mirror of
https://github.com/photonstorm/phaser
synced 2024-11-30 08:31:01 +00:00
GamePad and SinglePad onAxisCallback parameters have changed. You are now sent: this (a reference to the SinglePad that caused the callback), the axis index and the axis value in that order.
GamePad axis detection now works again properly in Firefox (#1035)
This commit is contained in:
parent
32119e9892
commit
7b9c1a561e
3 changed files with 45 additions and 29 deletions
|
@ -119,6 +119,7 @@ Version 2.1.0 - "Cairhien" - -in development-
|
|||
* P2.InversePointProxy.x and y values are now returned in pixels (previously they were returned in meters). See PointProxy.mx/my for meter values.
|
||||
* Arcade.overlap and collide are now more consistent about allowing a Group vs. Group or Group vs. Array of Groups set (thanks @pyromanfo #877 #1147)
|
||||
* The Pointer move callbacks are now sent an extra parameter: `fromClick` allowing your callbacks to distinguish between the Pointer just moving, or moving as a result of being pressed down (thanks @iforce2d #1055)
|
||||
* GamePad and SinglePad onAxisCallback parameters have changed. You are now sent: this (a reference to the SinglePad that caused the callback), the axis index and the axis value in that order.
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
|
@ -145,6 +146,7 @@ Version 2.1.0 - "Cairhien" - -in development-
|
|||
* The P2.World.postBroadphaseHandler now checks if the returned pairs array is empty or not before processing it (thanks @wayfu #934)
|
||||
* Tilemap.hasTile now checks the Tile.index value and will return false if the index is -1 (i.e. a non-active tile) (thanks @elgansayer #859)
|
||||
* Sound.restart used to cause the Sound to double-up if it was already playing when called. Now correctly stops the sound before restarting it (thanks @wombatbuddy #1136)
|
||||
* GamePad axis detection now works again properly in Firefox (#1035)
|
||||
|
||||
### p2.js 0.6.0 Changes and New Features
|
||||
|
||||
|
|
|
@ -24,17 +24,6 @@ Phaser.Gamepad = function (game) {
|
|||
*/
|
||||
this.game = game;
|
||||
|
||||
/**
|
||||
* @property {Array<Phaser.SinglePad>} _gamepads - The four Phaser Gamepads.
|
||||
* @private
|
||||
*/
|
||||
this._gamepads = [
|
||||
new Phaser.SinglePad(game, this),
|
||||
new Phaser.SinglePad(game, this),
|
||||
new Phaser.SinglePad(game, this),
|
||||
new Phaser.SinglePad(game, this)
|
||||
];
|
||||
|
||||
/**
|
||||
* @property {Object} _gamepadIndexMap - Maps the browsers gamepad indices to our Phaser Gamepads
|
||||
* @private
|
||||
|
@ -131,6 +120,17 @@ Phaser.Gamepad = function (game) {
|
|||
*/
|
||||
this._gamepaddisconnected = null;
|
||||
|
||||
/**
|
||||
* @property {Array<Phaser.SinglePad>} _gamepads - The four Phaser Gamepads.
|
||||
* @private
|
||||
*/
|
||||
this._gamepads = [
|
||||
new Phaser.SinglePad(game, this),
|
||||
new Phaser.SinglePad(game, this),
|
||||
new Phaser.SinglePad(game, this),
|
||||
new Phaser.SinglePad(game, this)
|
||||
];
|
||||
|
||||
};
|
||||
|
||||
Phaser.Gamepad.prototype = {
|
||||
|
@ -172,6 +172,16 @@ Phaser.Gamepad.prototype = {
|
|||
|
||||
this._active = true;
|
||||
|
||||
var _this = this;
|
||||
|
||||
this._onGamepadConnected = function (event) {
|
||||
return _this.onGamepadConnected(event);
|
||||
};
|
||||
|
||||
this._onGamepadDisconnected = function (event) {
|
||||
return _this.onGamepadDisconnected(event);
|
||||
};
|
||||
|
||||
window.addEventListener('gamepadconnected', this._onGamepadConnected, false);
|
||||
window.addEventListener('gamepaddisconnected', this._onGamepadDisconnected, false);
|
||||
|
||||
|
@ -180,14 +190,13 @@ Phaser.Gamepad.prototype = {
|
|||
/**
|
||||
* Handles the connection of a Gamepad.
|
||||
*
|
||||
* @method _onGamepadConnected
|
||||
* @method onGamepadConnected
|
||||
* @private
|
||||
* @param {object} event - The DOM event.
