Input priority IDs working properly for drag events.
|
@ -48,52 +48,10 @@ module Phaser.Components {
|
|||
*/
|
||||
public priorityID:number = 0;
|
||||
|
||||
public start(priority:number = 0, checkBody?:bool = false, useHandCursor?:bool = false) {
|
||||
|
||||
// Turning on
|
||||
if (this.enabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Register, etc
|
||||
this.checkBody = checkBody;
|
||||
this.useHandCursor = useHandCursor;
|
||||
|
||||
this._pointerData = [];
|
||||
|
||||
for (var i = 0; i < 10; i++)
|
||||
{
|
||||
this._pointerData.push({ id: i, x: 0, y: 0, isDown: false, isUp: false, isOver: false, isOut: false, timeOver: 0, timeOut: 0, timeDown: 0, timeUp: 0, downDuration: 0, isDragged: false });
|
||||
}
|
||||
|
||||
this.snapOffset = new Point;
|
||||
this.enabled = true;
|
||||
|
||||
this.game.input.addGameObject(this._sprite);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public stop() {
|
||||
|
||||
// Turning off
|
||||
if (this.enabled == false)
|
||||
{
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
// De-register, etc
|
||||
this.enabled = false;
|
||||
this.game.input.removeGameObject(this._sprite);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private _dragPoint: Point;
|
||||
private _draggedPointerID: number;
|
||||
public dragOffset: Point;
|
||||
public isDragged: bool = false;
|
||||
public dragFromCenter: bool;
|
||||
public dragPixelPerfect:bool = false;
|
||||
public dragPixelPerfectAlpha:number;
|
||||
|
@ -238,26 +196,62 @@ module Phaser.Components {
|
|||
return this._pointerData[pointer].isDragged;
|
||||
}
|
||||
|
||||
/**
|
||||
* Update
|
||||
*/
|
||||
public update(pointer: Phaser.Pointer) {
|
||||
public start(priority:number = 0, checkBody?:bool = false, useHandCursor?:bool = false): Sprite {
|
||||
|
||||
// Turning on
|
||||
if (this.enabled == false)
|
||||
{
|
||||
// Register, etc
|
||||
this.checkBody = checkBody;
|
||||
this.useHandCursor = useHandCursor;
|
||||
this.priorityID = priority;
|
||||
|
||||
this._pointerData = [];
|
||||
|
||||
for (var i = 0; i < 10; i++)
|
||||
{
|
||||
this._pointerData.push({ id: i, x: 0, y: 0, isDown: false, isUp: false, isOver: false, isOut: false, timeOver: 0, timeOut: 0, timeDown: 0, timeUp: 0, downDuration: 0, isDragged: false });
|
||||
}
|
||||
|
||||
this.snapOffset = new Point;
|
||||
this.enabled = true;
|
||||
|
||||
this.game.input.addGameObject(this._sprite);
|
||||
}
|
||||
|
||||
return this._sprite;
|
||||
|
||||
}
|
||||
|
||||
public stop() {
|
||||
|
||||
// Turning off
|
||||
if (this.enabled == false)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// If was previously touched by this Pointer, check if still is
|
||||
if (this._pointerData[pointer.id].isDown && pointer.isUp)
|
||||
else
|
||||
{
|
||||
this._releasedHandler(pointer);
|
||||
// De-register, etc
|
||||
this.enabled = false;
|
||||
this.game.input.removeGameObject(this._sprite);
|
||||
}
|
||||
|
||||
if (this.draggable && this._pointerData[pointer.id].isDragged)
|
||||
}
|
||||
|
||||
/**
|
||||
* Update
|
||||
*/
|
||||
public update(pointer: Phaser.Pointer): bool {
|
||||
|
||||
if (this.enabled == false)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (this.draggable && this._draggedPointerID == pointer.id)
|
||||
{
|
||||
this.updateDrag(pointer);
|
||||
//return;
|
||||
}
|
||||
|
||||
if (RectangleUtils.contains(this._sprite.frameBounds, pointer.x, pointer.y))
|
||||
|
@ -280,6 +274,8 @@ module Phaser.Components {
|
|||
|
||||
this._sprite.events.onInputOver.dispatch(this._sprite, pointer);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -296,6 +292,8 @@ module Phaser.Components {
|
|||
|
||||
this._sprite.events.onInputOut.dispatch(this._sprite, pointer);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -307,25 +305,42 @@ module Phaser.Components {
|
|||
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);
|
||||
|
||||
// Star drag
|
||||
if (this.draggable)
|
||||
// Start drag
|
||||
if (this.draggable && this.isDragged == false && pointer.draggedObject == null)
|
||||
{
|
||||
this.startDrag(pointer);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public _releasedHandler(pointer: Pointer) {
|
||||
|
||||
// If was previously touched by this Pointer, check if still is
|
||||
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;
|
||||
this._pointerData[pointer.id].downDuration = this._pointerData[pointer.id].timeUp - this._pointerData[pointer.id].timeDown;
|
||||
|
||||
this._sprite.events.onInputDown.dispatch(this._sprite, pointer);
|
||||
this._sprite.events.onInputUp.dispatch(this._sprite, pointer);
|
||||
|
||||
// Stop drag
|
||||
if (this.draggable && this.isDragged && this._draggedPointerID == pointer.id)
|
||||
{
|
||||
this.stopDrag(pointer);
|
||||
}
|
||||
|
||||
if (this.useHandCursor)
|
||||
{
|
||||
this.game.stage.canvas.style.cursor = "default";
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
