/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The Keyboard class handles looking after keyboard input for your game. * It will recognise and respond to key presses and dispatch the required events. * Please be aware that lots of keyboards are unable to process certain combinations of keys due to hardware * limitations known as ghosting. Full details here: http://www.html5gamedevs.com/topic/4876-impossible-to-use-more-than-2-keyboard-input-buttons-at-the-same-time/ * * @class Phaser.Keyboard * @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; /** * 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 {Object} event - The most recent DOM event from keydown or keyup. This is updated every time a new key is pressed or released. */ this.event = null; /** * @property {Object} pressEvent - The most recent DOM event from keypress. */ this.pressEvent = 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, including key repeats when a key is held down. */ this.onDownCallback = null; /** * @property {function} onPressCallback - This callback is invoked every time a DOM onkeypress event is raised, which is only for printable keys. */ this.onPressCallback = null; /** * @property {function} onUpCallback - This callback is invoked every time a key is released. */ this.onUpCallback = null; /** * @property {array<Phaser.Key>} _keys - The array the Phaser.Key objects are stored in. * @private */ this._keys = []; /** * @property {array} _capture - The array the key capture values are stored in. * @private */ this._capture = []; /** * @property {function} _onKeyDown * @private * @default */ this._onKeyDown = null; /** * @property {function} _onKeyPress * @private * @default */ this._onKeyPress = null; /** * @property {function} _onKeyUp * @private * @default */ this._onKeyUp = null; /** * @property {number} _i - Internal cache var * @private */ this._i = 0; /** * @property {number} _k - Internal cache var * @private */ this._k = 0; }; Phaser.Keyboard.prototype = { /** * Add callbacks to the Keyboard handler so that each time a key is pressed down or released the callbacks are activated. * * @method Phaser.Keyboard#addCallbacks * @param {Object} context - The context under which the callbacks are run. * @param {function} [onDown=null] - 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. * @param {function} [onPress=null] - This callback is invoked every time the onkeypress event is raised. */ addCallbacks: function (context, onDown, onUp, onPress) { this.callbackContext = context; if (typeof onDown !== 'undefined') { this.onDownCallback = onDown; } if (typeof onUp !== 'undefined') { this.onUpCallback = onUp; } if (typeof onPress !== 'undefined') { this.onPressCallback = onPress; } }, /** * 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.SPACEBAR * @return {Phaser.Key} The Key object which you can store locally and reference directly. */ addKey: function (keycode) { if (!this._keys[keycode]) { this._keys[keycode] = new Phaser.Key(this.game, keycode); this.addKeyCapture(keycode); } return this._keys[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.SPACEBAR */ removeKey: function (keycode) { if (this._keys[keycode]) { this._keys[keycode] = null; this.removeKeyCapture(keycode); } }, /** * Creates and returns an object containing 4 hotkeys for Up, Down, Left and Right. * * @method Phaser.Keyboard#createCursorKeys * @return {object} An object containing properties: up, down, left and right. Which can be polled like any other Phaser.Key object. */ createCursorKeys: function () { return { up: this.addKey(Phaser.Keyboard.UP), down: this.addKey(Phaser.Keyboard.DOWN), left: this.addKey(Phaser.Keyboard.LEFT), right: this.addKey(Phaser.Keyboard.RIGHT) }; }, /** * Starts the Keyboard event listeners running (keydown and keyup). They are attached to the window. * This is called automatically by Phaser.Input and should not normally be invoked directly. * * @method Phaser.Keyboard#start */ start: function () { if (this.game.device.cocoonJS) { return; } if (this._onKeyDown !