/** * @author @karlmacklin <tacklemcclean@gmail.com> * @author Richard Davey <rich@photonstorm.com> * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * If you need more fine-grained control over the handling of specific buttons you can create and use Phaser.GamepadButton objects. * * @class Phaser.GamepadButton * @constructor * @param {Phaser.SinglePad} pad - A reference to the gamepad that owns this button. * @param {number} buttonCode - The button code this GamepadButton is responsible for. */ Phaser.GamepadButton = function (pad, buttonCode) { /** * @property {Phaser.SinglePad} pad - A reference to the gamepad that owns this button. */ this.pad = pad; /** * @property {Phaser.Game} game - A reference to the currently running game. */ this.game = pad.game; /** * @property {boolean} isDown - The "down" state of the button. * @default */ this.isDown = false; /** * @property {boolean} isUp - The "up" state of the button. * @default */ this.isUp = true; /** * @property {number} timeDown - The timestamp when the button was last pressed down. * @default */ this.timeDown = 0; /** * If the button is down this value holds the duration of that button press and is constantly updated. * If the button is up it holds the duration of the previous down session. * @property {number} duration - The number of milliseconds this button has been held down for. * @default */ this.duration = 0; /** * @property {number} timeUp - The timestamp when the button was last released. * @default */ this.timeUp = 0; /** * @property {number} repeats - If a button is held down this holds down the number of times the button has 'repeated'. * @default */ this.repeats = 0; /** * @property {number} value - Button value. Mainly useful for checking analog buttons (like shoulder triggers) * @default */ this.value = 0; /** * @property {number} buttonCode - The buttoncode of this button. */ this.buttonCode = buttonCode; /** * @property {Phaser.Signal} onDown - This Signal is dispatched every time this GamepadButton is pressed down. It is only dispatched once (until the button is released again). */ this.onDown = new Phaser.Signal(); /** * @property {Phaser.Signal} onUp - This Signal is dispatched every time this GamepadButton is pressed down. It is only dispatched once (until the button is released again). */ this.onUp = new Phaser.Signal(); /** * @property {Phaser.Signal} onFloat - This Signal is dispatched every time this GamepadButton changes floating value (between (but not exactly) 0 and 1) */ this.onFloat = new Phaser.Signal(); }; Phaser.GamepadButton.prototype = { /** * Called automatically by Phaser.SinglePad. * * @method Phaser.GamepadButton#processButtonDown * @protected * @param {number} value - Button value */ processButtonDown: function (value) { this.isDown = true; this.isUp = false; this.timeDown = this.game.time.time; this.duration = 0; this.repeats = 0; this.value = value; this.onDown.dispatch(this, value); }, /** * Called automatically by Phaser.SinglePad. * * @method Phaser.GamepadButton#processButtonUp * @protected * @param {number} value - Button value */ processButtonUp: function (value) { this.isDown = false; this.isUp = true; this.timeUp = this.game.time.time; this.value = value; this.onUp.dispatch(this, value); }, /** * Called automatically by Phaser.SinglePad. * * @method Phaser.GamepadButton#processButtonFloat * @protected * @param {number} value - Button value */ processButtonFloat: function (value) { this.value = value; this.onFloat.dispatch(this, value); }, /** * Returns the "just pressed" state of this button. Just pressed is considered true if the button was pressed down within the duration given (default 250ms). * * @method Phaser.GamepadButton#justPressed * @param {number} [duration=250] - The duration below which the button is considered as being just pressed. * @return {boolean} True if the button is just pressed otherwise false. */ justPressed: function (duration) { duration = duration || 250; return (this.isDown === true && (this.timeDown + duration) > this.game.time.time); }, /** * Returns the "just released" state of this button. Just released is considered as being true if the button was released within the duration given (default 250ms). * * @method Phaser.GamepadButton#justPressed * @param {number} [duration=250] - The duration below which the button is considered as being just released. * @return {boolean} True if the button is just pressed otherwise false. */ justReleased: function (duration) { duration = duration || 250; return (this.isUp === true && (this.timeUp + duration) > this.game.time.time); }, /** * Resets this GamepadButton, changing it to an isUp state and resetting the duration and repeats counters. * * @method Phaser.GamepadButton#reset */ reset: function () { this.isDown = false; this.isUp = true; this.timeDown = this.game.time.time; this.duration = 0; this.repeats = 0; }, /** * Destroys this GamepadButton, this disposes of the onDown, onUp and onFloat signals and clears the pad and game references. * * @method Phaser.GamepadButton#destroy */ destroy: function () { this.onDown.dispose(); this.onUp.dispose(); this.onFloat.dispose(); this.pad = null; this.game = null; } }; Phaser.GamepadButton.prototype.constructor = Phaser.GamepadButton;