mirror of
https://github.com/photonstorm/phaser
synced 2024-11-26 22:52:14 +00:00
Input Handler mostly restored
This commit is contained in:
parent
78598ae54a
commit
90b1946c25
7 changed files with 831 additions and 40 deletions
|
@ -30,33 +30,33 @@
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function create() {
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a = game.add.sprite(game.world.randomX, game.world.randomY, 'ship');
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a = game.add.sprite(100, 100, 'ship');
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a.name = 's1';
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b = game.add.sprite(game.world.randomX, game.world.randomY, 'ship');
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b = game.add.sprite(130, 100, 'ship');
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b.name = 's2';
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c = game.add.sprite(game.world.randomX, game.world.randomY, 'ship');
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c = game.add.sprite(160, 100, 'ship');
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c.name = 's3';
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d = game.add.sprite(game.world.randomX, game.world.randomY, 'alien');
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d = game.add.sprite(190, 100, 'alien');
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d.name = 'a1';
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e = game.add.sprite(game.world.randomX, game.world.randomY, 'alien');
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e = game.add.sprite(220, 100, 'alien');
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e.name = 'a2';
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f = game.add.sprite(game.world.randomX, game.world.randomY, 'alien');
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f = game.add.sprite(250, 100, 'alien');
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f.name = 'a3';
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list = new Phaser.LinkedList();
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list.add(a.input);
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list.add(b.input);
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list.add(c.input);
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list.add(d.input);
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list.add(e.input);
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list.add(f.input);
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// list.add(b.input);
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// list.add(c.input);
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// list.add(d.input);
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// list.add(e.input);
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// list.add(f.input);
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list.dump();
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list.remove(d.input);
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// list.remove(d.input);
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list.dump();
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// list.dump();
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}
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@ -3,8 +3,8 @@ Phaser.LinkedList = function () {
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Phaser.LinkedList.prototype = {
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_iNext: null,
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_iPrev: null,
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next: null,
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prev: null,
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first: null,
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last: null,
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sprite: { name: 'HD' },
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@ -16,15 +16,15 @@ Phaser.LinkedList.prototype = {
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{
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this.first = child;
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this.last = child;
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this._iNext = child;
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child._iPrev = this;
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this.next = child;
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child.prev = this;
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return;
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}
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// Get gets appended to the end of the list, regardless of anything, and it won't have any children of its own (non-nested list)
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this.last._iNext = child;
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this.last.next = child;
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child._iPrev = this.last;
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child.prev = this.last;
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this.last = child;
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@ -43,22 +43,22 @@ Phaser.LinkedList.prototype = {
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{
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this.first = null;
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this.last = null;
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this._iNext = null;
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child._iNext = null;
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child._iPrev = null;
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this.next = null;
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child.next = null;
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child.prev = null;
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return;
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}
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var childPrev = child._iPrev;
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var childPrev = child.prev;
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// Tail node?
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if (child._iNext)
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if (child.next)
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{
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// Has another node after it?
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child._iNext._iPrev = child._iPrev;
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child.next.prev = child.prev;
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}
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childPrev._iNext = child._iNext;
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childPrev.next = child.next;
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},
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@ -72,14 +72,14 @@ Phaser.LinkedList.prototype = {
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var nameFirst = '-';
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var nameLast = '-';
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if (this._iNext)
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if (this.next)
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{
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nameNext = this._iNext.sprite.name;
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nameNext = this.next.sprite.name;
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}
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if (this._iPrev)
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if (this.prev)
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{
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namePrev = this._iPrev.sprite.name;
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namePrev = this.prev.sprite.name;
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}
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if (this.first)
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@ -116,7 +116,7 @@ Phaser.LinkedList.prototype = {
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var entity = this;
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var testObject = entity.last._iNext;
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var testObject = entity.last.next;
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entity = entity.first;
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do
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@ -127,14 +127,14 @@ Phaser.LinkedList.prototype = {
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var nameFirst = '-';
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var nameLast = '-';
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if (entity._iNext)
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if (entity.next)
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{
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nameNext = entity._iNext.sprite.name;
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nameNext = entity.next.sprite.name;
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}
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if (entity._iPrev)
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if (entity.prev)
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{
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namePrev = entity._iPrev.sprite.name;
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namePrev = entity.prev.sprite.name;
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}
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if (entity.first)
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@ -169,7 +169,7 @@ Phaser.LinkedList.prototype = {
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console.log(name + '\t\t\t|\t\t' + nameNext + '\t\t\t|\t\t' + namePrev + '\t\t\t|\t\t' + nameFirst + '\t\t\t|\t\t' + nameLast);
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entity = entity._iNext;
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entity = entity.next;
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}
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while(entity != testObject)
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@ -18,6 +18,8 @@ Phaser.World.prototype = {
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bounds: null,
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camera: null,
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currentRenderOrderID: 0,
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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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@ -56,6 +58,8 @@ Phaser.World.prototype = {
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this.camera.update();
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this.currentRenderOrderID = 0;
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if (this._stage.first._iNext)
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{
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var currentNode = this._stage.first._iNext;