== null) { // Avoid setting multiple listeners return; } var _this = this; this._onKeyDown = function (event) { return _this.processKeyDown(event); }; this._onKeyUp = function (event) { return _this.processKeyUp(event); }; this._onKeyPress = function (event) { return _this.processKeyPress(event); }; window.addEventListener('keydown', this._onKeyDown, false); window.addEventListener('keyup', this._onKeyUp, false); window.addEventListener('keypress', this._onKeyPress, false); }, /** * Stops the Keyboard event listeners from running (keydown, keyup and keypress). They are removed from the window. * * @method Phaser.Keyboard#stop */ stop: function () { window.removeEventListener('keydown', this._onKeyDown); window.removeEventListener('keyup', this._onKeyUp); window.removeEventListener('keypress', this._onKeyPress); this._onKeyDown = null; this._onKeyUp = null; this._onKeyPress = null; }, /** * Stops the Keyboard event listeners from running (keydown and keyup). They are removed from the window. * Also clears all key captures and currently created Key objects. * * @method Phaser.Keyboard#destroy */ destroy: function () { this.stop(); this.clearCaptures(); this._keys.length = 0; this._i = 0; }, /** * 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 {number|array|object} keycode - Either a single numeric keycode or an array/hash of keycodes: [65, 67, 68]. */ 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 = {}; }, /** * Updates all currently defined keys. * * @method Phaser.Keyboard#update */ update: function () { this._i = this._keys.length; while (this._i--) { if (this._keys[this._i]) { this._keys[this._i].update(); } } }, /** * Process the keydown event. * * @method Phaser.Keyboard#processKeyDown * @param {KeyboardEvent} event * @protected */ processKeyDown: function (event) { this.event = event; if (this.game.input.disabled || this.disabled) { return; } // The event is being captured but another hotkey may need it if (this._capture[event.keyCode]) { event.preventDefault(); } if (!this._keys[event.keyCode]) { this._keys[event.keyCode] = new Phaser.Key(this.game, event.keyCode); } this._keys[event.keyCode].processKeyDown(event); this._k = event.keyCode; if (this.onDownCallback) { this.onDownCallback.call(this.callbackContext, event); } }, /** * Process the keypress event. * * @method Phaser.Keyboard#processKeyPress * @param {KeyboardEvent} event * @protected */ processKeyPress: function (event) { this.pressEvent = event; if (this.game.input.disabled || this.disabled) { return; } if (this.onPressCallback) { this.onPressCallback.call(this.callbackContext, String.fromCharCode(event.charCode), event); } }, /** * Process the keyup event. * * @method Phaser.Keyboard#processKeyUp * @param {KeyboardEvent} event * @protected */ processKeyUp: function (event) { this.event = event; if (this.game.input.disabled || this.disabled) { return; } if (this._capture[event.keyCode]) { event.preventDefault(); } if (!this._keys[event.keyCode]) { this._keys[event.keyCode] = new Phaser.Key(this.game, event.keyCode); } this._keys[event.keyCode].processKeyUp(event); if (this.onUpCallback) { this.onUpCallback.call(this.callbackContext, event); } }, /** * Resets all Keys. * * @method Phaser.Keyboard#reset * @param {boolean} [hard=true] - A soft reset won't reset any events or callbacks that are bound to the Keys. A hard reset will. */ reset: function (hard) { if (typeof hard === 'undefined') { hard = true; } this.event = null; var i = this._keys.length; while (i--) { if (this._keys[i]) { this._keys[i].reset(hard); } } }, /** * 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.SPACEBAR * @param {number} [duration=50] - 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 = 50; } if (this._keys[keycode]) { return this._keys[keycode].justPressed(duration); } else { 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#justReleased * @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR * @param {number} [duration=50] - 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 = 50; } if (this._keys[keycode]) { return this._keys[keycode].justReleased(duration); } else { 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.SPACEBAR * @return {boolean} True if the key is currently down. */ isDown: function (keycode) { if (this._keys[keycode]) { return this._keys[keycode].isDown; } return false; } }; /** * Returns the string value of the most recently pressed key. * @name Phaser.Keyboard#lastChar * @property {string} lastChar - The string value of the most recently pressed key. * @readonly */ Object.defineProperty(Phaser.Keyboard.prototype, "lastChar", { get: function () { if (this.event.charCode === 32) { return ''; } else { return String.fromCharCode(this.pressEvent.charCode); } } }); /** * Returns the most recently pressed Key. This is a Phaser.Key object and it changes every time a key is pressed. * @name Phaser.Keyboard#lastKey * @property {Phaser.Key} lastKey - The most recently pressed Key. * @readonly */ Object.defineProperty(Phaser.Keyboard.prototype, "lastKey", { get: function () { return this._keys[this._k]; } }); Phaser.Keyboard.prototype.constructor = Phaser.Keyboard; 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;