/// /// /// /// /** * Phaser - Components - Input * * Input detection component */ module Phaser.Components { export class Input { /** * Sprite Input component constructor * @param parent The Sprite using this Input component */ constructor(parent: Sprite) { this.game = parent.game; this._sprite = parent; this.enabled = false; this.checkBody = false; this.useHandCursor = false; } /** * Reference to Phaser.Game */ public game: Game; /** * Reference to the Image stored in the Game.Cache that is used as the texture for the Sprite. */ private _sprite: Sprite; /** * If enabled the Input component will be updated by the parent Sprite * @type {Boolean} */ public enabled: bool; /** * The Input component can monitor either the physics body of the Sprite or the frameBounds * If checkBody is set to true it will monitor the bounds of the physics body. * @type {Boolean} */ public checkBody: bool; /** * Turn the mouse pointer into a hand image by temporarily setting the CSS style of the Game canvas * on Input over. Only works on desktop browsers or browsers with a visible input pointer. * @type {Boolean} */ public useHandCursor: bool; /** * The x coordinate of the Input pointer, relative to the top-left of the parent Sprite. * This value is only set with the pointer is over this Sprite. * @type {number} */ public x: number = 0; /** * The y coordinate of the Input pointer, relative to the top-left of the parent Sprite * This value is only set with the pointer is over this Sprite. * @type {number} */ public y: number = 0; /** * If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true * @property isDown * @type {Boolean} **/ public isDown: bool = false; /** * If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true * @property isUp * @type {Boolean} **/ public isUp: bool = true; /** * A timestamp representing when the Pointer first touched the touchscreen. * @property timeDown * @type {Number} **/ public timeOver: number = 0; /** * A timestamp representing when the Pointer left the touchscreen. * @property timeUp * @type {Number} **/ public timeOut: number = 0; /** * Is the Pointer over this Sprite * @property isOver * @type {Boolean} **/ public isOver: bool = false; /** * Is the Pointer outside of this Sprite * @property isOut * @type {Boolean} **/ public isOut: bool = true; public oldX: number; public oldY: number; /** * Update */ public update() { if (this.enabled == false) { return; } if (this.game.input.x != this.oldX || this.game.input.y != this.oldY) { this.oldX = this.game.input.x; this.oldY = this.game.input.y; if (RectangleUtils.contains(this._sprite.frameBounds, this.game.input.x, this.game.input.y)) { this.x = this.game.input.x - this._sprite.x; this.y = this.game.input.y - this._sprite.y; if (this.isOver == false) { this.isOver = true; this.isOut = false; this.timeOver = this.game.time.now; if (this.useHandCursor) { this._sprite.game.stage.canvas.style.cursor = "pointer"; } this._sprite.events.onInputOver.dispatch(this._sprite, this.x, this.y, this.timeOver); } } else { if (this.isOver) { this.isOver = false; this.isOut = true; this.timeOut = this.game.time.now; if (this.useHandCursor) { this._sprite.game.stage.canvas.style.cursor = "default"; } this._sprite.events.onInputOut.dispatch(this._sprite, this.timeOut); } } } } /** * Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second) * @param delay The time below which the pointer is considered as just over. * @returns {boolean} */ public justOver(delay?:number = 500): bool { return (this.isOver && this.duration < delay); } /** * Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second) * @param delay The time below which the pointer is considered as just out. * @returns {boolean} */ public justOut(delay?:number = 500): bool { return (this.isOut && (this.game.time.now - this.timeOut < delay)); } /** * If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds. * @returns {number} The number of milliseconds the pointer has been over the Sprite, or -1 if not over. */ public get duration(): number { if (this.isOver) { return this.game.time.now - this.timeOver; } return -1; } /** * Render debug infos. (including name, bounds info, position and some other properties) * @param x {number} X position of the debug info to be rendered. * @param y {number} Y position of the debug info to be rendered. * @param [color] {number} color of the debug info to be rendered. (format is css color string) */ public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') { this._sprite.texture.context.font = '14px Courier'; this._sprite.texture.context.fillStyle = color; this._sprite.texture.context.fillText('Sprite Input: (' + this._sprite.frameBounds.width + ' x ' + this._sprite.frameBounds.height + ')', x, y); this._sprite.texture.context.fillText('x: ' + this.x.toFixed(1) + ' y: ' + this.y.toFixed(1), x, y + 14); this._sprite.texture.context.fillText('over: ' + this.isOver + ' duration: ' + this.duration.toFixed(0), x, y + 28); this._sprite.texture.context.fillText('just over: ' + this.justOver() + ' just out: ' + this.justOut(), x, y + 42); } } }