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@ -14,8 +14,11 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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this.alive = true;
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this.group = null;
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this.name = '';
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this.renderOrderID = -1;
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if (key)
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{
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PIXI.Sprite.call(this, PIXI.TextureCache[key]);
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@ -149,6 +152,7 @@ Phaser.Sprite.prototype.update = function() {
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if (!this.exists)
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{
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this.renderOrderID = -1;
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return;
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}
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@ -173,6 +177,8 @@ Phaser.Sprite.prototype.update = function() {
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if (this.visible)
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{
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this.renderOrderID = this.game.world.currentRenderOrderID++;
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// |a c tx|
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// |b d ty|
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// |0 0 1|
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@ -256,6 +262,11 @@ Phaser.Sprite.prototype.update = function() {
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this.body.update();
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if (this.input.enabled)
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{
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this.input.update();
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}
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}
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Phaser.Sprite.prototype.postUpdate = function() {
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@ -374,3 +385,38 @@ Object.defineProperty(Phaser.Sprite.prototype, "inCamera", {
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}
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});
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Object.defineProperty(Phaser.Sprite.prototype, "inputEnabled", {
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/**
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* Get the input enabled state of this Sprite.
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*/
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get: function () {
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return (this.input.enabled);
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},
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/**
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* Set the ability for this sprite to receive input events.
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*/
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set: function (value) {
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if (value)
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{
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if (this.input.enabled == false)
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{
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this.input.start();
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}
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}
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else
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{
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if (this.input.enabled)
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{
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this.input.stop();
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}
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}
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}
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});
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@ -253,7 +253,7 @@ Phaser.Input.prototype = {
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onTap: null,
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onHold: null,
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// A linked list of interactive objects
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// A linked list of interactive objects, the InputHandler components (belong to Sprites) register themselves with this
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interactiveItems: new Phaser.LinkedList(),
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/**
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@ -58,12 +58,735 @@ Phaser.InputHandler.prototype = {
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// Linked list references
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parent: null,
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_iNext: null,
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_iPrev: null,
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next: null,
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prev: null,
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first: null,
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last: null,
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enable: function () {
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start: function (priority, checkBody, useHandCursor) {
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priority = priority || 0;
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checkBody = checkBody || false;
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useHandCursor = useHandCursor || false;
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// Turning on
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if (this.enabled == false)
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{
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// Register, etc
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this.game.input.interactiveItems.add(this);
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this.checkBody = checkBody;
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this.useHandCursor = useHandCursor;
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this.priorityID = priority;
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this._pointerData = [];
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for (var i = 0; i < 10; i++)
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{
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this._pointerData.push({
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id: i,
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x: 0,
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y: 0,
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isDown: false,
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isUp: false,
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isOver: false,
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isOut: false,
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timeOver: 0,
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timeOut: 0,
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timeDown: 0,
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timeUp: 0,
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downDuration: 0,
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isDragged: false
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});
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}
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this.snapOffset = new Phaser.Point;
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this.enabled = true;
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// Create the signals the Input component will emit
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if (this.sprite.events.onInputOver == null)
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{
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this.sprite.events.onInputOver = new Phaser.Signal;
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this.sprite.events.onInputOut = new Phaser.Signal;
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this.sprite.events.onInputDown = new Phaser.Signal;
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this.sprite.events.onInputUp = new Phaser.Signal;
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this.sprite.events.onDragStart = new Phaser.Signal;
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this.sprite.events.onDragStop = new Phaser.Signal;
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}
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}
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return this.sprite;
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},
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reset: function () {
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this.enabled = false;
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for (var i = 0; i < 10; i++)
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{
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this._pointerData[i] = {
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id: i,
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x: 0,
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y: 0,
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isDown: false,
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isUp: false,
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isOver: false,
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isOut: false,
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timeOver: 0,
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timeOut: 0,
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timeDown: 0,
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timeUp: 0,
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downDuration: 0,
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isDragged: false
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};
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}
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},
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stop: function () {
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// Turning off
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if (this.enabled == false)
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{
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return;
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}
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else
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{
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// De-register, etc
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this.enabled = false;
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this.game.input.interactiveItems.remove(this);
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}
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},
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/**
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* Clean up memory.
