mirror of
https://github.com/photonstorm/phaser
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114 lines
2.5 KiB
JavaScript
114 lines
2.5 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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var Class = require('../../utils/Class');
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/**
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* @classdesc
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* [description]
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*
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* @class Button
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* @memberOf Phaser.Input.Gamepad
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* @constructor
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* @since 3.0.0
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*
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* @param {Phaser.Input.Gamepad.Gamepad} pad - [description]
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* @param {integer} index - [description]
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*/
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var Button = new Class({
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initialize:
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function Button (pad, index)
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{
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/**
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* [description]
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*
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* @name Phaser.Input.Gamepad.Button#pad
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* @type {Phaser.Input.Gamepad.Gamepad}
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* @since 3.0.0
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*/
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this.pad = pad;
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/**
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* [description]
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*
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* @name Phaser.Input.Gamepad.Button#events
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* @type {Phaser.Events.EventEmitter}
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* @since 3.0.0
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*/
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this.events = pad.events;
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/**
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* [description]
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*
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* @name Phaser.Input.Gamepad.Button#index
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* @type {integer}
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* @since 3.0.0
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*/
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this.index = index;
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/**
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* Between 0 and 1.
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*
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* @name Phaser.Input.Gamepad.Button#value
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* @type {float}
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* @default 0
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* @since 3.0.0
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*/
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this.value = 0;
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/**
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* Can be set for Analogue buttons to enable a 'pressure' threshold before considered as 'pressed'.
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*
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* @name Phaser.Input.Gamepad.Button#threshold
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* @type {float}
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* @default 1
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* @since 3.0.0
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*/
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this.threshold = 1;
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/**
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* Is the Button being pressed down or not?
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*
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* @name Phaser.Input.Gamepad.Button#pressed
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* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
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this.pressed = false;
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},
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/**
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* [description]
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*
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* @method Phaser.Input.Gamepad.Button#update
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* @since 3.0.0
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*
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* @param {GamepadButton} data - [description]
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*/
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update: function (data)
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{
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this.value = data.value;
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if (this.value >= this.threshold)
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{
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if (!this.pressed)
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{
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this.pressed = true;
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this.events.emit('down', this.pad, this, this.value, data);
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}
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}
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else if (this.pressed)
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{
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this.pressed = false;
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this.events.emit('up', this.pad, this, this.value, data);
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}
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}
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});
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module.exports = Button;
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