Commit graph

519 commits

Author SHA1 Message Date
Richard Davey
e01013d418 Formatting 2018-09-12 01:03:41 +01:00
Richard Davey
2df27a4db8 Resolution adjust 2018-09-04 15:13:48 +01:00
Richard Davey
89967af66b Fixed Camera input resolution 2018-09-04 14:04:48 +01:00
Dhruv Yadav
0fd6d9d7dc Fixed a trailing spaces issue from the addKey(string) whitespace update 2018-08-30 21:58:54 +05:30
Dhruv Yadav
75319233f2 Styling updates for addKey(string) whitespace fix 2018-08-30 21:53:19 +05:30
Dhruv Yadav
f29892b73f Fixed addKeys(string) whitespace issue 2018-08-30 21:36:36 +05:30
Richard Davey
0c4de357cf The Input Manager has gained a new private property _tempMatrix2. This is used internally in the hitTest checks to avoid constant matrix creation. 2018-08-29 16:08:04 +01:00
Richard Davey
5c091f4ff9 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-08-29 11:57:33 +01:00
Richard Davey
7041bd99ec The InputManager.inputCandidate method, which determines if a Game Object can be interacted with by a given Pointer and Camera combination, now takes the full camera status into consideration. This means if a Camera is set to ignore a Game Object you can now longer interact with it, or if the Camera is ignoring a Container with an interactive Game Object inside it, you cannot interact with the Container children any more. Previously they would interact regardless of the Camera state. Fix #3984 2018-08-29 11:57:30 +01:00
spontoreau
e922f378f4
Add CursorKeys type to Phaser.Input.Keyboard namespace 2018-08-26 22:28:21 +02:00
Richard Davey
6efb88b24b
Merge pull request #3900 from thejonanshow/upgrade_konami_code
Correct Konami code in createCombo documentation.
2018-08-20 18:30:18 +01:00
James Simpson
e4ccc8ec2d
Use correct frame name in pixel perfect hit test
`gameObject.frame.key` doesn't exist and was passing an undefined value to `getPixelAlpha`. This just changes it to the correct `gameObject.frame.name` value.
2018-08-16 12:23:10 -05:00
Jonan Scheffler
7c525b00fa Correct Konami code in createCombo documentation. 2018-08-07 14:25:48 -07:00
Richard Davey
5aafad5f88 Don't process events if the manager has been removed 2018-07-31 11:33:18 +01:00
Richard Davey
6a3274b483 Removed redundant code 2018-07-19 13:21:59 +01:00
Richard Davey
20f1b37256 eslint fix and log update 2018-07-18 15:06:56 +01:00
Richard Davey
3bc6eba718 Removed incorrect resolution multiplication and used updated camera viewport 2018-07-18 14:31:45 +01:00
Richard Davey
fb4f28bb01 Testing resolution input 2018-07-17 23:26:40 +01:00
Richard Davey
61954dedcb Added checkDown method and related properties. 2018-07-13 11:13:32 +01:00
Richard Davey
cced09bad6 Added Pointer.prevPosition and getInterpolatedPosition method 2018-07-11 12:34:00 +01:00
Richard Davey
88eb4f4ce9 The Pointer.camera property would only be set if there was a viable Game Object in the camera view. Now it is set regardless, to always be the Camera the Pointer interacted with. 2018-06-27 12:45:03 +01:00
Richard Davey
7aa46657c2 Tidying up jsdocs and changing float to number 2018-06-26 23:19:14 +01:00
Hua
821504a893 Skip drag checking on a draging Game Object
Skip drag checking on a draging Game Object to prevent multi-drag issue.
2018-06-19 10:33:22 +08:00
Richard Davey
6456ef10a6 Touch pointer total fix
The InputManager would only create 1 Pointer, even if Touch input was enabled in the config, which meant you couldn't use touch events unless you first called `addPointer` or specified one in the config. Now, it Touch is enabled in the config, it'll always create 2 pointers by default.
