/** * @author Richard Davey * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Phaser.Input is the Input Manager for all types of Input across Phaser, including mouse, keyboard, touch and MSPointer. * The Input manager is updated automatically by the core game loop. * * @class Phaser.Input * @constructor * @param {Phaser.Game} game - Current game instance. */ Phaser.Input = function (game) { /** * @property {Phaser.Game} game - A reference to the currently running game. */ this.game = game; /** * @property {HTMLCanvasElement} hitCanvas - The canvas to which single pixels are drawn in order to perform pixel-perfect hit detection. * @default */ this.hitCanvas = null; /** * @property {CanvasRenderingContext2D} hitContext - The context of the pixel perfect hit canvas. * @default */ this.hitContext = null; /** * An array of callbacks that will be fired every time the activePointer receives a move event from the DOM. * To add a callback to this array please use `Input.addMoveCallback`. * @property {array} moveCallbacks * @protected */ this.moveCallbacks = []; /** * @property {function} customCandidateHandler - See Input.setInteractiveCandidateHandler. * @private */ this.customCandidateHandler = null; /** * @property {object} customCandidateHandlerContext - See Input.setInteractiveCandidateHandler. * @private */ this.customCandidateHandlerContext = null; /** * @property {number} pollRate - How often should the input pointers be checked for updates? A value of 0 means every single frame (60fps); a value of 1 means every other frame (30fps) and so on. * @default */ this.pollRate = 0; /** * When enabled, input (eg. Keyboard, Mouse, Touch) will be processed - as long as the individual sources are enabled themselves. * * When not enabled, _all_ input sources are ignored. To disable just one type of input; for example, the Mouse, use `input.mouse.enabled = false`. * @property {boolean} enabled * @default */ this.enabled = true; /** * @property {number} multiInputOverride - Controls the expected behavior when using a mouse and touch together on a multi-input device. * @default */ this.multiInputOverride = Phaser.Input.MOUSE_TOUCH_COMBINE; /** * @property {Phaser.Point} position - A point object representing the current position of the Pointer. * @default */ this.position = null; /** * @property {Phaser.Point} speed - A point object representing the speed of the Pointer. Only really useful in single Pointer games; otherwise see the Pointer objects directly. */ this.speed = null; /** * A Circle object centered on the x/y screen coordinates of the Input. * Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything. * @property {Phaser.Circle} circle */ this.circle = null; /** * @property {Phaser.Point} scale - The scale by which all input coordinates are multiplied; calculated by the ScaleManager. In an un-scaled game the values will be x = 1 and y = 1. */ this.scale = null; /** * @property {integer} maxPointers - The maximum number of Pointers allowed to be active at any one time. A value of -1 is only limited by the total number of pointers. For lots of games it's useful to set this to 1. * @default -1 (Limited by total pointers.) */ this.maxPointers = -1; /** * @property {number} tapRate - The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or click. * @default */ this.tapRate = 200; /** * @property {number} doubleTapRate - The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click. * @default */ this.doubleTapRate = 300; /** * @property {number} holdRate - The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event. * @default */ this.holdRate = 2000; /** * @property {number} justPressedRate - The number of milliseconds below which the Pointer is considered justPressed. * @default */ this.justPressedRate = 200; /** * @property {number} justReleasedRate - The number of milliseconds below which the Pointer is considered justReleased . * @default */ this.justReleasedRate = 200; /** * Sets if the Pointer objects should record a history of x/y coordinates they have passed through. * The history is cleared each time the Pointer is pressed down. * The history is updated at the rate specified in Input.pollRate * @property {boolean} recordPointerHistory * @default */ this.recordPointerHistory = false; /** * @property {number} recordRate - The rate in milliseconds at which the Pointer objects should update their tracking history. * @default */ this.recordRate = 100; /** * The total number of entries that can be recorded into the Pointer objects tracking history. * If the Pointer is tracking one event every 100ms; then a trackLimit of 100 would store the last 10 seconds