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*/
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destroy: function () {
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if (this.enabled)
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{
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this.stop();
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// Null everything
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this.sprite = null;
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// etc
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}
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},
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/**
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* The x coordinate of the Input pointer, relative to the top-left of the parent Sprite.
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* This value is only set when the pointer is over this Sprite.
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* @type {number}
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*/
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pointerX: function (pointer) {
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pointer = pointer || 0;
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return this._pointerData[pointer].x;
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},
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/**
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* The y coordinate of the Input pointer, relative to the top-left of the parent Sprite
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* This value is only set when the pointer is over this Sprite.
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* @type {number}
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*/
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pointerY: function (pointer) {
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pointer = pointer || 0;
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return this._pointerData[pointer].y;
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},
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/**
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* If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true
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* @property isDown
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* @type {bool}
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**/
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pointerDown: function (pointer) {
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pointer = pointer || 0;
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return this._pointerData[pointer].isDown;
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},
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/**
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* If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true
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* @property isUp
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* @type {bool}
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**/
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pointerUp: function (pointer) {
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pointer = pointer || 0;
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return this._pointerData[pointer].isUp;
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},
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/**
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* A timestamp representing when the Pointer first touched the touchscreen.
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* @property timeDown
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* @type {Number}
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**/
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pointerTimeDown: function (pointer) {
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pointer = pointer || 0;
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return this._pointerData[pointer].timeDown;
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},
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/**
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* A timestamp representing when the Pointer left the touchscreen.
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* @property timeUp
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* @type {Number}
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**/
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pointerTimeUp: function (pointer) {
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pointer = pointer || 0;
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return this._pointerData[pointer].timeUp;
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},
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/**
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* Is the Pointer over this Sprite
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* @property isOver
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* @type {bool}
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**/
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pointerOver: function (pointer) {
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pointer = pointer || 0;
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return this._pointerData[pointer].isOver;
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},
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/**
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* Is the Pointer outside of this Sprite
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* @property isOut
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* @type {bool}
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**/
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pointerOut: function (pointer) {
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pointer = pointer || 0;
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return this._pointerData[pointer].isOut;
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},
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/**
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* A timestamp representing when the Pointer first touched the touchscreen.
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* @property timeDown
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* @type {Number}
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**/
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pointerTimeOver: function (pointer) {
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pointer = pointer || 0;
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||||
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return this._pointerData[pointer].timeOver;
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},
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||||
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/**
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* A timestamp representing when the Pointer left the touchscreen.
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* @property timeUp
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* @type {Number}
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**/
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pointerTimeOut: function (pointer) {
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pointer = pointer || 0;
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||||
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return this._pointerData[pointer].timeOut;
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||||
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},
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/**
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* Is this sprite being dragged by the mouse or not?
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* @default false
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*/
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pointerDragged: function (pointer) {
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pointer = pointer || 0;
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return this._pointerData[pointer].isDragged;
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},
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/**
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* Checks if the given pointer is over this Sprite. All checks are done in world coordinates.
