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https://github.com/photonstorm/phaser
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Adding justPressed and justReleased functions for keys.
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2 changed files with 67 additions and 0 deletions
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@ -81,6 +81,14 @@ Phaser.Key = function (game, keycode) {
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*/
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*/
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this.timeUp = -2500;
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this.timeUp = -2500;
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/**
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* If the key is up this value holds the duration of that key release and is constantly updated.
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* If the key is down it holds the duration of the previous up session.
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* @property {number} duration - The number of milliseconds this key has been up for.
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* @default
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*/
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this.durationUp = -2500;
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/**
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/**
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* @property {number} repeats - If a key is held down this holds down the number of times the key has 'repeated'.
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* @property {number} repeats - If a key is held down this holds down the number of times the key has 'repeated'.
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* @default
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* @default
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@ -148,6 +156,10 @@ Phaser.Key.prototype = {
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this.onHoldCallback.call(this.onHoldContext, this);
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this.onHoldCallback.call(this.onHoldContext, this);
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}
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}
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}
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}
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else
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{
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this.durationUp = this.game.time.time - this.timeUp;
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}
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},
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},
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@ -178,6 +190,7 @@ Phaser.Key.prototype = {
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this.isUp = false;
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this.isUp = false;
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this.timeDown = this.game.time.time;
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this.timeDown = this.game.time.time;
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this.duration = 0;
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this.duration = 0;
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this.durationUp = this.game.time.time - this.timeUp;
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this.repeats = 0;
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this.repeats = 0;
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// _justDown will remain true until it is read via the justDown Getter
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// _justDown will remain true until it is read via the justDown Getter
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@ -210,6 +223,7 @@ Phaser.Key.prototype = {
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this.isUp = true;
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this.isUp = true;
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this.timeUp = this.game.time.time;
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this.timeUp = this.game.time.time;
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this.duration = this.game.time.time - this.timeDown;
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this.duration = this.game.time.time - this.timeDown;
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this.durationUp = 0;
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// _justUp will remain true until it is read via the justUp Getter
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// _justUp will remain true until it is read via the justUp Getter
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// this enables the game to poll for past presses, or reset it at the start of a new game state
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// this enables the game to poll for past presses, or reset it at the start of a new game state
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@ -236,6 +250,7 @@ Phaser.Key.prototype = {
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this.isUp = true;
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this.isUp = true;
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this.timeUp = this.game.time.time;
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this.timeUp = this.game.time.time;
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this.duration = 0;
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this.duration = 0;
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this.durationUp = -2500;
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this._enabled = true; // .enabled causes reset(false)
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this._enabled = true; // .enabled causes reset(false)
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this._justDown = false;
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this._justDown = false;
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this._justUp = false;
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this._justUp = false;
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@ -280,6 +295,32 @@ Phaser.Key.prototype = {
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return (!this.isDown && ((this.game.time.time - this.timeUp) < duration));
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return (!this.isDown && ((this.game.time.time - this.timeUp) < duration));
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},
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/**
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* Returns `true` if the Key was just pressed down this update tick, or `false` if it either isn't down,
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* or was pressed down on a previous update tick.
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*
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* @method Phaser.Key#justPressed
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* @return {boolean} True if the key was just pressed down this update tick.
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*/
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justPressed: function () {
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return (this.isDown && this.duration === 0);
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},
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/**
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* Returns `true` if the Key was just released this update tick, or `false` if it either isn't up,
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* or was released on a previous update tick.
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*
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* @method Phaser.Key#justReleased
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* @return {boolean} True if the key was just released this update tick.
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*/
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justReleased: function () {
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return (!this.isDown && this.durationUp === 0);
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}
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}
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};
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};
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@ -528,6 +528,32 @@ Phaser.Keyboard.prototype = {
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},
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},
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justPressed: function (keycode) {
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if (this._keys[keycode])
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{
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return this._keys[keycode].justPressed();
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}
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else
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{
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return null;
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}
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},
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justReleased: function (keycode) {
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if (this._keys[keycode])
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{
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return this._keys[keycode].justReleased();
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}
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else
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{
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return null;
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}
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},
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/**
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/**
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* Returns true of the key is currently pressed down. Note that it can only detect key presses on the web browser.
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* Returns true of the key is currently pressed down. Note that it can only detect key presses on the web browser.
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*
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*
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