/** * @author Richard Davey * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Create a new `Button` object. A Button is a special type of Sprite that is set-up to handle Pointer events automatically. The four states a Button responds to are: * * * 'Over' - when the Pointer moves over the Button. This is also commonly known as 'hover'. * * 'Out' - when the Pointer that was previously over the Button moves out of it. * * 'Down' - when the Pointer is pressed down on the Button. I.e. touched on a touch enabled device or clicked with the mouse. * * 'Up' - when the Pointer that was pressed down on the Button is released again. * * You can set a unique texture frame and Sound for any of these states. * * @class Phaser.Button * @constructor * @extends Phaser.Image * @param {Phaser.Game} game Current game instance. * @param {number} [x=0] - X position of the Button. * @param {number} [y=0] - Y position of the Button. * @param {string} [key] - The image key as defined in the Game.Cache to use as the texture for this Button. * @param {function} [callback] - The function to call when this Button is pressed. * @param {object} [callbackContext] - The context in which the callback will be called (usually 'this'). * @param {string|number} [overFrame] - 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 {string|number} [outFrame] - 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 {string|number} [downFrame] - 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. * @param {string|number} [upFrame] - This is the frame or frameName that will be set when this button is in an up 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, upFrame) { x = x || 0; y = y || 0; key = key || null; callback = callback || null; callbackContext = callbackContext || this; Phaser.Image.call(this, game, x, y, key, outFrame); /** * @property {number} type - The Phaser Object Type. */ this.type = Phaser.BUTTON; /** * @property {string} _onOverFrameName - Internal variable. * @private * @default */ this._onOverFrameName = null; /** * @property {string} _onOutFrameName - Internal variable. * @private * @default */ this._onOutFrameName = null; /** * @property {string} _onDownFrameName - Internal variable. * @private * @default */ this._onDownFrameName = null; /** * @property {string} _onUpFrameName - Internal variable. * @private * @default */ this._onUpFrameName = null; /** * @property {number} _onOverFrameID - Internal variable. * @private * @default */ this._onOverFrameID = null; /** * @property {number} _onOutFrameID - Internal variable. * @private * @default */ this._onOutFrameID = null; /** * @property {number} _onDownFrameID - Internal variable. * @private * @default */ this._onDownFrameID = null; /** * @property {number} _onUpFrameID - Internal variable. * @private * @default */ this._onUpFrameID = null; /** * @property {boolean} onOverMouseOnly - If true then onOver events (such as onOverSound) will only be triggered if the Pointer object causing them was the Mouse Pointer. * @default */ this.onOverMouseOnly = false; /** * @property {Phaser.Sound} onOverSound - The Sound to be played when this Buttons Over state is activated. * @default */ this.onOverSound = null; /** * @property {Phaser.Sound} onOutSound - The Sound to be played when this Buttons Out state is activated. * @default */ this.onOutSound = null; /** * @property {Phaser.Sound} onDownSound - The Sound to be played when this Buttons Down state is activated. * @default */ this.onDownSound = null; /** * @property {Phaser.Sound} onUpSound - The Sound to be played when this Buttons Up state is activated. * @default */ this.onUpSound = null; /** * @property {string} onOverSoundMarker - The Sound Marker used in conjunction with the onOverSound. * @default */ this.onOverSoundMarker = ''; /** * @property {string} onOutSoundMarker - The Sound Marker used in conjunction with the onOutSound. * @default */ this.onOutSoundMarker = ''; /** * @property {string} onDownSoundMarker - The Sound Marker used in conjunction with the onDownSound. * @default */ this.onDownSoundMarker = ''; /** * @property {string} onUpSoundMarker - The Sound Marker used in conjunction with the onUpSound. * @default */ this.onUpSoundMarker = ''; /** * @property {Phaser.Signal} onInputOver - The Signal (or event) dispatched when this Button is in an Over state. */ this.onInputOver = new Phaser.Signal(); /** * @property {Phaser.Signal} onInputOut - The Signal (or event) dispatched when this Button is in an Out state. */ this.onInputOut = new Phaser.Signal(); /** * @property {Phaser.Signal} onInputDown - The Signal (or event) dispatched when this Button is in an Down state. */ this.onInputDown = new Phaser.Signal(); /** * @property {Phaser.Signal} onInputUp - The Signal (or event) dispatched when this Button is in an Up state. */ this.onInputUp = new Phaser.Signal(); /** * @property {boolean} freezeFrames - When true the Button will cease to change texture frame on all events (over, out, up, down). */ this.freezeFrames = false; /** * When the Button is touched / clicked and then released you can force it to enter a state of "out" instead of "up". * @property {boolean} forceOut * @default */ this.forceOut = false; this.inputEnabled = true; this.input.start(0, true); this.setFrames(overFrame, outFrame, downFrame, upFrame); if (callback !