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*/
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checkPointerOver: function (pointer) {
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if (this.enabled == false || this.sprite.visible == false)
|
||||
{
|
||||
return false;
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||||
}
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||||
else
|
||||
{
|
||||
}
|
||||
|
||||
},
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/**
|
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* Update
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*/
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update: function (pointer) {
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if (this.enabled == false || this.sprite.visible == false)
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{
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this._pointerOutHandler(pointer);
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return false;
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}
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if (this.draggable && this._draggedPointerID == pointer.id)
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{
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return this.updateDrag(pointer);
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||||
}
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else if (this._pointerData[pointer.id].isOver == true)
|
||||
{
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if (Phaser.SpriteUtils.overlapsPointer(this.sprite, pointer))
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||||
{
|
||||
this._pointerData[pointer.id].x = pointer.x - this.sprite.x;
|
||||
this._pointerData[pointer.id].y = pointer.y - this.sprite.y;
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
this._pointerOutHandler(pointer);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
_pointerOverHandler: function (pointer) {
|
||||
|
||||
if (this._pointerData[pointer.id].isOver == false)
|
||||
{
|
||||
this._pointerData[pointer.id].isOver = true;
|
||||
this._pointerData[pointer.id].isOut = false;
|
||||
this._pointerData[pointer.id].timeOver = this.game.time.now;
|
||||
this._pointerData[pointer.id].x = pointer.x - this.sprite.x;
|
||||
this._pointerData[pointer.id].y = pointer.y - this.sprite.y;
|
||||
|
||||
if (this.useHandCursor && this._pointerData[pointer.id].isDragged == false)
|
||||
{
|
||||
this.game.stage.canvas.style.cursor = "pointer";
|
||||
}
|
||||
|
||||
this.sprite.events.onInputOver.dispatch(this.sprite, pointer);
|
||||
}
|
||||
},
|
||||
|
||||
_pointerOutHandler: function (pointer) {
|
||||
|
||||
this._pointerData[pointer.id].isOver = false;
|
||||
this._pointerData[pointer.id].isOut = true;
|
||||
this._pointerData[pointer.id].timeOut = this.game.time.now;
|
||||
|
||||
if (this.useHandCursor && this._pointerData[pointer.id].isDragged == false)
|
||||
{
|
||||
this.game.stage.canvas.style.cursor = "default";
|
||||
}
|
||||
|
||||
this.sprite.events.onInputOut.dispatch(this.sprite, pointer);
|
||||
|
||||
},
|
||||
|
||||
_touchedHandler: function (pointer) {
|
||||
|
||||
if (this._pointerData[pointer.id].isDown == false && this._pointerData[pointer.id].isOver == true)
|
||||
{
|
||||
this._pointerData[pointer.id].isDown = true;
|
||||
this._pointerData[pointer.id].isUp = false;
|
||||
this._pointerData[pointer.id].timeDown = this.game.time.now;
|
||||
this.sprite.events.onInputDown.dispatch(this.sprite, pointer);
|
||||
|
||||
// Start drag
|
||||
if (this.draggable && this.isDragged == false)
|
||||
{
|
||||
this.startDrag(pointer);
|
||||
}
|
||||
|
||||
if (this.bringToTop)
|
||||
{
|
||||
this.sprite.bringToTop();
|
||||
}
|
||||
}
|
||||
|
||||
// Consume the event?
|
||||
return this.consumePointerEvent;
|
||||
|
||||
},
|
||||
|
||||
_releasedHandler: function (pointer) {
|
||||
|
||||
// If was previously touched by this Pointer, check if still is AND still over this item
|
||||
if (this._pointerData[pointer.id].isDown && pointer.isUp)
|
||||
{
|
||||
this._pointerData[pointer.id].isDown = false;
|
||||
this._pointerData[pointer.id].isUp = true;
|
||||
this._pointerData[pointer.id].timeUp = this.game.time.now;
|
||||
this._pointerData[pointer.id].downDuration = this._pointerData[pointer.id].timeUp - this._pointerData[pointer.id].timeDown;
|
||||
|
||||
// Only release the InputUp signal if the pointer is still over this sprite
|
||||
if (Phaser.SpriteUtils.overlapsPointer(this.sprite, pointer))
|
||||
{
|
||||
//console.log('releasedHandler: ' + Date.now());
|
||||
this.sprite.events.onInputUp.dispatch(this.sprite, pointer);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Pointer outside the sprite? Reset the cursor
|
||||
if (this.useHandCursor)
|
||||
{
|
||||
this.game.stage.canvas.style.cursor = "default";
|
||||
}
|
||||
}
|
||||
|
||||
// Stop drag
|
||||
if (this.draggable && this.isDragged && this._draggedPointerID == pointer.id)
|
||||
{
|
||||
this.stopDrag(pointer);
|
||||
}
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Updates the Pointer drag on this Sprite.