@ -478,9 +493,8 @@ module Phaser.Components {
|
|||
}
|
||||
|
||||
this.draggable = false;
|
||||
|
||||
//mouseStartDragCallback = null;
|
||||
//mouseStopDragCallback = null;
|
||||
this.isDragged = false;
|
||||
this._draggedPointerID = -1;
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -488,6 +502,8 @@ module Phaser.Components {
|
|||
*/
|
||||
public startDrag(pointer: Pointer):void
|
||||
{
|
||||
this.isDragged = true;
|
||||
this._draggedPointerID = pointer.id;
|
||||
this._pointerData[pointer.id].isDragged = true;
|
||||
|
||||
if (this.dragFromCenter)
|
||||
|
@ -500,6 +516,8 @@ module Phaser.Components {
|
|||
this._dragPoint.setTo(this._sprite.x - pointer.x, this._sprite.y - pointer.y);
|
||||
}
|
||||
|
||||
pointer.draggedObject = this._sprite;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -507,6 +525,8 @@ module Phaser.Components {
|
|||
*/
|
||||
public stopDrag(pointer: Pointer):void
|
||||
{
|
||||
this.isDragged = false;
|
||||
this._draggedPointerID = -1;
|
||||
this._pointerData[pointer.id].isDragged = false;
|
||||
|
||||
if (this.snapOnRelease)
|
||||
|
@ -514,6 +534,8 @@ module Phaser.Components {
|
|||
this._sprite.x = Math.floor(this._sprite.x / this.snapX) * this.snapX;
|
||||
this._sprite.y = Math.floor(this._sprite.y / this.snapY) * this.snapY;
|
||||
}
|
||||
|
||||
pointer.draggedObject = null;
|
||||
}
|
||||
|
||||
/**
|
||||
|
|
|
@ -252,8 +252,6 @@ module Phaser {
|
|||
|
||||
}
|
||||
|
||||
// Sprite Drag Related
|
||||
|
||||
/**
|
||||
* The Game Object this Pointer is currently dragging.
|
||||
* @property draggedObject
|
||||
|
@ -369,15 +367,15 @@ module Phaser {
|
|||
{
|
||||
if (this.game.input.inputObjects[i].input.enabled)
|
||||
{
|
||||
this.game.input.inputObjects[i].input.update(this);
|
||||
|
||||
if (this.game.input.inputObjects[i].input.priorityID > _highestPriority)
|
||||
if (this.game.input.inputObjects[i].input.update(this) && this.game.input.inputObjects[i].input.priorityID > _highestPriority)
|
||||
{
|
||||
_highestPriority = this.game.input.inputObjects[i].input.priorityID;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//console.log('highest priority was', _highestPriority);
|
||||
|
||||
if (this.isDown)
|
||||
{
|
||||
// Now update all objects with the highest priority ID (can be more than 1)
|
||||
|
@ -493,6 +491,16 @@ module Phaser {
|
|||
this.game.input.currentPointers--;
|
||||
}
|
||||
|
||||
for (var i = 0; i < this.game.input.totalTrackedObjects; i++)
|
||||
{
|
||||
if (this.game.input.inputObjects[i].input.enabled)
|
||||
{
|
||||
this.game.input.inputObjects[i].input._releasedHandler(this);
|
||||
}
|
||||
}
|
||||
|
||||
this.draggedObject = null;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
|
|
@ -84,6 +84,10 @@
|
|||
<Content Include="input\drag sprite 1.js">
|
||||
<DependentUpon>drag sprite 1.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="input\drag sprite 2.ts" />
|
||||
<Content Include="input\drag sprite 2.js">
|
||||
<DependentUpon>drag sprite 2.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="input\over sprite 1.js">
|
||||
<DependentUpon>over sprite 1.ts</DependentUpon>
|
||||
</Content>
|
||||
|
@ -91,6 +95,10 @@
|
|||
<Content Include="input\over sprite 2.js">
|
||||
<DependentUpon>over sprite 2.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="input\touch priority.ts" />
|
||||
<Content Include="input\touch priority.js">
|
||||
<DependentUpon>touch priority.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="particles\graphic emitter.js">
|
||||
<DependentUpon>graphic emitter.ts</DependentUpon>
|
||||
</Content>
|
||||
|
|
BIN
Tests/assets/pics/ra_einstein.png
Normal file
After Width: | Height: | Size: 75 KiB |
BIN
Tests/assets/pics/shadow_of_the_beast2_karamoon.png
Normal file
After Width: | Height: | Size: 2.7 KiB |
BIN
Tests/assets/pics/shadow_of_the_beast2_other_world.png
Normal file
After Width: | Height: | Size: 3.4 KiB |
BIN
Tests/assets/sprites/atari1200xl.png
Normal file
After Width: | Height: | Size: 1.4 KiB |
BIN
Tests/assets/sprites/atari400.png
Normal file
After Width: | Height: | Size: 2.7 KiB |
BIN
Tests/assets/sprites/atari800.png
Normal file
After Width: | Height: | Size: 2.3 KiB |
BIN
Tests/assets/sprites/darkwing_crazy.png
Normal file
After Width: | Height: | Size: 1.6 KiB |
BIN
Tests/assets/sprites/diamond.png
Normal file
After Width: | Height: | Size: 508 B |
BIN
Tests/assets/sprites/firstaid.png
Normal file
After Width: | Height: | Size: 554 B |
BIN
Tests/assets/sprites/ra_dont_crack_under_pressure.png
Normal file
After Width: | Height: | Size: 15 KiB |
|
@ -9,11 +9,12 @@
|
|||
var sprite;
|
||||
function create() {
|
||||
sprite = game.add.sprite(200, 200, 'sprite');
|
||||
// Enable Input detection
|
||||
// Enable Input detection. Sprites have this disabled by default,
|
||||
// so you have to start it if you want to interact with them.