worth of history. * @property {number} recordLimit * @default */ this.recordLimit = 100; /** * @property {Phaser.Pointer} pointer1 - A Pointer object. */ this.pointer1 = null; /** * @property {Phaser.Pointer} pointer2 - A Pointer object. */ this.pointer2 = null; /** * @property {Phaser.Pointer} pointer3 - A Pointer object. */ this.pointer3 = null; /** * @property {Phaser.Pointer} pointer4 - A Pointer object. */ this.pointer4 = null; /** * @property {Phaser.Pointer} pointer5 - A Pointer object. */ this.pointer5 = null; /** * @property {Phaser.Pointer} pointer6 - A Pointer object. */ this.pointer6 = null; /** * @property {Phaser.Pointer} pointer7 - A Pointer object. */ this.pointer7 = null; /** * @property {Phaser.Pointer} pointer8 - A Pointer object. */ this.pointer8 = null; /** * @property {Phaser.Pointer} pointer9 - A Pointer object. */ this.pointer9 = null; /** * @property {Phaser.Pointer} pointer10 - A Pointer object. */ this.pointer10 = null; /** * An array of non-mouse pointers that have been added to the game. * The properties `pointer1..N` are aliases for `pointers[0..N-1]`. * @property {Phaser.Pointer[]} pointers * @public * @readonly */ this.pointers = []; /** * The most recently active Pointer object. * * When you've limited max pointers to 1 this will accurately be either the first finger touched or mouse. * * @property {Phaser.Pointer} activePointer */ this.activePointer = null; /** * The mouse has its own unique Phaser.Pointer object which you can use if making a desktop specific game. * * @property {Pointer} mousePointer */ this.mousePointer = null; /** * The Mouse Input manager. * * You should not usually access this manager directly, but instead use Input.mousePointer or Input.activePointer * which normalizes all the input values for you, regardless of browser. * * @property {Phaser.Mouse} mouse */ this.mouse = null; /** * The Keyboard Input manager. * * @property {Phaser.Keyboard} keyboard */ this.keyboard = null; /** * The Touch Input manager. * * You should not usually access this manager directly, but instead use Input.activePointer * which normalizes all the input values for you, regardless of browser. * * @property {Phaser.Touch} touch */ this.touch = null; /** * The MSPointer Input manager. * * You should not usually access this manager directly, but instead use Input.activePointer * which normalizes all the input values for you, regardless of browser. * * @property {Phaser.MSPointer} mspointer */ this.mspointer = null; /** * The Gamepad Input manager. * * @property {Phaser.Gamepad} gamepad */ this.gamepad = null; /** * If the Input Manager has been reset locked then all calls made to InputManager.reset, * such as from a State change, are ignored. * @property {boolean} resetLocked * @default */ this.resetLocked = false; /** * A Signal that is dispatched each time a pointer is pressed down. * @property {Phaser.Signal} onDown */ this.onDown = null; /** * A Signal that is dispatched each time a pointer is released. * @property {Phaser.Signal} onUp */ this.onUp = null; /** * A Signal that is dispatched each time a pointer is tapped. * @property {Phaser.Signal} onTap */ this.onTap = null; /** * A Signal that is dispatched each time a pointer is held down. * @property {Phaser.Signal} onHold */ this.onHold = null; /** * You can tell all Pointers to ignore any Game Object with a `priorityID` lower than this value. * This is useful when stacking UI layers. Set to zero to disable. * @property {number} minPriorityID * @default */ this.minPriorityID = 0; /** * A list of interactive objects. The InputHandler components add and remove themselves from this list. * @property {Phaser.ArraySet} interactiveItems */ this.interactiveItems = new Phaser.ArraySet(); /** * @property {Phaser.Point} _localPoint - Internal cache var. * @private */ this._localPoint = new Phaser.Point(); /** * @property {number} _pollCounter - Internal var holding the current poll counter. * @private */ this._pollCounter = 0; /** * @property {Phaser.Point} _oldPosition - A point object representing the previous position of the Pointer. * @private */ this._oldPosition = null; /** * @property {number} _x - x coordinate of the most recent Pointer event * @private */ this._x = 0; /** * @property {number} _y - Y coordinate of the most recent Pointer event * @private */ this._y = 0; }; /** * @constant * @type {number} */ Phaser.Input.MOUSE_OVERRIDES_TOUCH = 0; /** * @constant * @type {number} */ Phaser.Input.TOUCH_OVERRIDES_MOUSE = 1; /** * @constant * @type {number} */ Phaser.Input.MOUSE_TOUCH_COMBINE = 2; /** * The maximum number of pointers that can be added. This excludes the mouse