|
||||
*/
|
||||
updateDrag: function (pointer) {
|
||||
|
||||
if (pointer.isUp)
|
||||
{
|
||||
this.stopDrag(pointer);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (this.allowHorizontalDrag)
|
||||
{
|
||||
this.sprite.x = pointer.x + this._dragPoint.x + this.dragOffset.x;
|
||||
}
|
||||
|
||||
if (this.allowVerticalDrag)
|
||||
{
|
||||
this.sprite.y = pointer.y + this._dragPoint.y + this.dragOffset.y;
|
||||
}
|
||||
|
||||
if (this.boundsRect)
|
||||
{
|
||||
this.checkBoundsRect();
|
||||
}
|
||||
|
||||
if (this.boundsSprite)
|
||||
{
|
||||
this.checkBoundsSprite();
|
||||
}
|
||||
|
||||
if (this.snapOnDrag)
|
||||
{
|
||||
this.sprite.x = Math.floor(this.sprite.x / this.snapX) * this.snapX;
|
||||
this.sprite.y = Math.floor(this.sprite.y / this.snapY) * this.snapY;
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second)
|
||||
* @param delay The time below which the pointer is considered as just over.
|
||||
* @returns {bool}
|
||||
*/
|
||||
justOver: function (pointer, delay) {
|
||||
|
||||
pointer = pointer || 0;
|
||||
delay = delay || 500;
|
||||
|
||||
return (this._pointerData[pointer].isOver && this.overDuration(pointer) < delay);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second)
|
||||
* @param delay The time below which the pointer is considered as just out.
|
||||
* @returns {bool}
|
||||
*/
|
||||
justOut: function (pointer, delay) {
|
||||
|
||||
pointer = pointer || 0;
|
||||
delay = delay || 500;
|
||||
|
||||
return (this._pointerData[pointer].isOut && (this.game.time.now - this._pointerData[pointer].timeOut < delay));
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second)
|
||||
* @param delay The time below which the pointer is considered as just over.
|
||||
* @returns {bool}
|
||||
*/
|
||||
justPressed: function (pointer, delay) {
|
||||
|
||||
pointer = pointer || 0;
|
||||
delay = delay || 500;
|
||||
|
||||
return (this._pointerData[pointer].isDown && this.downDuration(pointer) < delay);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second)
|
||||
* @param delay The time below which the pointer is considered as just out.
|
||||
* @returns {bool}
|
||||
*/
|
||||
justReleased: function (pointer, delay) {
|
||||
|
||||
pointer = pointer || 0;
|
||||
delay = delay || 500;
|
||||
|
||||
return (this._pointerData[pointer].isUp && (this.game.time.now - this._pointerData[pointer].timeUp < delay));
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.
|
||||
* @returns {number} The number of milliseconds the pointer has been over the Sprite, or -1 if not over.
|
||||
*/
|
||||
overDuration: function (pointer) {
|
||||
|
||||
pointer = pointer || 0;
|
||||
|
||||
if (this._pointerData[pointer].isOver)
|
||||
{
|
||||
return this.game.time.now - this._pointerData[pointer].timeOver;
|
||||
}
|
||||
|
||||
return -1;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.
|
||||
* @returns {number} The number of milliseconds the pointer has been pressed down on the Sprite, or -1 if not over.
|
||||
*/
|
||||
downDuration: function (pointer) {
|
||||
|
||||
pointer = pointer || 0;
|
||||
|
||||
if (this._pointerData[pointer].isDown)
|
||||
{
|
||||
return this.game.time.now - this._pointerData[pointer].timeDown;
|
||||
}
|
||||
|
||||
return -1;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Make this Sprite draggable by the mouse. You can also optionally set mouseStartDragCallback and mouseStopDragCallback
|
||||
*
|
||||
* @param lockCenter If false the Sprite will drag from where you click it minus the dragOffset. If true it will center itself to the tip of the mouse pointer.
|
||||
* @param bringToTop If true the Sprite will be bought to the top of the rendering list in its current Group.