|
||||
sprite.input.start(0, false, true);
|
||||
// This allows you to drag the sprite. The parameter controls if you drag from the position you touched it (false)
|
||||
// or if it will snap to the center (true)
|
||||
sprite.input.enableDrag(true);
|
||||
sprite.input.allowVerticalDrag = false;
|
||||
//sprite.input.dragOffset.setTo(0, 50);
|
||||
}
|
||||
function render() {
|
||||
game.input.renderDebugInfo(32, 32);
|
||||
|
|
|
@ -18,14 +18,14 @@
|
|||
|
||||
sprite = game.add.sprite(200, 200, 'sprite');
|
||||
|
||||
// Enable Input detection
|
||||
// Enable Input detection. Sprites have this disabled by default,
|
||||
// so you have to start it if you want to interact with them.
|
||||
sprite.input.start(0, false, true);
|
||||
|
||||
// This allows you to drag the sprite. The parameter controls if you drag from the position you touched it (false)
|
||||
// or if it will snap to the center (true)
|
||||
sprite.input.enableDrag(true);
|
||||
|
||||
//sprite.input.allowVerticalDrag = false;
|
||||
//sprite.input.dragOffset.setTo(0, 50);
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
|
22
Tests/input/drag sprite 2.js
Normal file
|
@ -0,0 +1,22 @@
|
|||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render);
|
||||
function init() {
|
||||
// Using Phasers asset loader we load up a PNG from the assets folder
|
||||
game.loader.addImageFile('sprite', 'assets/sprites/atari800.png');
|
||||
game.loader.load();
|
||||
}
|
||||
var sprite;
|
||||
function create() {
|
||||
sprite = game.add.sprite(200, 200, 'sprite');
|
||||
sprite.input.start(0, false, true);
|
||||
sprite.input.enableDrag(true);
|
||||
// The drag offset allows us to position the sprite relative to the pointer (+ lock) position
|
||||
// In this case it will be positioned -100px above the pointer
|
||||
sprite.input.dragOffset.y = -100;
|
||||
}
|
||||
function render() {
|
||||
game.input.renderDebugInfo(32, 32);
|
||||
sprite.input.renderDebugInfo(300, 32);
|
||||
}
|
||||
})();
|
38
Tests/input/drag sprite 2.ts
Normal file
|
@ -0,0 +1,38 @@
|
|||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render);
|
||||
|
||||
function init() {
|
||||
|
||||
// Using Phasers asset loader we load up a PNG from the assets folder
|
||||
game.loader.addImageFile('sprite', 'assets/sprites/atari800.png');
|
||||
game.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var sprite: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
sprite = game.add.sprite(200, 200, 'sprite');
|
||||
|
||||
sprite.input.start(0, false, true);
|
||||
|
||||
sprite.input.enableDrag(true);
|
||||
|
||||
// The drag offset allows us to position the sprite relative to the pointer (+ lock) position
|
||||
// In this case it will be positioned -100px above the pointer
|
||||
sprite.input.dragOffset.y = -100;
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
game.input.renderDebugInfo(32, 32);
|
||||
sprite.input.renderDebugInfo(300, 32);
|
||||
|
||||
}
|
||||
|
||||
})();
|
28
Tests/input/touch priority.js
Normal file
|
@ -0,0 +1,28 @@
|
|||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render);
|
||||
function init() {
|
||||
// Using Phasers asset loader we load up a PNG from the assets folder
|
||||
game.loader.addImageFile('atari1', 'assets/sprites/atari130xe.png');
|
||||
game.loader.addImageFile('atari2', 'assets/sprites/atari800xl.png');
|
||||
game.loader.addImageFile('sonic', 'assets/sprites/sonic_havok_sanity.png');
|
||||
game.loader.load();
|
||||
}
|
||||
var atari1;
|
||||
var atari2;
|
||||
var sonic;
|
||||
function create() {
|
