updateCameraBounds] {bool} Update camera bounds automatically or not. Default to true.
*/
setSize: function (width, height, updateCameraBounds) {
if (typeof updateCameraBounds === "undefined") { updateCameraBounds = true; }
setSize: function (width, height) {
this.bounds.width = width;
this.bounds.height = height;
if (updateCameraBounds == true)
{
// this.game.camera.setBounds(0, 0, width, height);
}
},
};

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src/input/Input.js Normal file
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@ -0,0 +1,718 @@
/**
* Phaser.Input
*
* 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
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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
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/**
* 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
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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
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/**
* 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
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@ -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);
}
}
};