/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2013 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Phaser - Keyboard constructor. * * @class Phaser.Keyboard * @classdesc A Keyboard object Description. * @constructor * @param {Phaser.Game} game - A reference to the currently running game. */ Phaser.Keyboard = function (game) { /** * @property {Phaser.Game} game - Local reference to game. */ this.game = game; /** * @property {Description} _keys - Description. * @private */ this._keys = {}; /** * @property {Description} _hotkeys - Description. * @private */ this._hotkeys = {}; /** * @property {Description} _capture - Description. * @private */ this._capture = {}; /** * You can disable all Keyboard Input by setting disabled to true. While true all new input related events will be ignored. * @property {boolean} disabled - The disabled state of the Keyboard. * @default */ this.disabled = false; /** * @property {function} _onKeyDown * @private * @default */ this._onKeyDown = null; /** * @property {function} _onKeyUp * @private * @default */ this._onKeyUp = null; /** * @property {Object} callbackContext - The context under which the callbacks are run. */ this.callbackContext = this; /** * @property {function} onDownCallback - This callback is invoked every time a key is pressed down. */ this.onDownCallback = null; /** * @property {function} onUpCallback - This callback is invoked every time a key is released. */ this.onUpCallback = null; }; Phaser.Keyboard.prototype = { /** * Add callbacks to the Keyboard handler so that each time a key is pressed down or releases the callbacks are activated. * @method Phaser.Keyboard#addCallbacks * @param {Object} context - The context under which the callbacks are run. * @param {function} onDown - This callback is invoked every time a key is pressed down. * @param {function} [onUp=null] - This callback is invoked every time a key is released. */ addCallbacks: function (context, onDown, onUp) { this.callbackContext = context; this.onDownCallback = onDown; if (typeof onUp !== 'undefined') { this.onUpCallback = onUp; } }, /** * If you need more fine-grained control over a Key you can create a new Phaser.Key object via this method. * The Key object can then be polled, have events attached to it, etc. * * @method Phaser.Keyboard#addKey * @param {number} keycode - The keycode of the key, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACE_BAR * @return {Phaser.Key} The Key object which you can store locally and reference directly. */ addKey: function (keycode) { this._hotkeys[keycode] = new Phaser.Key(this.game, keycode); return this._hotkeys[keycode]; }, /** * Removes a Key object from the Keyboard manager. * * @method Phaser.Keyboard#removeKey * @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACE_BAR */ removeKey: function (keycode) { delete (this._hotkeys[keycode]); }, /** * Starts the Keyboard event listeners running (keydown and keyup). They are attached to the document.body. * This is called automatically by Phaser.Input and should not normally be invoked directly. * * @method Phaser.Keyboard#start */ start: function () { var _this = this; this._onKeyDown = function (event) { return _this.processKeyDown(event); }; this._onKeyUp = function (event) { return _this.processKeyUp(event); }; document.body.addEventListener('keydown', this._onKeyDown, false); document.body.addEventListener('keyup', this._onKeyUp, false); }, /** * Stops the Keyboard event listeners from running (keydown and keyup). They are removed from the document.body. * * @method Phaser.Keyboard#stop */ stop: function () { document.body.removeEventListener('keydown', this._onKeyDown); document.body.removeEventListener('keyup', this._onKeyUp); }, /** * By