/** * Create a new Button object. * * @param game {Phaser.Game} Current game instance. * @param [x] {number} X position of the button. * @param [y] {number} Y position of the button. * @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this button. * @param [callback] {function} The function to call when this button is pressed * @param [callbackContext] {object} The context in which the callback will be called (usually 'this') * @param [overFrame] {string|number} This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name. * @param [outFrame] {string|number} This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name. * @param [downFrame] {string|number} This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name. */ Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame) { x = x || 0; y = y || 0; key = key || null; callback = callback || null; callbackContext = callbackContext || this; Phaser.Sprite.call(this, game, x, y, key, outFrame); this.type = Phaser.BUTTON; this._onOverFrameName = null; this._onOutFrameName = null; this._onDownFrameName = null; this._onUpFrameName = null; this._onOverFrameID = null; this._onOutFrameID = null; this._onDownFrameID = null; this._onUpFrameID = null; // These are the signals the game will subscribe to this.onInputOver = new Phaser.Signal; this.onInputOut = new Phaser.Signal; this.onInputDown = new Phaser.Signal; this.onInputUp = new Phaser.Signal; this.setFrames(overFrame, outFrame, downFrame); if (callback !== null) { this.onInputUp.add(callback, callbackContext); } this.input.start(0, false, true); // Redirect the input events to here so we can handle animation updates, etc this.events.onInputOver.add(this.onInputOverHandler, this); this.events.onInputOut.add(this.onInputOutHandler, this); this.events.onInputDown.add(this.onInputDownHandler, this); this.events.onInputUp.add(this.onInputUpHandler, this); }; Phaser.Button.prototype = Phaser.Utils.extend(true, Phaser.Sprite.prototype, PIXI.Sprite.prototype); Phaser.Button.prototype.constructor = Phaser.Button; // Add our own custom methods Phaser.Button.prototype.setFrames = function (overFrame, outFrame, downFrame) { if (overFrame !== null) { if (typeof overFrame === 'string') { this._onOverFrameName = overFrame; } else { this._onOverFrameID = overFrame; } } if (outFrame !== null) { if (typeof outFrame === 'string') { this._onOutFrameName = outFrame; this._onUpFrameName = outFrame; } else { this._onOutFrameID = outFrame; this._onUpFrameID = outFrame; } } if (downFrame !== null) { if (typeof downFrame === 'string') { this._onDownFrameName = downFrame; } else { this._onDownFrameID = downFrame; } } }; Phaser.Button.prototype.onInputOverHandler = function (pointer) { if (this._onOverFrameName != null) { this.frameName = this._onOverFrameName; } else if (this._onOverFrameID != null) { this.frame = this._onOverFrameID; } if (this.onInputOver) { this.onInputOver.dispatch(this, pointer); } }; Phaser.Button.prototype.onInputOutHandler = function (pointer) { if (this._onOutFrameName != null) { this.frameName = this._onOutFrameName; } else if (this._onOutFrameID != null) { this.frame = this._onOutFrameID; } if (this.onInputOut) { this.onInputOut.dispatch(this, pointer); } }; Phaser.Button.prototype.onInputDownHandler = function (pointer) { if (this._onDownFrameName != null) { this.frameName = this._onDownFrameName; } else if (this._onDownFrameID != null) { this.frame = this._onDownFrameID; } if (this.onInputDown) { this.onInputDown.dispatch(this, pointer); } }; Phaser.Button.prototype.onInputUpHandler = function (pointer) { if (this._onUpFrameName != null) { this.frameName = this._onUpFrameName; } else if (this._onUpFrameID != null) { this.frame = this._onUpFrameID; } if (this.onInputUp) { this.onInputUp.dispatch(this, pointer); } };