||||
atari1 = game.add.sprite(100, 100, 'atari1');
|
||||
atari2 = game.add.sprite(300, 200, 'atari2');
|
||||
sonic = game.add.sprite(400, 300, 'sonic');
|
||||
atari1.input.start(0, false, true);
|
||||
atari2.input.start(1, false, true);
|
||||
sonic.input.start(2, false, true);
|
||||
atari1.input.enableDrag();
|
||||
atari2.input.enableDrag();
|
||||
sonic.input.enableDrag();
|
||||
}
|
||||
function render() {
|
||||
game.input.renderDebugInfo(32, 32);
|
||||
}
|
||||
})();
|
41
Tests/input/touch priority.ts
Normal file
|
@ -0,0 +1,41 @@
|
|||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render);
|
||||
|
||||
function init() {
|
||||
|
||||
// Using Phasers asset loader we load up a PNG from the assets folder
|
||||
game.loader.addImageFile('atari1', 'assets/sprites/atari130xe.png');
|
||||
game.loader.addImageFile('atari2', 'assets/sprites/atari800xl.png');
|
||||
game.loader.addImageFile('sonic', 'assets/sprites/sonic_havok_sanity.png');
|
||||
game.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var atari1: Phaser.Sprite;
|
||||
var atari2: Phaser.Sprite;
|
||||
var sonic: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
atari1 = game.add.sprite(100, 100, 'atari1');
|
||||
atari2 = game.add.sprite(300, 200, 'atari2');
|
||||
sonic = game.add.sprite(400, 300, 'sonic');
|
||||
|
||||
atari1.input.start(0, false, true);
|
||||
atari2.input.start(1, false, true);
|
||||
sonic.input.start(2, false, true);
|
||||
|
||||
atari1.input.enableDrag();
|
||||
atari2.input.enableDrag();
|
||||
sonic.input.enableDrag();
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
game.input.renderDebugInfo(32, 32);
|
||||
}
|
||||
|
||||
})();
|
138
Tests/phaser.js
|
@ -5583,6 +5583,7 @@ var Phaser;
|
|||
* The PriorityID controls which Sprite receives an Input event first if they should overlap.
|
||||
*/
|
||||
this.priorityID = 0;
|
||||
this.isDragged = false;
|
||||
this.dragPixelPerfect = false;
|
||||
this.allowHorizontalDrag = true;
|
||||
this.allowVerticalDrag = true;
|
||||
|
@ -5609,50 +5610,6 @@ var Phaser;
|
|||
this._sprite = parent;
|
||||
this.enabled = false;
|
||||
}
|
||||
Input.prototype.start = function (priority, checkBody, useHandCursor) {
|
||||
if (typeof priority === "undefined") { priority = 0; }
|
||||
if (typeof checkBody === "undefined") { checkBody = false; }
|
||||
if (typeof useHandCursor === "undefined") { useHandCursor = false; }
|
||||
// Turning on
|
||||
if(this.enabled) {
|
||||
return;
|
||||
} else {
|
||||
// Register, etc
|
||||
this.checkBody = checkBody;
|
||||
this.useHandCursor = useHandCursor;
|
||||
this._pointerData = [];
|
||||
for(var i = 0; i < 10; i++) {
|
||||
this._pointerData.push({
|
||||
id: i,
|
||||
x: 0,
|
||||
y: 0,
|
||||
isDown: false,
|
||||
isUp: false,
|
||||
isOver: false,
|
||||
isOut: false,
|
||||
timeOver: 0,
|
||||
timeOut: 0,
|
||||
timeDown: 0,
|
||||
timeUp: 0,
|
||||
downDuration: 0,
|
||||
isDragged: false
|
||||
});
|
||||
}
|
||||
this.snapOffset = new Phaser.Point();
|
||||
this.enabled = true;
|
||||
this.game.input.addGameObject(this._sprite);
|
||||
}
|
||||
};
|
||||
Input.prototype.stop = function () {
|
||||
// Turning off
|
||||
if(this.enabled == false) {
|
||||
return;
|
||||
} else {
|
||||
// De-register, etc
|
||||
this.enabled = false;
|
||||
this.game.input.removeGameObject(this._sprite);
|
||||
}
|
||||
};
|
||||
Input.prototype.pointerX = /**
|
||||
* The x coordinate of the Input pointer, relative to the top-left of the parent Sprite.
|
||||
* This value is only set when the pointer is over this Sprite.