== null) { this.onInputUp.add(callback, callbackContext); } // 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); this.events.onRemovedFromWorld.add(this.removedFromWorld, this); }; Phaser.Button.prototype = Object.create(Phaser.Image.prototype); Phaser.Button.prototype.constructor = Phaser.Button; /** * Clears all of the frames set on this Button. * * @method Phaser.Button.prototype.clearFrames */ Phaser.Button.prototype.clearFrames = function () { this._onOverFrameName = null; this._onOverFrameID = null; this._onOutFrameName = null; this._onOutFrameID = null; this._onDownFrameName = null; this._onDownFrameID = null; this._onUpFrameName = null; this._onUpFrameID = null; }; /** * Called when this Button is removed from the World. * * @method Phaser.Button.prototype.removedFromWorld */ Phaser.Button.prototype.removedFromWorld = function () { this.inputEnabled = false; }; /** * Used to manually set the frames that will be used for the different states of the Button. * * @method Phaser.Button.prototype.setFrames * @param {string|number} [overFrame] - 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 {string|number} [outFrame] - 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 {string|number} [downFrame] - 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. * @param {string|number} [upFrame] - This is the frame or frameName that will be set when this button is in an up state. Give either a number to use a frame ID or a string for a frame name. */ Phaser.Button.prototype.setFrames = function (overFrame, outFrame, downFrame, upFrame) { this.clearFrames(); if (overFrame !== null) { if (typeof overFrame === 'string') { this._onOverFrameName = overFrame; if (this.input.pointerOver()) { this.frameName = overFrame; } } else { this._onOverFrameID = overFrame; if (this.input.pointerOver()) { this.frame = overFrame; } } } if (outFrame !== null) { if (typeof outFrame === 'string') { this._onOutFrameName = outFrame; if (this.input.pointerOver() === false) { this.frameName = outFrame; } } else { this._onOutFrameID = outFrame; if (this.input.pointerOver() === false) { this.frame = outFrame; } } } if (downFrame !== null) { if (typeof downFrame === 'string') { this._onDownFrameName = downFrame; if (this.input.pointerDown()) { this.frameName = downFrame; } } else { this._onDownFrameID = downFrame; if (this.input.pointerDown()) { this.frame = downFrame; } } } if (upFrame !== null) { if (typeof upFrame === 'string') { this._onUpFrameName = upFrame; if (this.input.pointerUp()) { this.frameName = upFrame; } } else { this._onUpFrameID = upFrame; if (this.input.pointerUp()) { this.frame = upFrame; } } } }; /** * Sets the sounds to be played whenever this Button is interacted with. Sounds can be either full Sound objects, or markers pointing to a section of a Sound object. * The most common forms of sounds are 'hover' effects and 'click' effects, which is why the order of the parameters is overSound then downSound. * Call this function with no parameters at all to reset all sounds on this Button. * * @method Phaser.Button.prototype.setSounds * @param {Phaser.Sound|Phaser.AudioSprite} [overSound] - Over Button Sound. * @param {string} [overMarker] - Over Button Sound Marker. * @param {Phaser.Sound|Phaser.AudioSprite} [downSound] - Down Button Sound. * @param {string} [downMarker] - Down Button Sound Marker. * @param {Phaser.Sound|Phaser.AudioSprite} [outSound] - Out Button Sound. * @param {string} [outMarker] - Out Button Sound Marker. * @param {Phaser.Sound|Phaser.AudioSprite} [upSound] - Up Button Sound. * @param {string} [upMarker] - Up Button Sound Marker. */ Phaser.Button.prototype.setSounds = function (overSound, overMarker, downSound, downMarker, outSound, outMarker, upSound, upMarker) { this.setOverSound(overSound, overMarker); this.setOutSound(outSound, outMarker); this.setDownSound(downSound, downMarker); this.setUpSound(upSound, upMarker); }; /** * The Sound to be played when a Pointer moves over this Button. * * @method Phaser.Button.prototype.setOverSound * @param {Phaser.Sound|Phaser.AudioSprite} sound - The Sound that will be played. * @param {string} [marker] - A Sound Marker that will be used in the playback. */ Phaser.Button.prototype.setOverSound = function (sound, marker) { this.onOverSound = null; this.onOverSoundMarker = ''; if (sound instanceof Phaser.Sound || sound instanceof Phaser.AudioSprite) { this.onOverSound = sound; } if (typeof marker === 'string') { this.onOverSoundMarker = marker; } }; /** * The Sound to be played when a Pointer moves out of this Button. * * @method Phaser.Button.prototype.setOutSound * @param {Phaser.Sound|Phaser.AudioSprite} sound - The Sound that will be played. * @param {string} [marker] - A Sound Marker that will be used in the