default when a key is pressed Phaser will not stop the event from propagating up to the browser. * There are some keys this can be annoying for, like the arrow keys or space bar, which make the browser window scroll. * You can use addKeyCapture to consume the keyboard event for specific keys so it doesn't bubble up to the the browser. * Pass in either a single keycode or an array/hash of keycodes. * @method Phaser.Keyboard#addKeyCapture * @param {Any} keycode */ addKeyCapture: function (keycode) { if (typeof keycode === 'object') { for (var key in keycode) { this._capture[keycode[key]] = true; } } else { this._capture[keycode] = true; } }, /** * Removes an existing key capture. * @method Phaser.Keyboard#removeKeyCapture * @param {number} keycode */ removeKeyCapture: function (keycode) { delete this._capture[keycode]; }, /** * Clear all set key captures. * @method Phaser.Keyboard#clearCaptures */ clearCaptures: function () { this._capture = {}; }, /** * Process the keydown event. * @method Phaser.Keyboard#processKeyDown * @param {KeyboardEvent} event * @protected */ processKeyDown: function (event) { if (this.game.input.disabled || this.disabled) { return; } if (this._capture[event.keyCode]) { event.preventDefault(); } if (this.onDownCallback) { this.onDownCallback.call(this.callbackContext, event); } if (this._keys[event.keyCode] && this._keys[event.keyCode].isDown) { // Key already down and still down, so update this._keys[event.keyCode].duration = this.game.time.now - this._keys[event.keyCode].timeDown; } else { if (!this._keys[event.keyCode]) { // Not used this key before, so register it this._keys[event.keyCode] = { isDown: true, timeDown: this.game.time.now, timeUp: 0, duration: 0 }; } else { // Key used before but freshly down this._keys[event.keyCode].isDown = true; this._keys[event.keyCode].timeDown = this.game.time.now; this._keys[event.keyCode].duration = 0; } } if (this._hotkeys[event.keyCode]) { this._hotkeys[event.keyCode].processKeyDown(event); } }, /** * Process the keyup event. * @method Phaser.Keyboard#processKeyUp * @param {KeyboardEvent} event * @protected */ processKeyUp: function (event) { if (this.game.input.disabled || this.disabled) { return; } if (this._capture[event.keyCode]) { event.preventDefault(); } if (this.onUpCallback) { this.onUpCallback.call(this.callbackContext, event); } if (this._hotkeys[event.keyCode]) { this._hotkeys[event.keyCode].processKeyUp(event); } this._keys[event.keyCode].isDown = false; this._keys[event.keyCode].timeUp = this.game.time.now; }, /** * Reset the "isDown" state of all keys. * @method Phaser.Keyboard#reset */ reset: function () { for (var key in this._keys) { this._keys[key].isDown = false; } }, /** * 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.Keyboard#justPressed * @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACE_BAR * @param {number} [duration=250] - 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 (keycode, duration) { if (typeof duration === "undefined") { duration = 250; } if (this._keys[keycode] && this._keys[keycode].isDown && this._keys[keycode].duration < duration) { return true; } return false; }, /** * 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.Keyboard#justPressed * @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACE_BAR * @param {number} [duration=250] - 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 (keycode, duration) { if (typeof duration === "undefined") { duration = 250; } if (this._keys[keycode] && this._keys[keycode].isDown === false && (this.game.time.now - this._keys[keycode].timeUp < duration)) { return true; } return