|
||||
|
@ -5751,20 +5708,59 @@ var Phaser;
|
|||
if (typeof pointer === "undefined") { pointer = 0; }
|
||||
return this._pointerData[pointer].isDragged;
|
||||
};
|
||||
Input.prototype.start = function (priority, checkBody, useHandCursor) {
|
||||
if (typeof priority === "undefined") { priority = 0; }
|
||||
if (typeof checkBody === "undefined") { checkBody = false; }
|
||||
if (typeof useHandCursor === "undefined") { useHandCursor = false; }
|
||||
// Turning on
|
||||
if(this.enabled == false) {
|
||||
// Register, etc
|
||||
this.checkBody = checkBody;
|
||||
this.useHandCursor = useHandCursor;
|
||||
this.priorityID = priority;
|
||||
this._pointerData = [];
|
||||
for(var i = 0; i < 10; i++) {
|
||||
this._pointerData.push({
|
||||
id: i,
|
||||
x: 0,
|
||||
y: 0,
|
||||
isDown: false,
|
||||
isUp: false,
|
||||
isOver: false,
|
||||
isOut: false,
|
||||
timeOver: 0,
|
||||
timeOut: 0,
|
||||
timeDown: 0,
|
||||
timeUp: 0,
|
||||
downDuration: 0,
|
||||
isDragged: false
|
||||
});
|
||||
}
|
||||
this.snapOffset = new Phaser.Point();
|
||||
this.enabled = true;
|
||||
this.game.input.addGameObject(this._sprite);
|
||||
}
|
||||
return this._sprite;
|
||||
};
|
||||
Input.prototype.stop = function () {
|
||||
// Turning off
|
||||
if(this.enabled == false) {
|
||||
return;
|
||||
} else {
|
||||
// De-register, etc
|
||||
this.enabled = false;
|
||||
this.game.input.removeGameObject(this._sprite);
|
||||
}
|
||||
};
|
||||
Input.prototype.update = /**
|
||||
* Update
|
||||
*/
|
||||
function (pointer) {
|
||||
if(this.enabled == false) {
|
||||
return;
|
||||
return false;
|
||||
}
|
||||
// If was previously touched by this Pointer, check if still is
|
||||
if(this._pointerData[pointer.id].isDown && pointer.isUp) {
|
||||
this._releasedHandler(pointer);
|
||||
}
|
||||
if(this.draggable && this._pointerData[pointer.id].isDragged) {
|
||||
if(this.draggable && this._draggedPointerID == pointer.id) {
|
||||
this.updateDrag(pointer);
|
||||
//return;
|
||||
}
|
||||
if(Phaser.RectangleUtils.contains(this._sprite.frameBounds, pointer.x, pointer.y)) {
|
||||
// { id: i, x: 0, y: 0, isDown: false, isUp: false, isOver: false, isOut: false, timeOver: 0, timeOut: 0, isDragged: false }
|
||||
|
@ -5779,6 +5775,7 @@ var Phaser;
|
|||
}
|
||||
this._sprite.events.onInputOver.dispatch(this._sprite, pointer);
|
||||
}
|
||||
return true;
|
||||
} else {
|
||||
if(this._pointerData[pointer.id].isOver) {
|
||||
this._pointerData[pointer.id].isOver = false;
|
||||
|
@ -5789,6 +5786,7 @@ var Phaser;
|
|||
}
|
||||
this._sprite.events.onInputOut.dispatch(this._sprite, pointer);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
};
|
||||
Input.prototype._touchedHandler = function (pointer) {
|
||||
|
@ -5797,18 +5795,28 @@ var Phaser;
|
|||
this._pointerData[pointer.id].isUp = false;
|
||||
this._pointerData[pointer.id].timeDown = this.game.time.now;
|
||||
this._sprite.events.onInputDown.dispatch(this._sprite, pointer);
|
||||
// Star drag
|
||||
if(this.draggable) {
|
||||
// Start drag
|
||||
if(this.draggable && this.isDragged == false && pointer.draggedObject == null) {
|
||||
this.startDrag(pointer);
|
||||
}
|
||||
}
|
||||
};
|
||||
Input.prototype._releasedHandler = function (pointer) {
|
||||
// If was previously touched by this Pointer, check if still is
|
||||
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;
|
||||
this._sprite.events.onInputDown.dispatch(this._sprite, pointer);
|
||||
this._pointerData[pointer.id].downDuration = this._pointerData[pointer.id].timeUp - this._pointerData[pointer.id].timeDown;
|
||||
this._sprite.events.onInputUp.dispatch(this._sprite, pointer);
|
||||
// Stop drag
|
||||
if(this.draggable && this.isDragged && this._draggedPointerID == pointer.id) {
|
||||
this.stopDrag(pointer);
|
||||
}
|
||||
if(this.useHandCursor) {
|
||||
this.game.stage.canvas.style.cursor = "default";
|
||||
}
|
||||
}
|
||||
};
|
||||
Input.prototype.updateDrag = /**
|
||||
* Updates the Pointer drag on this Sprite.