|
||||
*/
|
||||
_onGamepadConnected: function (event) {
|
||||
onGamepadConnected: function (event) {
|
||||
|
||||
var newPad = event.gamepad;
|
||||
|
||||
this._rawPads.push(newPad);
|
||||
this._gamepads[newPad.index].connect(newPad);
|
||||
|
||||
|
@ -196,11 +205,11 @@ Phaser.Gamepad.prototype = {
|
|||
/**
|
||||
* Handles the disconnection of a Gamepad.
|
||||
*
|
||||
* @method _onGamepadDisconnected
|
||||
* @method onGamepadDisconnected
|
||||
* @private
|
||||
* @param {object} event - The DOM event.
|
||||
*/
|
||||
_onGamepadDisconnected: function (event) {
|
||||
onGamepadDisconnected: function (event) {
|
||||
|
||||
var removedPad = event.gamepad;
|
||||
|
||||
|
@ -619,6 +628,7 @@ Phaser.Gamepad.XBOX360_DPAD_RIGHT = 15;
|
|||
Phaser.Gamepad.XBOX360_DPAD_UP = 12;
|
||||
Phaser.Gamepad.XBOX360_DPAD_DOWN = 13;
|
||||
|
||||
// On FF 0 = Y, 1 = X, 2 = Y, 3 = X, 4 = left bumper, 5 = dpad left, 6 = dpad right
|
||||
Phaser.Gamepad.XBOX360_STICK_LEFT_X = 0;
|
||||
Phaser.Gamepad.XBOX360_STICK_LEFT_Y = 1;
|
||||
Phaser.Gamepad.XBOX360_STICK_RIGHT_X = 2;
|
||||
|
|
|
@ -161,7 +161,7 @@ Phaser.SinglePad.prototype = {
|
|||
},
|
||||
|
||||
/**
|
||||
* Main update function, should be called by Phaser.Gamepad.
|
||||
* Main update function called by Phaser.Gamepad.
|
||||
*
|
||||
* @method Phaser.SinglePad#pollStatus
|
||||
*/
|
||||
|
@ -193,18 +193,17 @@ Phaser.SinglePad.prototype = {
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
for (var j = 0; j < this._axesLen; j++)
|
||||
for (var index = 0; index < this._axesLen; index++)
|
||||
{
|
||||
var axis = this._rawPad.axes[j];
|
||||
var value = this._rawPad.axes[index];
|
||||
|
||||
if (axis > 0 && axis > this.deadZone || axis < 0 && axis < -this.deadZone)
|
||||
if ((value > 0 && value > this.deadZone) || (value < 0 && value < -this.deadZone))
|
||||
{
|
||||
this.processAxisChange( { axis: j, value: axis } );
|
||||
this.processAxisChange(index, value);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.processAxisChange( { axis: j, value: 0 } );
|
||||
this.processAxisChange(index, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -230,9 +229,14 @@ Phaser.SinglePad.prototype = {
|
|||
this._buttons = [];
|
||||
this._buttonsLen = rawPad.buttons.length;
|
||||
|
||||
this._axes = rawPad.axes;
|
||||
this._axes = [];
|
||||
this._axesLen = rawPad.axes.length;
|
||||
|
||||
for (var a = 0; a < this._axesLen; a++)
|
||||
{
|
||||
this._axes[a] = rawPad.axes[a];
|
||||
}
|
||||
|
||||
for (var buttonCode in rawPad.buttons)
|
||||
{
|
||||
buttonCode = parseInt(buttonCode, 10);
|
||||
|
@ -324,23 +328,23 @@ Phaser.SinglePad.prototype = {
|
|||
* @method Phaser.SinglePad#processAxisChange
|
||||
* @param {Object} axisState - State of the relevant axis
|
||||
*/
|
||||
processAxisChange: function (axisState) {
|
||||
processAxisChange: function (index, value) {
|
||||
|
||||
if (this._axes[axisState.axis] === axisState.value)
|
||||
if (this._axes[index] === value)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
this._axes[axisState.axis] = axisState.value;
|
||||
this._axes[index] = value;
|
||||
|
||||
if (this._padParent.onAxisCallback)
|
||||
{
|
||||
this._padParent.onAxisCallback.call(this._padParent.callbackContext, axisState, this.index);
|
||||
this._padParent.onAxisCallback.call(this._padParent.callbackContext, this, index, value);
|
||||
}
|
||||
|
||||
if (this.onAxisCallback)
|
||||
{
|
||||
this.onAxisCallback.call(this.callbackContext, axisState);
|
||||
this.onAxisCallback.call(this.callbackContext, this, index, value);
|
||||
}
|
||||
|
||||
},
|
||||
|
|
Loading…
Reference in a new issue