false; }, /** * Returns true of the key is currently pressed down. Note that it can only detect key presses on the web browser. * @method Phaser.Keyboard#isDown * @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACE_BAR * @return {boolean} True if the key is currently down. */ isDown: function (keycode) { if (this._keys[keycode]) { return this._keys[keycode].isDown; } return false; } }; Phaser.Keyboard.A = "A".charCodeAt(0); Phaser.Keyboard.B = "B".charCodeAt(0); Phaser.Keyboard.C = "C".charCodeAt(0); Phaser.Keyboard.D = "D".charCodeAt(0); Phaser.Keyboard.E = "E".charCodeAt(0); Phaser.Keyboard.F = "F".charCodeAt(0); Phaser.Keyboard.G = "G".charCodeAt(0); Phaser.Keyboard.H = "H".charCodeAt(0); Phaser.Keyboard.I = "I".charCodeAt(0); Phaser.Keyboard.J = "J".charCodeAt(0); Phaser.Keyboard.K = "K".charCodeAt(0); Phaser.Keyboard.L = "L".charCodeAt(0); Phaser.Keyboard.M = "M".charCodeAt(0); Phaser.Keyboard.N = "N".charCodeAt(0); Phaser.Keyboard.O = "O".charCodeAt(0); Phaser.Keyboard.P = "P".charCodeAt(0); Phaser.Keyboard.Q = "Q".charCodeAt(0); Phaser.Keyboard.R = "R".charCodeAt(0); Phaser.Keyboard.S = "S".charCodeAt(0); Phaser.Keyboard.T = "T".charCodeAt(0); Phaser.Keyboard.U = "U".charCodeAt(0); Phaser.Keyboard.V = "V".charCodeAt(0); Phaser.Keyboard.W = "W".charCodeAt(0); Phaser.Keyboard.X = "X".charCodeAt(0); Phaser.Keyboard.Y = "Y".charCodeAt(0); Phaser.Keyboard.Z = "Z".charCodeAt(0); Phaser.Keyboard.ZERO = "0".charCodeAt(0); Phaser.Keyboard.ONE = "1".charCodeAt(0); Phaser.Keyboard.TWO = "2".charCodeAt(0); Phaser.Keyboard.THREE = "3".charCodeAt(0); Phaser.Keyboard.FOUR = "4".charCodeAt(0); Phaser.Keyboard.FIVE = "5".charCodeAt(0); Phaser.Keyboard.SIX = "6".charCodeAt(0); Phaser.Keyboard.SEVEN = "7".charCodeAt(0); Phaser.Keyboard.EIGHT = "8".charCodeAt(0); Phaser.Keyboard.NINE = "9".charCodeAt(0); Phaser.Keyboard.NUMPAD_0 = 96; Phaser.Keyboard.NUMPAD_1 = 97; Phaser.Keyboard.NUMPAD_2 = 98; Phaser.Keyboard.NUMPAD_3 = 99; Phaser.Keyboard.NUMPAD_4 = 100; Phaser.Keyboard.NUMPAD_5 = 101; Phaser.Keyboard.NUMPAD_6 = 102; Phaser.Keyboard.NUMPAD_7 = 103; Phaser.Keyboard.NUMPAD_8 = 104; Phaser.Keyboard.NUMPAD_9 = 105; Phaser.Keyboard.NUMPAD_MULTIPLY = 106; Phaser.Keyboard.NUMPAD_ADD = 107; Phaser.Keyboard.NUMPAD_ENTER = 108; Phaser.Keyboard.NUMPAD_SUBTRACT = 109; Phaser.Keyboard.NUMPAD_DECIMAL = 110; Phaser.Keyboard.NUMPAD_DIVIDE = 111; Phaser.Keyboard.F1 = 112; Phaser.Keyboard.F2 = 113; Phaser.Keyboard.F3 = 114; Phaser.Keyboard.F4 = 115; Phaser.Keyboard.F5 = 116; Phaser.Keyboard.F6 = 117; Phaser.Keyboard.F7 = 118; Phaser.Keyboard.F8 = 119; Phaser.Keyboard.F9 = 120; Phaser.Keyboard.F10 = 121; Phaser.Keyboard.F11 = 122; Phaser.Keyboard.F12 = 123; Phaser.Keyboard.F13 = 124; Phaser.Keyboard.F14 = 125; Phaser.Keyboard.F15 = 126; Phaser.Keyboard.COLON = 186; Phaser.Keyboard.EQUALS = 187; Phaser.Keyboard.UNDERSCORE = 189; Phaser.Keyboard.QUESTION_MARK = 191; Phaser.Keyboard.TILDE = 192; Phaser.Keyboard.OPEN_BRACKET = 219; Phaser.Keyboard.BACKWARD_SLASH = 220; Phaser.Keyboard.CLOSED_BRACKET = 221; Phaser.Keyboard.QUOTES = 222; Phaser.Keyboard.BACKSPACE = 8; Phaser.Keyboard.TAB = 9; Phaser.Keyboard.CLEAR = 12; Phaser.Keyboard.ENTER = 13; Phaser.Keyboard.SHIFT = 16; Phaser.Keyboard.CONTROL = 17; Phaser.Keyboard.ALT = 18; Phaser.Keyboard.CAPS_LOCK = 20; Phaser.Keyboard.ESC = 27; Phaser.Keyboard.SPACEBAR = 32; Phaser.Keyboard.PAGE_UP = 33; Phaser.Keyboard.PAGE_DOWN = 34; Phaser.Keyboard.END = 35; Phaser.Keyboard.HOME = 36; Phaser.Keyboard.LEFT = 37; Phaser.Keyboard.UP = 38; Phaser.Keyboard.RIGHT = 39; Phaser.Keyboard.DOWN = 40; Phaser.Keyboard.INSERT = 45; Phaser.Keyboard.DELETE = 46; Phaser.Keyboard.HELP = 47; Phaser.Keyboard.NUM_LOCK = 144;