|
||||
|
@ -5935,13 +5943,15 @@ var Phaser;
|
|||
}
|
||||
}
|
||||
this.draggable = false;
|
||||
//mouseStartDragCallback = null;
|
||||
//mouseStopDragCallback = null;
|
||||
this.isDragged = false;
|
||||
this._draggedPointerID = -1;
|
||||
};
|
||||
Input.prototype.startDrag = /**
|
||||
* Called by Pointer when drag starts on this Sprite. Should not usually be called directly.
|
||||
*/
|
||||
function (pointer) {
|
||||
this.isDragged = true;
|
||||
this._draggedPointerID = pointer.id;
|
||||
this._pointerData[pointer.id].isDragged = true;
|
||||
if(this.dragFromCenter) {
|
||||
// Move the sprite to the middle of the pointer
|
||||
|
@ -5949,16 +5959,20 @@ var Phaser;
|
|||
} else {
|
||||
this._dragPoint.setTo(this._sprite.x - pointer.x, this._sprite.y - pointer.y);
|
||||
}
|
||||
pointer.draggedObject = this._sprite;
|
||||
};
|
||||
Input.prototype.stopDrag = /**
|
||||
* Called by Pointer when drag is stopped on this Sprite. Should not usually be called directly.
|
||||
*/
|
||||
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;
|
||||
}
|
||||
pointer.draggedObject = null;
|
||||
};
|
||||
Input.prototype.setDragLock = /**
|
||||
* Restricts this sprite to drag movement only on the given axis. Note: If both are set to false the sprite will never move!
|
||||
|
@ -13525,12 +13539,12 @@ var Phaser;
|
|||
var _highestPriority = 0;
|
||||
for(var i = 0; i < this.game.input.totalTrackedObjects; i++) {
|
||||
if(this.game.input.inputObjects[i].input.enabled) {
|
||||
this.game.input.inputObjects[i].input.update(this);
|
||||
if(this.game.input.inputObjects[i].input.priorityID > _highestPriority) {
|
||||
if(this.game.input.inputObjects[i].input.update(this) && this.game.input.inputObjects[i].input.priorityID > _highestPriority) {
|
||||
_highestPriority = this.game.input.inputObjects[i].input.priorityID;
|
||||
}
|
||||
}
|
||||
}
|
||||
//console.log('highest priority was', _highestPriority);
|
||||
if(this.isDown) {
|
||||
// Now update all objects with the highest priority ID (can be more than 1)
|
||||
for(var i = 0; i < this.game.input.totalTrackedObjects; i++) {
|
||||
|
@ -13611,6 +13625,12 @@ var Phaser;
|
|||
if(this.isMouse == false) {
|
||||
this.game.input.currentPointers--;
|
||||
}
|
||||
for(var i = 0; i < this.game.input.totalTrackedObjects; i++) {
|
||||
if(this.game.input.inputObjects[i].input.enabled) {
|
||||
this.game.input.inputObjects[i].input._releasedHandler(this);
|
||||
}
|
||||
}
|
||||
this.draggedObject = null;
|
||||
return this;
|
||||
};
|
||||
Pointer.prototype.justPressed = /**
|
||||
|
|
8
build/phaser.d.ts
vendored
|
@ -3271,10 +3271,10 @@ module Phaser.Components {
|
|||
* The PriorityID controls which Sprite receives an Input event first if they should overlap.
|
||||
*/
|
||||
public priorityID: number;
|
||||
public start(priority?: number, checkBody?: bool, useHandCursor?: bool): void;
|
||||
public stop(): void;
|
||||
private _dragPoint;
|
||||
private _draggedPointerID;
|
||||
public dragOffset: Point;
|
||||
public isDragged: bool;
|
||||
public dragFromCenter: bool;
|
||||
public dragPixelPerfect: bool;
|
||||
public dragPixelPerfectAlpha: number;
|
||||
|
@ -3377,10 +3377,12 @@ module Phaser.Components {
|
|||
* @default false
|
||||
*/
|
||||
public pointerDragged(pointer?: number): bool;
|
||||
public start(priority?: number, checkBody?: bool, useHandCursor?: bool): Sprite;
|
||||
public stop(): void;
|
||||
/**
|
||||
* Update
|
||||
*/
|
||||
public update(pointer: Pointer): void;
|
||||
public update(pointer: Pointer): bool;
|
||||
public _touchedHandler(pointer: Pointer): void;
|
||||
public _releasedHandler(pointer: Pointer): void;
|
||||
/**
|
||||
|
|
138
build/phaser.js
|
@ -5583,6 +5583,7 @@ var Phaser;
|
|||
* The PriorityID controls which Sprite receives an Input event first if they should overlap.