playback. */ Phaser.Button.prototype.setOutSound = function (sound, marker) { this.onOutSound = null; this.onOutSoundMarker = ''; if (sound instanceof Phaser.Sound || sound instanceof Phaser.AudioSprite) { this.onOutSound = sound; } if (typeof marker === 'string') { this.onOutSoundMarker = marker; } }; /** * The Sound to be played when a Pointer presses down on this Button. * * @method Phaser.Button.prototype.setDownSound * @param {Phaser.Sound|Phaser.AudioSprite} sound - The Sound that will be played. * @param {string} [marker] - A Sound Marker that will be used in the playback. */ Phaser.Button.prototype.setDownSound = function (sound, marker) { this.onDownSound = null; this.onDownSoundMarker = ''; if (sound instanceof Phaser.Sound || sound instanceof Phaser.AudioSprite) { this.onDownSound = sound; } if (typeof marker === 'string') { this.onDownSoundMarker = marker; } }; /** * The Sound to be played when a Pointer has pressed down and is released from this Button. * * @method Phaser.Button.prototype.setUpSound * @param {Phaser.Sound|Phaser.AudioSprite} sound - The Sound that will be played. * @param {string} [marker] - A Sound Marker that will be used in the playback. */ Phaser.Button.prototype.setUpSound = function (sound, marker) { this.onUpSound = null; this.onUpSoundMarker = ''; if (sound instanceof Phaser.Sound || sound instanceof Phaser.AudioSprite) { this.onUpSound = sound; } if (typeof marker === 'string') { this.onUpSoundMarker = marker; } }; /** * Internal function that handles input events. * * @protected * @method Phaser.Button.prototype.onInputOverHandler * @param {Phaser.Button} sprite - The Button that the event occured on. * @param {Phaser.Pointer} pointer - The Pointer that activated the Button. */ Phaser.Button.prototype.onInputOverHandler = function (sprite, pointer) { // If the Pointer was only just released then we don't fire an over event if (pointer.justReleased()) { return; } if (this.freezeFrames === false) { this.setState(1); } if (this.onOverMouseOnly && !pointer.isMouse) { return; } if (this.onOverSound) { this.onOverSound.play(this.onOverSoundMarker); } if (this.onInputOver) { this.onInputOver.dispatch(this, pointer); } }; /** * Internal function that handles input events. * * @protected * @method Phaser.Button.prototype.onInputOutHandler * @param {Phaser.Button} sprite - The Button that the event occured on. * @param {Phaser.Pointer} pointer - The Pointer that activated the Button. */ Phaser.Button.prototype.onInputOutHandler = function (sprite, pointer) { if (this.freezeFrames === false) { this.setState(2); } if (this.onOutSound) { this.onOutSound.play(this.onOutSoundMarker); } if (this.onInputOut) { this.onInputOut.dispatch(this, pointer); } }; /** * Internal function that handles input events. * * @protected * @method Phaser.Button.prototype.onInputDownHandler * @param {Phaser.Button} sprite - The Button that the event occured on. * @param {Phaser.Pointer} pointer - The Pointer that activated the Button. */ Phaser.Button.prototype.onInputDownHandler = function (sprite, pointer) { if (this.freezeFrames === false) { this.setState(3); } if (this.onDownSound) { this.onDownSound.play(this.onDownSoundMarker); } if (this.onInputDown) { this.onInputDown.dispatch(this, pointer); } }; /** * Internal function that handles input events. * * @protected * @method Phaser.Button.prototype.onInputUpHandler * @param {Phaser.Button} sprite - The Button that the event occured on. * @param {Phaser.Pointer} pointer - The Pointer that activated the Button. */ Phaser.Button.prototype.onInputUpHandler = function (sprite, pointer, isOver) { if (this.onUpSound) { this.onUpSound.play(this.onUpSoundMarker); } if (this.onInputUp) { this.onInputUp.dispatch(this, pointer, isOver); } if (this.freezeFrames) { return; } if (this.forceOut) { // Button should be forced to the Out frame when released. this.setState(2); } else { if (this._onUpFrameName !== null || this._onUpFrameID !== null) { this.setState(4); } else { if (isOver) { this.setState(1); } else { this.setState(2); } } } }; /** * Internal function that handles Button state changes. * * @protected * @method Phaser.Button.prototype.setState * @param {number} newState - The new State of the Button. */ Phaser.Button.prototype.setState = function (newState) { if (newState === 1) { // Over if (this._onOverFrameName != null) { this.frameName = this._onOverFrameName; } else if (this._onOverFrameID != null) { this.frame = this._onOverFrameID; } } else if (newState === 2) { // Out if (this._onOutFrameName != null) { this.frameName = this._onOutFrameName; } else if (this._onOutFrameID != null) { this.frame = this._onOutFrameID; } } else if (newState === 3) { // Down if (this._onDownFrameName != null) { this.frameName = this._onDownFrameName; } else if (this._onDownFrameID != null) { this.frame = this._onDownFrameID; } } else if (newState === 4) { // Up if (this._onUpFrameName != null) { this.frameName = this._onUpFrameName; } else if (this._onUpFrameID != null) { this.frame = this._onUpFrameID; } } };