|
||||
* @param pixelPerfect If true it will use a pixel perfect test to see if you clicked the Sprite. False uses the bounding box.
|
||||
* @param alphaThreshold If using pixel perfect collision this specifies the alpha level from 0 to 255 above which a collision is processed (default 255)
|
||||
* @param boundsRect If you want to restrict the drag of this sprite to a specific FlxRect, pass the FlxRect here, otherwise it's free to drag anywhere
|
||||
* @param boundsSprite If you want to restrict the drag of this sprite to within the bounding box of another sprite, pass it here
|
||||
*/
|
||||
enableDrag: function (lockCenter, bringToTop, pixelPerfect, alphaThreshold, boundsRect, boundsSprite) {
|
||||
|
||||
lockCenter = lockCenter || false;
|
||||
bringToTop = bringToTop || false;
|
||||
pixelPerfect = pixelPerfect || false;
|
||||
alphaThreshold = alphaThreshold || 255;
|
||||
boundsRect = boundsRect || null;
|
||||
boundsSprite = boundsSprite || null;
|
||||
|
||||
this._dragPoint = new Phaser.Point();
|
||||
this.draggable = true;
|
||||
this.bringToTop = bringToTop;
|
||||
this.dragOffset = new Phaser.Point();
|
||||
this.dragFromCenter = lockCenter;
|
||||
this.dragPixelPerfect = pixelPerfect;
|
||||
this.dragPixelPerfectAlpha = alphaThreshold;
|
||||
|
||||
if (boundsRect)
|
||||
{
|
||||
this.boundsRect = boundsRect;
|
||||
}
|
||||
|
||||
if (boundsSprite)
|
||||
{
|
||||
this.boundsSprite = boundsSprite;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Stops this sprite from being able to be dragged. If it is currently the target of an active drag it will be stopped immediately. Also disables any set callbacks.
|
||||
*/
|
||||
disableDrag: function () {
|
||||
|
||||
if (this._pointerData)
|
||||
{
|
||||
for (var i = 0; i < 10; i++)
|
||||
{
|
||||
this._pointerData[i].isDragged = false;
|
||||
}
|
||||
}
|
||||
|
||||
this.draggable = false;
|
||||
this.isDragged = false;
|
||||
this._draggedPointerID = -1;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Called by Pointer when drag starts on this Sprite. Should not usually be called directly.
|
||||
*/
|
||||
startDrag: function (pointer) {
|
||||
|
||||
this.isDragged = true;
|
||||
this._draggedPointerID = pointer.id;
|
||||
this._pointerData[pointer.id].isDragged = true;
|
||||
|
||||
if (this.dragFromCenter)
|
||||
{
|
||||
this.sprite.transform.centerOn(pointer.worldX, pointer.worldY);
|
||||
this._dragPoint.setTo(this.sprite.x - pointer.x, this.sprite.y - pointer.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
this._dragPoint.setTo(this.sprite.x - pointer.x, this.sprite.y - pointer.y);
|
||||
}
|
||||
|
||||
this.updateDrag(pointer);
|
||||
|
||||
if (this.bringToTop)
|
||||
{
|
||||
this.sprite.bringToTop();
|
||||
}
|
||||
|
||||
this.sprite.events.onDragStart.dispatch(this.sprite, pointer);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Called by Pointer when drag is stopped on this Sprite. Should not usually be called directly.
|
||||
*/
|
||||
stopDrag: function (pointer) {
|
||||
|
||||
this.isDragged = false;
|
||||
this._draggedPointerID = -1;
|
||||
this._pointerData[pointer.id].isDragged = false;
|
||||
|
||||
if (this.snapOnRelease)
|
||||
{
|
||||
this.sprite.x = Math.floor(this.sprite.x / this.snapX) * this.snapX;
|
||||
this.sprite.y = Math.floor(this.sprite.y / this.snapY) * this.snapY;
|
||||
}
|
||||
|
||||
this.sprite.events.onDragStop.dispatch(this.sprite, pointer);
|
||||
this.sprite.events.onInputUp.dispatch(this.sprite, pointer);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Restricts this sprite to drag movement only on the given axis. Note: If both are set to false the sprite will never move!