|
||||
*/
|
||||
this.priorityID = 0;
|
||||
this.isDragged = false;
|
||||
this.dragPixelPerfect = false;
|
||||
this.allowHorizontalDrag = true;
|
||||
this.allowVerticalDrag = true;
|
||||
|
@ -5609,50 +5610,6 @@ var Phaser;
|
|||
this._sprite = parent;
|
||||
this.enabled = false;
|
||||
}
|
||||
Input.prototype.start = function (priority, checkBody, useHandCursor) {
|
||||
if (typeof priority === "undefined") { priority = 0; }
|
||||
if (typeof checkBody === "undefined") { checkBody = false; }
|
||||
if (typeof useHandCursor === "undefined") { useHandCursor = false; }
|
||||
// Turning on
|
||||
if(this.enabled) {
|
||||
return;
|
||||
} else {
|
||||
// Register, etc
|
||||
this.checkBody = checkBody;
|
||||
this.useHandCursor = useHandCursor;
|
||||
this._pointerData = [];
|
||||
for(var i = 0; i < 10; i++) {
|
||||
this._pointerData.push({
|
||||
id: i,
|
||||
x: 0,
|
||||
y: 0,
|
||||
isDown: false,
|
||||
isUp: false,
|
||||
isOver: false,
|
||||
isOut: false,
|
||||
timeOver: 0,
|
||||
timeOut: 0,
|
||||
timeDown: 0,
|
||||
timeUp: 0,
|
||||
downDuration: 0,
|
||||
isDragged: false
|
||||
});
|
||||
}
|
||||
this.snapOffset = new Phaser.Point();
|
||||
this.enabled = true;
|
||||
this.game.input.addGameObject(this._sprite);
|
||||
}
|
||||
};
|
||||
Input.prototype.stop = function () {
|
||||
// Turning off
|
||||
if(this.enabled == false) {
|
||||
return;
|
||||
} else {
|
||||
// De-register, etc
|
||||
this.enabled = false;
|
||||
this.game.input.removeGameObject(this._sprite);
|
||||
}
|
||||
};
|
||||
Input.prototype.pointerX = /**
|
||||
* The x coordinate of the Input pointer, relative to the top-left of the parent Sprite.
|
||||
* This value is only set when the pointer is over this Sprite.
|
||||
|
@ -5751,20 +5708,59 @@ var Phaser;
|
|||
if (typeof pointer === "undefined") { pointer = 0; }
|
||||
return this._pointerData[pointer].isDragged;
|
||||
};
|
||||
Input.prototype.start = function (priority, checkBody, useHandCursor) {
|
||||
if (typeof priority === "undefined") { priority = 0; }
|
||||
if (typeof checkBody === "undefined") { checkBody = false; }
|
||||
if (typeof useHandCursor === "undefined") { useHandCursor = false; }
|
||||
// Turning on
|
||||
if(this.enabled == false) {
|
||||
// Register, etc
|
||||
this.checkBody = checkBody;
|
||||
this.useHandCursor = useHandCursor;
|
||||
this.priorityID = priority;
|
||||
this._pointerData = [];
|
||||
for(var i = 0; i < 10; i++) {
|
||||
this._pointerData.push({
|
||||
id: i,
|
||||
x: 0,
|
||||
y: 0,
|
||||
isDown: false,
|
||||
isUp: false,
|
||||
isOver: false,
|
||||
isOut: false,
|
||||
timeOver: 0,
|
||||
timeOut: 0,
|
||||
timeDown: 0,
|
||||
timeUp: 0,
|
||||
downDuration: 0,
|
||||
isDragged: false
|
||||
});
|
||||
}
|
||||
this.snapOffset = new Phaser.Point();
|
||||
this.enabled = true;
|
||||
this.game.input.addGameObject(this._sprite);
|
||||
}
|
||||
return this._sprite;
|
||||
};
|
||||
Input.prototype.stop = function () {
|
||||
// Turning off
|
||||
if(this.enabled == false) {
|
||||
return;
|
||||
} else {
|
||||
// De-register, etc
|
||||
this.enabled = false;
|
||||
this.game.input.removeGameObject(this._sprite);
|
||||
}
|
||||
};
|
||||
Input.prototype.update = /**
|
||||
* Update
|
||||
*/
|
||||
function (pointer) {
|
||||
if(this.enabled == false) {
|
||||
return;
|
||||
return false;
|
||||
}
|
||||
// If was previously touched by this Pointer, check if still is
|
||||
if(this._pointerData[pointer.id].isDown && pointer.isUp) {
|
||||
this._releasedHandler(pointer);
|
||||
}
|
||||
if(this.draggable && this._pointerData[pointer.id].isDragged) {
|
||||
if(this.draggable && this._draggedPointerID == pointer.id) {
|
||||
this.updateDrag(pointer);
|
||||
//return;
|
||||
}
|
||||
if(Phaser.RectangleUtils.contains(this._sprite.frameBounds, pointer.x, pointer.y)) {
|
||||
// { id: i, x: 0, y: 0, isDown: false, isUp: false, isOver: false, isOut: false, timeOver: 0, timeOut: 0, isDragged: false }
|
||||
|
@ -5779,6 +5775,7 @@ var Phaser;
|
|||
}
|
||||
this._sprite.events.onInputOver.dispatch(this._sprite, pointer);
|
||||
}
|
||||
return true;
|
||||
} else {
|
||||
if(this._pointerData[pointer.id].isOver) {
