Richard Davey
508df48512
Apply buttons check in move handler too.
2019-01-23 23:17:52 +00:00
Richard Davey
67679f58f6
Return actual booleans from button checks and reset buttons to zero correctly.
2019-01-23 23:00:29 +00:00
Richard Davey
8111d8062e
Pointer.up
and Pointer.down
now use a hasOwnProperty
check for the existance of the buttons property on the event, causing it to be set even if equal to zero, which it is when there are no buttons down
2019-01-23 22:34:48 +00:00
Richard Davey
aa341854c7
Happy New Year
2019-01-15 16:20:22 +00:00
Richard Davey
9a7058915c
Removed dragState
property.
2019-01-04 16:34:53 +00:00
Richard Davey
5b5b83d269
Added downElement and upElement properties
2018-11-29 13:44:18 +00:00
Richard Davey
524892f095
Fixed angle value and facing direction
2018-11-26 15:42:53 +00:00
Richard Davey
a74616b090
Added getDistanceX and getDistanceY
2018-11-26 15:35:18 +00:00
Richard Davey
41e64b9f53
Added time property, getDistance, getDuration and getAngle.
2018-11-26 13:11:24 +00:00
Richard Davey
b437efa642
Removed un-used function
2018-11-26 11:29:13 +00:00
Richard Davey
f51de18bb2
Updated docs and added quick bail-out clause
2018-11-26 11:27:02 +00:00
Richard Davey
d596fbd8c0
Added distance property.
2018-11-24 13:04:14 +00:00
Richard Davey
f6efccb29a
Added motionFactor property.
2018-11-24 12:52:20 +00:00
Richard Davey
c32a69acaf
Added midPoint and updateMotion calculations
2018-11-24 12:47:19 +00:00
Richard Davey
51a9b3bd4a
Recording positon tests
2018-11-23 19:06:59 +00:00
Richard Davey
1650857878
Removed debug tests
2018-11-23 16:26:49 +00:00
Richard Davey
d6bee1bbd1
Working through event debugging - don't pull this version unless you want logs everywhere!
2018-11-22 17:18:31 +00:00
Richard Davey
7c00bd4dc8
Added Pointer.velocity and Pointer.angle as they're so common for gesture calculations.
2018-11-20 17:03:22 +00:00
Richard Davey
57084cb65e
Added Pointer.smoothFactor
property, and pass new boolean to input manager.
2018-11-19 15:30:42 +00:00
Richard Davey
8db61274f7
Swapping to American-English spelling for consistency
...
~sigh~ it looks so wrong
2018-10-16 15:23:36 +01:00
Richard Davey
7daa8b9d45
Added touchcancel handler and wasCancelled property
2018-10-16 11:42:54 +01:00
Richard Davey
4b1c762296
Updated @memberOf to @memberof
2018-10-10 10:49:13 +01:00
Richard Davey
a9063604dc
Replace @readOnly with @readonly
2018-10-09 13:40:00 +01:00
Richard Davey
4ba3b37608
Added Pointer.getDistance method
2018-09-12 01:03:56 +01:00
Richard Davey
cced09bad6
Added Pointer.prevPosition and getInterpolatedPosition method
2018-07-11 12:34:00 +01:00
Richard Davey
61c5f76d63
Added transformPointer method which Pointer now uses.
2018-06-04 15:19:11 +01:00
Richard Davey
285b811625
Pointer has two new properties worldX
and worldY
which contain the position of the Pointer, translated into the coordinate space of the most recent Camera it interacted with.
2018-06-04 13:23:27 +01:00
Richard Davey
45c373f9f4
Multi-touch support working properly up to 10 pointers and mouse re-enabled.
2018-05-29 16:55:52 +01:00
Richard Davey
20d702c011
Added identifier properties for multi-touch
2018-05-25 19:28:02 +01:00
Richard Davey
c251eceaf6
jsdoc fixes
2018-04-04 14:43:53 +01:00
orblazer
dca7996179
Fix multiple types on Physics, Texture and Input
2018-03-20 16:10:19 +01:00
orblazer
0b1078fdb8
Update JSDoc on Input
2018-03-19 13:43:19 +01:00
Richard Davey
cc0998660e
Updated jsdocs
2018-03-18 13:43:37 +00:00
Richard Davey
50dac412be
eslint fixes and console removal
2018-02-16 19:08:50 +00:00
Richard Davey
512c8df232
Updated jsdocs
2018-02-13 01:13:12 +00:00
Richard Davey
d1f5f8a82b
Added jsdocs
2018-02-12 16:01:21 +00:00
Richard Davey
40689d1e35
Updated jsdocs.