pointer. * @constant * @type {integer} */ Phaser.Input.MAX_POINTERS = 10; Phaser.Input.prototype = { /** * Starts the Input Manager running. * * @method Phaser.Input#boot * @protected */ boot: function () { this.mousePointer = new Phaser.Pointer(this.game, 0, Phaser.PointerMode.CURSOR); this.addPointer(); this.addPointer(); this.mouse = new Phaser.Mouse(this.game); this.touch = new Phaser.Touch(this.game); this.mspointer = new Phaser.MSPointer(this.game); if (Phaser.Keyboard) { this.keyboard = new Phaser.Keyboard(this.game); } if (Phaser.Gamepad) { this.gamepad = new Phaser.Gamepad(this.game); } this.onDown = new Phaser.Signal(); this.onUp = new Phaser.Signal(); this.onTap = new Phaser.Signal(); this.onHold = new Phaser.Signal(); this.scale = new Phaser.Point(1, 1); this.speed = new Phaser.Point(); this.position = new Phaser.Point(); this._oldPosition = new Phaser.Point(); this.circle = new Phaser.Circle(0, 0, 44); this.activePointer = this.mousePointer; this.hitCanvas = Phaser.CanvasPool.create(this, 1, 1); this.hitContext = this.hitCanvas.getContext('2d'); this.mouse.start(); this.touch.start(); this.mspointer.start(); this.mousePointer.active = true; if (this.keyboard) { this.keyboard.start(); } var _this = this; this._onClickTrampoline = function (event) { _this.onClickTrampoline(event); }; this.game.canvas.addEventListener('click', this._onClickTrampoline, false); }, /** * Stops all of the Input Managers from running. * * @method Phaser.Input#destroy */ destroy: function () { this.mouse.stop(); this.touch.stop(); this.mspointer.stop(); if (this.keyboard) { this.keyboard.stop(); } if (this.gamepad) { this.gamepad.stop(); } this.moveCallbacks = []; Phaser.CanvasPool.remove(this); this.game.canvas.removeEventListener('click', this._onClickTrampoline); }, /** * Adds a callback that is fired every time `Pointer.processInteractiveObjects` is called. * The purpose of `processInteractiveObjects` is to work out which Game Object the Pointer is going to * interact with. It works by polling all of the valid game objects, and then slowly discounting those * that don't meet the criteria (i.e. they aren't under the Pointer, are disabled, invisible, etc). * * Eventually a short-list of 'candidates' is created. These are all of the Game Objects which are valid * for input and overlap with the Pointer. If you need fine-grained control over which of the items is * selected then you can use this callback to do so. * * The callback will be sent 3 parameters: * * 1) A reference to the Phaser.Pointer object that is processing the Items. * 2) An array containing all potential interactive candidates. This is an array of `InputHandler` objects, not Sprites. * 3) The current 'favorite' candidate, based on its priorityID and position in the display list. * * Your callback MUST return one of the candidates sent to it. * * @method Phaser.Input#setInteractiveCandidateHandler * @param {function} callback - The callback that will be called each time `Pointer.processInteractiveObjects` is called. Set to `null` to disable. * @param {object} context - The context in which the callback will be called. */ setInteractiveCandidateHandler: function (callback, context) { this.customCandidateHandler = callback; this.customCandidateHandlerContext = context; }, /** * Adds a callback that is fired every time the activePointer receives a DOM move event such as a mousemove or touchmove. * * The callback will be sent 4 parameters: * * A reference to the Phaser.Pointer object that moved, * The x position of the pointer, * The y position, * A boolean indicating if the movement was the result of a 'click' event (such as a mouse click or touch down). * * It will be called every time the activePointer moves, which in a multi-touch game can be a lot of times, so this is best * to only use if you've limited input to a single pointer (i.e. mouse or touch). * * The callback is added to the Phaser.Input.moveCallbacks array and should be removed with Phaser.Input.deleteMoveCallback. * * @method Phaser.Input#addMoveCallback * @param {function} callback - The callback that will be called each time the activePointer receives a DOM move event. * @param {object} context - The context in which the callback will be called. */ addMoveCallback: function (callback, context) { this.moveCallbacks.push({ callback: callback, context: context }); }, /** * Removes the callback from the Phaser.Input.moveCallbacks array. * * @method Phaser.Input#deleteMoveCallback * @param {function} callback - The callback to be removed. * @param {object} context - The context in which the callback exists. */ deleteMoveCallback: function (callback, context) { var