|
||||
this._pointerData[pointer.id].isOver = false;
|
||||
|
@ -5789,6 +5786,7 @@ var Phaser;
|
|||
}
|
||||
this._sprite.events.onInputOut.dispatch(this._sprite, pointer);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
};
|
||||
Input.prototype._touchedHandler = function (pointer) {
|
||||
|
@ -5797,18 +5795,28 @@ var Phaser;
|
|||
this._pointerData[pointer.id].isUp = false;
|
||||
this._pointerData[pointer.id].timeDown = this.game.time.now;
|
||||
this._sprite.events.onInputDown.dispatch(this._sprite, pointer);
|
||||
// Star drag
|
||||
if(this.draggable) {
|
||||
// Start drag
|
||||
if(this.draggable && this.isDragged == false && pointer.draggedObject == null) {
|
||||
this.startDrag(pointer);
|
||||
}
|
||||
}
|
||||
};
|
||||
Input.prototype._releasedHandler = function (pointer) {
|
||||
// If was previously touched by this Pointer, check if still is
|
||||
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;
|
||||
this._sprite.events.onInputDown.dispatch(this._sprite, pointer);
|
||||
this._pointerData[pointer.id].downDuration = this._pointerData[pointer.id].timeUp - this._pointerData[pointer.id].timeDown;
|
||||
this._sprite.events.onInputUp.dispatch(this._sprite, pointer);
|
||||
// Stop drag
|
||||
if(this.draggable && this.isDragged && this._draggedPointerID == pointer.id) {
|
||||
this.stopDrag(pointer);
|
||||
}
|
||||
if(this.useHandCursor) {
|
||||
this.game.stage.canvas.style.cursor = "default";
|
||||
}
|
||||
}
|
||||
};
|
||||
Input.prototype.updateDrag = /**
|
||||
* Updates the Pointer drag on this Sprite.
|
||||
|
@ -5935,13 +5943,15 @@ var Phaser;
|
|||
}
|
||||
}
|
||||
this.draggable = false;
|
||||
//mouseStartDragCallback = null;
|
||||
//mouseStopDragCallback = null;
|
||||
this.isDragged = false;
|
||||
this._draggedPointerID = -1;
|
||||
};
|
||||
Input.prototype.startDrag = /**
|
||||
* Called by Pointer when drag starts on this Sprite. Should not usually be called directly.
|
||||
*/
|
||||
function (pointer) {
|
||||
this.isDragged = true;
|
||||
this._draggedPointerID = pointer.id;
|
||||
this._pointerData[pointer.id].isDragged = true;
|
||||
if(this.dragFromCenter) {
|
||||
// Move the sprite to the middle of the pointer
|
||||
|
@ -5949,16 +5959,20 @@ var Phaser;
|
|||
} else {
|
||||
this._dragPoint.setTo(this._sprite.x - pointer.x, this._sprite.y - pointer.y);
|
||||
}
|
||||
pointer.draggedObject = this._sprite;
|
||||
};
|
||||
Input.prototype.stopDrag = /**
|
||||
* Called by Pointer when drag is stopped on this Sprite. Should not usually be called directly.
|
||||
*/
|
||||
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;
|
||||
}
|
||||
pointer.draggedObject = null;
|
||||
};
|
||||
Input.prototype.setDragLock = /**
|
||||
* Restricts this sprite to drag movement only on the given axis. Note: If both are set to false the sprite will never move!
|
||||
|
@ -13525,12 +13539,12 @@ var Phaser;
|
|||
var _highestPriority = 0;
|
||||
for(var i = 0; i < this.game.input.totalTrackedObjects; i++) {
|
||||
if(this.game.input.inputObjects[i].input.enabled) {
|
||||
this.game.input.inputObjects[i].input.update(this);
|
||||
if(this.game.input.inputObjects[i].input.priorityID > _highestPriority) {
|
||||
if(this.game.input.inputObjects[i].input.update(this) && this.game.input.inputObjects[i].input.priorityID > _highestPriority) {
|
||||
_highestPriority = this.game.input.inputObjects[i].input.priorityID;
|
||||
}
|
||||
}
|
||||
}
|
||||
//console.log('highest priority was', _highestPriority);
|
||||
if(this.isDown) {
|
||||
// Now update all objects with the highest priority ID (can be more than 1)
|
||||
for(var i = 0; i < this.game.input.totalTrackedObjects; i++) {
|
||||
|
@ -13611,6 +13625,12 @@ var Phaser;
|
|||
if(this.isMouse == false) {
|
||||
this.game.input.currentPointers--;
|
||||
}
|
||||
for(var i = 0; i < this.game.input.totalTrackedObjects; i++) {
|
||||
if(this.game.input.inputObjects[i].input.enabled) {
|
||||
this.game.input.inputObjects[i].input._releasedHandler(this);
|
||||
}
|
||||
}
|
||||
this.draggedObject = null;
|
||||
return this;
|
||||
};
|
||||
Pointer.prototype.justPressed = /**
|
||||
|
|