/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * @class Phaser.Key * @classdesc If you need more fine-grained control over the handling of specific keys you can create and use Phaser.Key objects. * @constructor * @param {Phaser.Game} game - Current game instance. * @param {number} keycode - The key code this Key is responsible for. */ Phaser.Key = function (game, keycode) { /** * @property {Phaser.Game} game - A reference to the currently running game. */ this.game = game; /** * @property {boolean} enabled - An enabled key processes its update and dispatches events. You can toggle this at run-time to disable a key without deleting it. * @default */ this.enabled = true; /** * @property {object} event - Stores the most recent DOM event. * @readonly */ this.event = null; /** * @property {boolean} isDown - The "down" state of the key. * @default */ this.isDown = false; /** * @property {boolean} isUp - The "up" state of the key. * @default */ this.isUp = true; /** * @property {boolean} altKey - The down state of the ALT key, if pressed at the same time as this key. * @default */ this.altKey = false; /** * @property {boolean} ctrlKey - The down state of the CTRL key, if pressed at the same time as this key. * @default */ this.ctrlKey = false; /** * @property {boolean} shiftKey - The down state of the SHIFT key, if pressed at the same time as this key. * @default */ this.shiftKey = false; /** * @property {number} timeDown - The timestamp when the key was last pressed down. This is based on Game.time.now. */ this.timeDown = 0; /** * If the key is down this value holds the duration of that key press and is constantly updated. * If the key is up it holds the duration of the previous down session. * @property {number} duration - The number of milliseconds this key has been held down for. * @default */ this.duration = 0; /** * @property {number} timeUp - The timestamp when the key was last released. This is based on Game.time.now. * @default */ this.timeUp = -2500; /** * @property {number} repeats - If a key is held down this holds down the number of times the key has 'repeated'. * @default */ this.repeats = 0; /** * @property {number} keyCode - The keycode of this key. */ this.keyCode = keycode; /** * @property {Phaser.Signal} onDown - This Signal is dispatched every time this Key is pressed down. It is only dispatched once (until the key is released again). */ this.onDown = new Phaser.Signal(); /** * @property {function} onHoldCallback - A callback that is called while this Key is held down. Warning: Depending on refresh rate that could be 60+ times per second. */ this.onHoldCallback = null; /** * @property {object} onHoldContext - The context under which the onHoldCallback will be called. */ this.onHoldContext = null; /** * @property {Phaser.Signal} onUp - This Signal is dispatched every time this Key is pressed down. It is only dispatched once (until the key is released again). */ this.onUp = new Phaser.Signal(); }; Phaser.Key.prototype = { update: function () { if (!this.enabled) { return; } if (this.isDown) { this.duration = this.game.time.now - this.timeDown; this.repeats++; if (this.onHoldCallback) { this.onHoldCallback.call(this.onHoldContext, this); } } }, /** * Called automatically by Phaser.Keyboard. * @method Phaser.Key#processKeyDown * @param {KeyboardEvent} event. * @protected */ processKeyDown: function (event) { if (!this.enabled) { return; } this.event = event; if (this.isDown) { return; } this.altKey = event.altKey; this.ctrlKey = event.ctrlKey; this.shiftKey = event.shiftKey; this.isDown = true; this.isUp = false; this.timeDown = this.game.time.now; this.duration = 0; this.repeats = 0; this.onDown.dispatch(this); }, /** * Called automatically by Phaser.Keyboard. * @method Phaser.Key#processKeyUp * @param {KeyboardEvent} event. * @protected */ processKeyUp: function (event) { if (!this.enabled) { return; } this.event = event; if (this.isUp) { return; } this.isDown = false; this.isUp = true; this.timeUp = this.game.time.now; this.duration = this.game.time.now - this.timeDown; this.onUp.dispatch(this); }, /** * Resets the state of this Key. This sets isDown to false, isUp to true, resets the time to be the current time and clears any callbacks * associated with the onDown and onUp events and nulls the onHoldCallback if set. * * @method Phaser.Key#reset * @param {boolean} [hard=true] - A soft reset won't reset any events or callbacks that are bound to this Key. A hard reset will. */ reset: function (hard) { if (typeof hard === 'undefined') { hard = true; } this.isDown = false; this.isUp = true; this.timeUp = this.game.time.now; this.duration = 0; this.enabled = true; if (hard) { this.onDown.removeAll(); this.onUp.removeAll(); this.onHoldCallback = null; this.onHoldContext = null; } }, /** * Returns the "just pressed" state of the Key. Just pressed is considered true if the key was pressed down within the duration given (default 250ms) * @method Phaser.Key#justPressed * @param {number} [duration=50] - The duration below which the key is considered as being just pressed. * @return {boolean} True if the key is just pressed otherwise false. */ justPressed: function (duration) { if (typeof duration === "undefined") { duration = 50; } return (this.isDown && this.duration < duration); }, /** * Returns the "just released" state of the Key. Just released is considered as being true if the key was released within the duration given (default 250ms) * @method Phaser.Key#justReleased * @param {number} [duration=50] - The duration below which the key is considered as being just released. * @return {boolean} True if the key is just released otherwise false. */ justReleased: function (duration) { if (typeof duration === "undefined") { duration = 50; } return (!this.isDown && ((this.game.time.now - this.timeUp) < duration)); } }; Phaser.Key.prototype.constructor = Phaser.Key;