2018-02-07 15:27:21 +00:00
Richard Davey
a802914243
Added in destroy methods for all managers and invoked them from Game
2018-01-31 03:38:10 +00:00
Richard Davey
a6dbacbc20
Added jsdocs.
2018-01-26 12:43:51 +00:00
Richard Davey
dbfd73dea1
Pointer.reset no longer resets the isDown
state or buttons
2018-01-18 00:59:38 +00:00
Richard Davey
d8f1ba03e9
Moved repository location
2018-01-09 21:43:56 +00:00
Richard Davey
0d90f75b5f
Splitting the dev branch up into versions.
2016-11-22 01:36:56 +00:00
Richard Davey
89885dcb7c
Refactored the Input Manager.
2016-11-10 00:10:39 +00:00
photonstorm
92d3a5efa8
Adds a callback that is fired every time 'Pointer.processInteractiveObjects' is called.
...
The purpose of `processInteractiveObjects` is to work out which Game Object the Pointer is going to
interact with. It works by polling all of the valid game objects, and then slowly discounting those
that don't meet the criteria (i.e. they aren't under the Pointer, are disabled, invisible, etc).
Eventually a short-list of 'candidates' is created. These are all of the Game Objects which are valid
for input and overlap with the Pointer. If you need fine-grained control over which of the items is
selected then you can use this callback to do so.
The callback will be sent 3 parameters:
1) A reference to the Phaser.Pointer object that is processing the Items.
2) An array containing all potential interactive candidates. This is an array of `InputHandler` objects, not Sprites.
3) The current 'favorite' candidate, based on its priorityID and position in the display list.
Your callback MUST return one of the candidates sent to it.
2016-06-09 14:49:10 +01:00
photonstorm
7c2d1d4ab8
Pointer.interactiveCandidates is a new Array that is erased and re-populated every time this Pointer is updated. It contains references to all of the Game Objects that were considered as being valid for processing by this Pointer, during the most recent update. To be valid they must have suitable a priorityID
, be Input enabled, be visible and actually have the Pointer over them. You can check the contents of this array in events such as onInputDown
, but beware: it is reset every update.
...
Pointer.swapTarget allows you to change the `Pointer.targetObject` object to be the one provided. This allows you to have fine-grained control over which object the Pointer is targeting.
2016-06-09 14:36:15 +01:00
photonstorm
e8e7e27184
The DisplayObject.renderOrderID
used to run in reverse. I.e. in a display list with 10 sprites on it, the first sprite (at the bottom of the list, rendering behind all the others) would have a renderOrderID
of 9, where-as the top-most sprite, rendering above all others, would have a renderOrderID
of 0. While this didn't cause any side-effects internally, it's arguably illogical. So the process has been reversed, and renderOrderID
s are now accumulative, starting at zero each frame, and increasing as it iterates down the display list. So the higher the ID, the more "on-top" of the output the object is.
...
`InputHandler.validForInput` and `Pointer.processInteractiveObjects` have been updated to reflect the new `renderOrderID` sequence (see above).
2016-06-09 12:32:37 +01:00
photonstorm
45118e7a60
Docs fix.
2016-05-04 23:34:15 +01:00
photonstorm
f40cfbe2ae
2015 - 2016.
2016-04-04 22:16:16 +01:00
Richard Davey
83a35e41d6
ctrl + click is now only considered a right-click if event.buttons = 1, this should allow you to use ctrl as a key modifier on Windows (and any device with a multi-button mouse attached) and still use ctrl + click on OS X / trackpads for a right-click (thanks @yuvalsv #2167 )
2016-02-17 01:46:55 +00:00
Richard Davey
1932515f56
Fixed a really nasty bug in Chrome OS X where a ctrl + click (i.e. simulated right-click) on a trackpad would lock up the Pointer leftButton, causing future clicks to fail. This is now handled by way of a mouseout listener on the window object, sadly the only way to force a mouseup in Chrome (thanks @KyleU #2286 )
2016-02-17 01:26:35 +00:00