|
||||
*
|
||||
* @param allowHorizontal To enable the sprite to be dragged horizontally set to true, otherwise false
|
||||
* @param allowVertical To enable the sprite to be dragged vertically set to true, otherwise false
|
||||
*/
|
||||
setDragLock: function (allowHorizontal, allowVertical) {
|
||||
|
||||
allowHorizontal = allowHorizontal || true;
|
||||
allowVertical = allowVertical || true;
|
||||
|
||||
this.allowHorizontalDrag = allowHorizontal;
|
||||
this.allowVerticalDrag = allowVertical;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Make this Sprite snap to the given grid either during drag or when it's released.
|
||||
* For example 16x16 as the snapX and snapY would make the sprite snap to every 16 pixels.
|
||||
*
|
||||
* @param snapX The width of the grid cell in pixels
|
||||
* @param snapY The height of the grid cell in pixels
|
||||
* @param onDrag If true the sprite will snap to the grid while being dragged
|
||||
* @param onRelease If true the sprite will snap to the grid when released
|
||||
*/
|
||||
enableSnap: function (snapX, snapY, onDrag, onRelease) {
|
||||
|
||||
onDrag = onDrag || true;
|
||||
onRelease = onRelease || false;
|
||||
|
||||
this.snapOnDrag = onDrag;
|
||||
this.snapOnRelease = onRelease;
|
||||
this.snapX = snapX;
|
||||
this.snapY = snapY;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Stops the sprite from snapping to a grid during drag or release.
|
||||
*/
|
||||
disableSnap: function () {
|
||||
|
||||
this.snapOnDrag = false;
|
||||
this.snapOnRelease = false;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Bounds Rect check for the sprite drag
|
||||
*/
|
||||
checkBoundsRect: function () {
|
||||
|
||||
if (this.sprite.x < this.boundsRect.left)
|
||||
{
|
||||
this.sprite.x = this.boundsRect.x;
|
||||
}
|
||||
else if ((this.sprite.x + this.sprite.width) > this.boundsRect.right)
|
||||
{
|
||||
this.sprite.x = this.boundsRect.right - this.sprite.width;
|
||||
}
|
||||
|
||||
if (this.sprite.y < this.boundsRect.top)
|
||||
{
|
||||
this.sprite.y = this.boundsRect.top;
|
||||
}
|
||||
else if ((this.sprite.y + this.sprite.height) > this.boundsRect.bottom)
|
||||
{
|
||||
this.sprite.y = this.boundsRect.bottom - this.sprite.height;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Parent Sprite Bounds check for the sprite drag
|
||||
*/
|
||||
checkBoundsSprite: function () {
|
||||
|
||||
if (this.sprite.x < this.boundsSprite.x)
|
||||
{
|
||||
this.sprite.x = this.boundsSprite.x;
|
||||
}
|
||||
else if ((this.sprite.x + this.sprite.width) > (this.boundsSprite.x + this.boundsSprite.width))
|
||||
{
|
||||
this.sprite.x = (this.boundsSprite.x + this.boundsSprite.width) - this.sprite.width;
|
||||
}
|
||||
|
||||
if (this.sprite.y < this.boundsSprite.y)
|
||||
{
|
||||
this.sprite.y = this.boundsSprite.y;
|
||||
}
|
||||
else if ((this.sprite.y + this.sprite.height) > (this.boundsSprite.y + this.boundsSprite.height))
|
||||
{
|
||||
this.sprite.y = (this.boundsSprite.y + this.boundsSprite.height) - this.sprite.height;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
};
|
|
@ -365,6 +365,24 @@ Phaser.Pointer.prototype = {
|
|||
this._highestRenderObject = -1;
|
||||
this._highestInputPriorityID = -1;
|
||||
|
||||
// Just run through the linked list
|
||||
if (this.game.input.interactiveItems.next)
|
||||
{
|
||||
var currentNode = this.game.input.interactiveItems.next;
|
||||
|
||||
do
|
||||
{
|
||||
if (currentNode['update'])
|
||||
{
|
||||
currentNode.update();
|
||||
}
|
||||
|
||||
currentNode = currentNode.next;
|
||||
}
|
||||
while (currentNode != this.game.input.interactiveItems.next)
|
||||
}
|
||||
|
||||
|
||||
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))
|
||||
|
|
Loading…
Reference in a new issue