i = this.moveCallbacks.length; while (i--) { if (this.moveCallbacks[i].callback === callback && this.moveCallbacks[i].context === context) { this.moveCallbacks.splice(i, 1); return; } } }, /** * Add a new Pointer object to the Input Manager. * By default Input creates 3 pointer objects: `mousePointer` (not include in part of general pointer pool), `pointer1` and `pointer2`. * This method adds an additional pointer, up to a maximum of Phaser.Input.MAX_POINTERS (default of 10). * * @method Phaser.Input#addPointer * @return {Phaser.Pointer|null} The new Pointer object that was created; null if a new pointer could not be added. */ addPointer: function () { if (this.pointers.length >= Phaser.Input.MAX_POINTERS) { console.warn("Phaser.Input.addPointer: Maximum limit of " + Phaser.Input.MAX_POINTERS + " pointers reached."); return null; } var id = this.pointers.length + 1; var pointer = new Phaser.Pointer(this.game, id, Phaser.PointerMode.TOUCH); this.pointers.push(pointer); this['pointer' + id] = pointer; return pointer; }, /** * Updates the Input Manager. Called by the core Game loop. * * @method Phaser.Input#update * @protected */ update: function () { if (this.keyboard) { this.keyboard.update(); } if (this.pollRate > 0 && this._pollCounter < this.pollRate) { this._pollCounter++; return; } this.speed.x = this.position.x - this._oldPosition.x; this.speed.y = this.position.y - this._oldPosition.y; this._oldPosition.copyFrom(this.position); this.mousePointer.update(); if (this.gamepad && this.gamepad.active) { this.gamepad.update(); } for (var i = 0; i < this.pointers.length; i++) { this.pointers[i].update(); } this._pollCounter = 0; }, /** * Reset all of the Pointers and Input states. * * The optional `hard` parameter will reset any events or callbacks that may be bound. * Input.reset is called automatically during a State change or if a game loses focus / visibility. * To control control the reset manually set {@link Phaser.InputManager.resetLocked} to `true`. * * @method Phaser.Input#reset * @public * @param {boolean} [hard=false] - A soft reset won't reset any events or callbacks that are bound. A hard reset will. */ reset: function (hard) { if (!this.game.isBooted || this.resetLocked) { return; } if (hard === undefined) { hard = false; } this.mousePointer.reset(); if (this.keyboard) { this.keyboard.reset(hard); } if (this.gamepad) { this.gamepad.reset(); } for (var i = 0; i < this.pointers.length; i++) { this.pointers[i].reset(); } if (this.game.canvas.style.cursor !== 'none') { this.game.canvas.style.cursor = 'inherit'; } if (hard) { this.onDown.dispose(); this.onUp.dispose(); this.onTap.dispose(); this.onHold.dispose(); this.onDown = new Phaser.Signal(); this.onUp = new Phaser.Signal(); this.onTap = new Phaser.Signal(); this.onHold = new Phaser.Signal(); this.moveCallbacks = []; } this._pollCounter = 0; }, /** * Resets the speed and old position properties. * * @method Phaser.Input#resetSpeed * @param {number} x - Sets the oldPosition.x value. * @param {number} y - Sets the oldPosition.y value. */ resetSpeed: function (x, y) { this._oldPosition.setTo(x, y); this.speed.setTo(0, 0); }, /** * Find the first free Pointer object and start it, passing in the event data. * This is called automatically by Phaser.Touch and Phaser.MSPointer. * * @method Phaser.Input#startPointer * @protected * @param {any} event - The event data from the Touch event. * @return {Phaser.Pointer} The Pointer object that was started or null if no Pointer object is available. */ startPointer: function (event) { if (this.maxPointers >= 0 && this.countActivePointers(this.maxPointers) >= this.maxPointers) { return null; } if (!this.pointer1.active) { return this.pointer1.start(event); } if (!this.pointer2.active) { return this.pointer2.start(event); } for (var i = 2; i < this.pointers.length; i++) { var pointer = this.pointers[i]; if (!pointer.active) { return pointer.start(event); } } return null; }, /** * Updates the matching Pointer object, passing in the event data. * This is called automatically and should not normally need to be invoked. * * @method Phaser.Input#updatePointer * @protected * @param {any} event - The event data from the Touch event. * @return {Phaser.Pointer} The Pointer object that was updated; null if no pointer was updated. */ updatePointer: function (event) { if (this.pointer1.active && this.pointer1.identifier === event.identifier) { return this.pointer1.move(event); } if (this.pointer2.active && this.pointer2.identifier === event.identifier) { return this.pointer2.move(event); } for (var i = 2; i < this.pointers.length; i++) { var pointer = this.pointers[i]; if (pointer.active && pointer.identifier === event.identifier) { return pointer.move(event); } } return null; }, /** * Stops the matching Pointer object, passing in the event data. * * @method Phaser.Input#stopPointer * @protected * @param {any} event - The event data from the Touch event. * @return {Phaser.Pointer} The Pointer object that was stopped or null if no Pointer object is available. */ stopPointer: function (event) { if (this.pointer1.active && this.pointer1.identifier === event.identifier) { return this.pointer1.stop(event); } if (this.pointer2.active && this.pointer2.identifier === event.identifier) { return this.pointer2.stop(event); } for (var i = 2; i < this.pointers.length; i++) { var pointer = this.pointers[i]; if (pointer.active && pointer.identifier === event.identifier) { return pointer.stop(event); } } return null; }, /** * Returns the total number of active pointers, not exceeding the specified limit * * @name Phaser.Input#countActivePointers * @private * @property {integer} [limit=(max pointers)] - Stop counting after this. * @return {integer} The number of active pointers, or limit - whichever is less. */ countActivePointers: function (limit) { if (limit === undefined) { limit = this.pointers.length; } var count = limit; for (var i = 0; i < this.pointers.length && count > 0; i++) { var pointer = this.pointers[i]; if (pointer.active) { count--; } } return (limit - count); }, /** * Get the first Pointer with the given active state. * * @method Phaser.Input#getPointer * @param {boolean} [isActive=false] - The state the Pointer should be in - active or inactive? * @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested state. */ getPointer: function (isActive) { if (isActive === undefined) { isActive = false; } for (var i = 0; i < this.pointers.length; i++) { var pointer = this.pointers[i]; if (pointer.active === isActive) { return pointer; } } return null; }, /** * Get the Pointer object whos `identifier` property matches the given identifier value. * * The identifier property is not set until the Pointer has been used at least once, as its populated by the DOM event. * Also it can change every time you press the pointer down, and is not fixed once set. * Note: Not all browsers set the identifier property and it's not part of the W3C spec, so you may need getPointerFromId instead. * * @method Phaser.Input#getPointerFromIdentifier * @param {number} identifier - The Pointer.identifier value to search for. * @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested identifier. */ getPointerFromIdentifier: function (identifier) { for (var i = 0; i < this.pointers.length; i++) { var pointer = this.pointers[i]; if (pointer.identifier === identifier) { return pointer; } } return null; }, /** * Get the Pointer object whos `pointerId` property matches the given value. * * The pointerId property is not set until the Pointer has been used at least once, as its populated by the DOM event. * Also it can change every time you press the pointer down if the browser recycles it. * * @method Phaser.Input#getPointerFromId * @param {number} pointerId - The `pointerId` (not 'id') value to search for. * @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested identifier. */ getPointerFromId: function (pointerId) { for (var i = 0; i < this.pointers.length; i++) { var pointer = this.pointers[i]; if (pointer.pointerId === pointerId) { return pointer; } } return null; }, /** * This will return the local coordinates of the specified displayObject based on the given Pointer. * * @method Phaser.Input#getLocalPosition * @param {Phaser.Sprite|Phaser.Image} gameObject - The DisplayObject to get the local coordinates for. * @param {Phaser.Pointer} pointer - The Pointer to use in the check against the gameObject. * @return {Phaser.Point} A point containing the coordinates of the Pointer position relative to the DisplayObject. */ getLocalPosition: function (gameObject, pointer, output) { if (output === undefined) { output = new Phaser.Point(); } var wt = gameObject.transform.world; var id = 1 / (wt.a * wt.d + wt.c * -wt.b); return output.setTo( wt.d * id * pointer.x + -wt.c * id * pointer.y + (wt.ty * wt.c - wt.tx * wt.d) * id, wt.a * id * pointer.y + -wt.b * id * pointer.x + (-wt.ty * wt.a + wt.tx * wt.b) * id ); }, /** * Tests if the pointer hits the given object. * * THIS NEEDS MOVING TO THE GAME OBJECT LEVEL, OR SPLIT OUT. * * @method Phaser.Input#hitTest * @param {DisplayObject} displayObject - The displayObject to test for a hit. * @param {Phaser.Pointer} pointer - The pointer to use for the test. * @param {Phaser.Point} localPoint - The local translated point. */ hitTest: function (displayObject, pointer, localPoint) { if (!displayObject.visible) { return false; } this.getLocalPosition(displayObject, pointer, this._localPoint); localPoint.copyFrom(this._localPoint); var width = displayObject.frame.cutWidth; var height = displayObject.frame.cutHeight; var x1 = -width * displayObject.transform.anchorX; if (this._localPoint.x >= x1 && this._localPoint.x < x1 + width) { var y1 = -height * displayObject.transform.anchorY; if (this._localPoint.y >= y1 && this._localPoint.y < y1 + height) { return true; } } /* if (displayObject.hitArea && displayObject.hitArea.contains) { return (displayObject.hitArea.contains(this._localPoint.x, this._localPoint.y)); } else if (displayObject instanceof Phaser.TileSprite) { var width = displayObject.width; var height = displayObject.height; var x1 = -width * displayObject.anchor.x; if (this._localPoint.x >= x1 && this._localPoint.x < x1 + width) { var y1 = -height * displayObject.anchor.y; if (this._localPoint.y >= y1 && this._localPoint.y < y1 + height) { return true; } } } else if (displayObject instanceof PIXI.Sprite) { var width = displayObject.texture.frame.width; var height = displayObject.texture.frame.height; var x1 = -width * displayObject.anchor.x; if (this._localPoint.x >= x1 && this._localPoint.x < x1 + width) { var y1 = -height * displayObject.anchor.y; if (this._localPoint.y >= y1 && this._localPoint.y < y1 + height) { return true; } } } else if (displayObject instanceof Phaser.Graphics) { for (var i = 0; i < displayObject.graphicsData.length; i++) { var data = displayObject.graphicsData[i]; if (!data.fill) { continue; } // Only deal with fills.. if (data.shape && data.shape.contains(this._localPoint.x, this._localPoint.y)) { return true; } } } // Didn't hit the parent, does it have any children? for (var i = 0; i < displayObject.children.length; i++) { if (this.hitTest(displayObject.children[i], pointer, localPoint)) { return true; } } */ return false; }, /** * Used for click trampolines. See {@link Phaser.Pointer.addClickTrampoline}. * * @method Phaser.Input#onClickTrampoline * @private */ onClickTrampoline: function () { // It might not always be the active pointer, but this does work on // Desktop browsers (read: IE) with Mouse or MSPointer input. this.activePointer.processClickTrampolines(); } }; Phaser.Input.prototype.constructor = Phaser.Input; /** * The X coordinate of the most recently active pointer. * This value takes game scaling into account automatically. See Pointer.screenX/clientX for source values. * @name Phaser.Input#x * @property {number} x */ Object.defineProperty(Phaser.Input.prototype, "x", { get: function () { return this._x; }, set: function (value) { this._x = Math.floor(value); } }); /** * The Y coordinate of the most recently active pointer. * This value takes game scaling into account automatically. See Pointer.screenY/clientY for source values. * @name Phaser.Input#y * @property {number} y */ Object.defineProperty(Phaser.Input.prototype, "y", { get: function () { return this._y; }, set: function (value) { this._y = Math.floor(value); } }); /** * True if the Input is currently poll rate locked. * @name Phaser.Input#pollLocked * @property {boolean} pollLocked * @readonly */ Object.defineProperty(Phaser.Input.prototype, "pollLocked", { get: function () { return (this.pollRate > 0 && this._pollCounter < this.pollRate); } }); /** * The total number of inactive Pointers. * @name Phaser.Input#totalInactivePointers * @property {number} totalInactivePointers * @readonly */ Object.defineProperty(Phaser.Input.prototype, "totalInactivePointers", { get: function () { return this.pointers.length - this.countActivePointers(); } }); /** * The total number of active Pointers, not counting the mouse pointer. * @name Phaser.Input#totalActivePointers * @property {integers} totalActivePointers * @readonly */ Object.defineProperty(Phaser.Input.prototype, "totalActivePointers", { get: function () { return this.countActivePointers(); } }); /** * The world X coordinate of the most recently active pointer. * @name Phaser.Input#worldX * @property {number} worldX - The world X coordinate of the most recently active pointer. * @readonly */ Object.defineProperty(Phaser.Input.prototype, "worldX", { get: function () { return this.game.camera.view.x + this.x; } }); /** * The world Y coordinate of the most recently active pointer. * @name Phaser.Input#worldY * @property {number} worldY - The world Y coordinate of the most recently active pointer. * @readonly */ Object.defineProperty(Phaser.Input.prototype, "worldY", { get: function () { return this.game.camera.view.y + this.y; } });