/// /** * Phaser - Keyboard * * The Keyboard class handles keyboard interactions with the game and the resulting events. * The avoid stealing all browser input we don't use event.preventDefault. If you would like to trap a specific key however * then use the addKeyCapture() method. */ var Phaser; (function (Phaser) { var Keyboard = (function () { function Keyboard(game) { this._keys = { }; this._capture = { }; /** * You can disable all Input by setting disabled = true. While set all new input related events will be ignored. * @type {bool} */ this.disabled = false; this.game = game; } Keyboard.prototype.start = function () { var _this = this; this._onKeyDown = function (event) { return _this.onKeyDown(event); }; this._onKeyUp = function (event) { return _this.onKeyUp(event); }; document.body.addEventListener('keydown', this._onKeyDown, false); document.body.addEventListener('keyup', this._onKeyUp, false); }; Keyboard.prototype.stop = function () { document.body.removeEventListener('keydown', this._onKeyDown); document.body.removeEventListener('keyup', this._onKeyUp); }; Keyboard.prototype.addKeyCapture = /** * By default when a key is pressed Phaser will not stop the event from propagating up to the browser. * There are some keys this can be annoying for, like the arrow keys or space bar, which make the browser window scroll. * You can use addKeyCapture to consume the keyboard event for specific keys so it doesn't bubble up to the the browser. * Pass in either a single keycode or an array of keycodes. * @param {Any} keycode */ function (keycode) { if(typeof keycode === 'object') { for(var i = 0; i < keycode.length; i++) { this._capture[keycode[i]] = true; } } else { this._capture[keycode] = true; } }; Keyboard.prototype.removeKeyCapture = /** * @param {Number} keycode */ function (keycode) { delete this._capture[keycode]; }; Keyboard.prototype.clearCaptures = function () { this._capture = { }; }; Keyboard.prototype.onKeyDown = /** * @param {KeyboardEvent} event */ function (event) { if(this.game.input.disabled || this.disabled) { return; } if(this._capture[event.keyCode]) { event.preventDefault(); } if(!this._keys[event.keyCode]) { this._keys[event.keyCode] = { isDown: true, timeDown: this.game.time.now, timeUp: 0 }; } else { this._keys[event.keyCode].isDown = true; this._keys[event.keyCode].timeDown = this.game.time.now; } }; Keyboard.prototype.onKeyUp = /** * @param {KeyboardEvent} event */ function (event) { if(this.game.input.disabled || this.disabled) { return; } if(this._capture[event.keyCode]) { event.preventDefault(); } if(!this._keys[event.keyCode]) { this._keys[event.keyCode] = { isDown: false, timeDown: 0, timeUp: this.game.time.now }; } else { this._keys[event.keyCode].isDown = false; this._keys[event.keyCode].timeUp = this.game.time.now; } }; Keyboard.prototype.reset = function () { for(var key in this._keys) { this._keys[key].isDown = false; } }; Keyboard.prototype.justPressed = /** * @param {Number} keycode * @param {Number} [duration] * @return {bool} */ function (keycode, duration) { if (typeof duration === "undefined") { duration = 250; } if(this._keys[keycode] && this._keys[keycode].isDown === true && (this.game.time.now - this._keys[keycode].timeDown < duration)) { return true; } else { return false; } }; Keyboard.prototype.justReleased = /** * @param {Number} keycode * @param {Number} [duration] * @return {bool} */ function (keycode, duration) { if (typeof duration === "undefined") { duration = 250; } if(this._keys[keycode] && this._keys[keycode].isDown === false && (this.game.time.now - this._keys[keycode].timeUp < duration)) { return true; } else { return false; } }; Keyboard.prototype.isDown = /** * @param {Number} keycode * @return {bool} */ function (keycode) { if(this._keys[keycode]) { return this._keys[keycode].isDown; } else { return false; } }; Keyboard.A = "A".charCodeAt(0); Keyboard.B = "B".charCodeAt(0); Keyboard.C = "C".charCodeAt(0); Keyboard.D = "D".charCodeAt(0); Keyboard.E = "E".charCodeAt(0); Keyboard.F = "F".charCodeAt(0); Keyboard.G = "G".charCodeAt(0); Keyboard.H = "H".charCodeAt(0); Keyboard.I = "I".charCodeAt(0); Keyboard.J = "J".charCodeAt(0); Keyboard.K = "K".charCodeAt(0); Keyboard.L = "L".charCodeAt(0); Keyboard.M = "M".charCodeAt(0); Keyboard.N = "N".charCodeAt(0); Keyboard.O = "O".charCodeAt(0); Keyboard.P = "P".charCodeAt(0); Keyboard.Q = "Q".charCodeAt(0); Keyboard.R = "R".charCodeAt(0); Keyboard.S = "S".charCodeAt(0); Keyboard.T = "T".charCodeAt(0); Keyboard.U = "U".charCodeAt(0); Keyboard.V = "V".charCodeAt(0); Keyboard.W = "W".charCodeAt(0); Keyboard.X = "X".charCodeAt(0); Keyboard.Y = "Y".charCodeAt(0); Keyboard.Z = "Z".charCodeAt(0); Keyboard.ZERO = "0".charCodeAt(0); Keyboard.ONE = "1".charCodeAt(0); Keyboard.TWO = "2".charCodeAt(0); Keyboard.THREE = "3".charCodeAt(0); Keyboard.FOUR = "4".charCodeAt(0); Keyboard.FIVE = "5".charCodeAt(0); Keyboard.SIX = "6".charCodeAt(0); Keyboard.SEVEN = "7".charCodeAt(0); Keyboard.EIGHT = "8".charCodeAt(0); Keyboard.NINE = "9".charCodeAt(0); Keyboard.NUMPAD_0 = 96; Keyboard.NUMPAD_1 = 97; Keyboard.NUMPAD_2 = 98; Keyboard.NUMPAD_3 = 99; Keyboard.NUMPAD_4 = 100; Keyboard.NUMPAD_5 = 101; Keyboard.NUMPAD_6 = 102; Keyboard.NUMPAD_7 = 103; Keyboard.NUMPAD_8 = 104; Keyboard.NUMPAD_9 = 105; Keyboard.NUMPAD_MULTIPLY = 106; Keyboard.NUMPAD_ADD = 107; Keyboard.NUMPAD_ENTER = 108; Keyboard.NUMPAD_SUBTRACT = 109; Keyboard.NUMPAD_DECIMAL = 110; Keyboard.NUMPAD_DIVIDE = 111; Keyboard.F1 = 112; Keyboard.F2 = 113; Keyboard.F3 = 114; Keyboard.F4 = 115; Keyboard.F5 = 116; Keyboard.F6 = 117; Keyboard.F7 = 118; Keyboard.F8 = 119; Keyboard.F9 = 120; Keyboard.F10 = 121; Keyboard.F11 = 122; Keyboard.F12 = 123; Keyboard.F13 = 124; Keyboard.F14 = 125; Keyboard.F15 = 126; Keyboard.COLON = 186; Keyboard.EQUALS = 187; Keyboard.UNDERSCORE = 189; Keyboard.QUESTION_MARK = 191; Keyboard.TILDE = 192; Keyboard.OPEN_BRACKET = 219; Keyboard.BACKWARD_SLASH = 220; Keyboard.CLOSED_BRACKET = 221; Keyboard.QUOTES = 222; Keyboard.BACKSPACE = 8; Keyboard.TAB = 9; Keyboard.CLEAR = 12; Keyboard.ENTER = 13; Keyboard.SHIFT = 16; Keyboard.CONTROL = 17; Keyboard.ALT = 18; Keyboard.CAPS_LOCK = 20; Keyboard.ESC = 27; Keyboard.SPACEBAR = 32; Keyboard.PAGE_UP = 33; Keyboard.PAGE_DOWN = 34; Keyboard.END = 35; Keyboard.HOME = 36; Keyboard.LEFT = 37; Keyboard.UP = 38; Keyboard.RIGHT = 39; Keyboard.DOWN = 40; Keyboard.INSERT = 45; Keyboard.DELETE = 46; Keyboard.HELP = 47; Keyboard.NUM_LOCK = 144; return Keyboard; })(); Phaser.Keyboard = Keyboard; })(Phaser || (Phaser = {}));