2018-06-13 13:51:04 +01:00
Richard Davey
9d52b6ac91 Fixed jsdoc errors 2018-06-12 17:05:39 +01:00
Richard Davey
d6c2b1104b Replace KeyboardManager with KeyboardPlugin 2018-06-12 14:44:51 +01:00
Richard Davey
d058674a39 eslint fix 2018-06-11 14:42:50 +01:00
Richard Davey
f26bd913e9 Disable Camera.cull because #3679 excludes everything in view (and reverting it includes everything, so no point even culling atm) 2018-06-11 14:04:15 +01:00
Richard Davey
5313343730 Pointers capped at 10 max. 2018-06-11 13:39:28 +01:00
Richard Davey
dfce514024 Fixed docs and added useHandCursor helper. 2018-06-11 11:50:37 +01:00
Richard Davey
c74c1cbb32 Added setDefaultCursor method and custom css cursor handling. 2018-06-11 11:36:02 +01:00
Richard Davey
da436b0ce7 Added custom cursor property 2018-06-11 11:35:40 +01:00
Richard Davey
5c7e624260 setInteractive will now take a configuration object as the only argument, allowing for easier setting of more complex input values 2018-06-11 11:35:31 +01:00
Richard Davey
5889737183 Preparing for cursor change support 2018-06-08 19:04:12 +01:00
Richard Davey
44569fe20c Added useHandCursor boolean 2018-06-08 19:04:01 +01:00
Richard Davey
140e743a8d Added docs and fixed lint issue 2018-06-08 18:24:08 +01:00
Richard Davey
4304811dde Added new Pixel Perfect input handler and makePixelPerfect method. 2018-06-08 17:50:47 +01:00
Richard Davey
87c950a5ea Fixed jsdocs 2018-06-08 16:18:39 +01:00
Richard Davey
529442f134 Only install the plugin if set in Scene settings / Game Config 2018-06-08 16:18:32 +01:00
Richard Davey
8148b14cc3 Removed references to the Gamepad 2018-06-08 16:18:20 +01:00
Richard Davey
680d34b3c4 Convert Gamepad Manager to an Input Plugin 2018-06-08 16:17:58 +01:00
Richard Davey
02554984fe Removed KeyboardManager and replaced with KeyboardPlugin
The `KeyboardManager` class has been removed. It has been replaced with `KeyboardPlugin` which is now an Input level plugin, that registers itself with the new `InputPluginCache`. The Input Plugin class (which belongs to a Scene) will now automatically inject registered plugins into itself on boot. Every Scene has its own instance of the Input Plugin (if enabled in the scene plugins), which in turn has its own instance of the KeyboardPlugin. The `InputManager` no longer has any reference to the Keyboard class at all. The benefits of this are two-fold: First, it allows you to now entirely exclude all of the keyboard classes from a custom build, saving a lot of space if not required. Secondly, it means that the Scenes themselves are now responsible for keyboard events, where-as before they were entirely global. This means a Scene can be paused and stop processing keyboard events, and stop having its Key objects updated, while another Scene can still carry on doing this. It also prevents key related callbacks in sleeping Scenes from being fired (which resolves issue #3733, thanks @JoeMoov2)
2018-06-08 15:16:35 +01:00
Richard Davey
11c5c35149 The new Input Plugin cache 2018-06-08 15:15:36 +01:00
Richard Davey
fc0069d9da Removed all references to keyboard 2018-06-08 15:15:21 +01:00
Chris Andrew
f8ee35d46a Fixed Gamepad lint errors, tweaked some Graphics docs. 2018-06-07 18:36:27 +01:00
Richard Davey
5f1fff6d48 Merge branch 'master' of https://github.com/photonstorm/phaser 2018-06-07 16:36:36 +01:00
Richard Davey
cfa436f158 Added new methods 2018-06-07 16:36:32 +01:00
Chris Andrew
8d926754cb Fixed lint issues in Gamepad and GamepadManager. 2018-06-07 16:04:27 +01:00
Richard Davey
0180a684ca Added leftStick and rightStick properties and shoulder buttons 2018-06-07 14:30:16 +01:00
Richard Davey
aa8d207485 Recoded gamepad event flow, moved to direct handlers, exposed first 4 pads, added full docs 2018-06-06 23:05:10 +01:00