mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 19:43:28 +00:00
688 lines
No EOL
22 KiB
TypeScript
688 lines
No EOL
22 KiB
TypeScript
/// <reference path="../../Game.ts" />
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/// <reference path="../../gameobjects/DynamicTexture.ts" />
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/// <reference path="../../utils/SpriteUtils.ts" />
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/// <reference path="../../utils/RectangleUtils.ts" />
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/**
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* Phaser - Components - Input
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*
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* Input detection component
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*/
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module Phaser.Components.Sprite {
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export class Input {
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/**
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* Sprite Input component constructor
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* @param parent The Sprite using this Input component
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*/
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constructor(parent: Phaser.Sprite) {
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this.game = parent.game;
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this.sprite = parent;
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this.enabled = false;
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}
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/**
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* Reference to Phaser.Game
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*/
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public game: Game;
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/**
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* Reference to the Image stored in the Game.Cache that is used as the texture for the Sprite.
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*/
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private sprite: Phaser.Sprite;
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private _pointerData;
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/**
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* If enabled the Input component will be updated by the parent Sprite
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* @type {Boolean}
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*/
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public enabled: bool;
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/**
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* The PriorityID controls which Sprite receives an Input event first if they should overlap.
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*/
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public priorityID:number = 0;
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private _dragPoint: Point;
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private _draggedPointerID: number;
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public dragOffset: Point;
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public isDragged: bool = false;
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public dragFromCenter: bool;
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public dragPixelPerfect:bool = false;
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public dragPixelPerfectAlpha:number;
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public allowHorizontalDrag: bool = true;
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public allowVerticalDrag: bool = true;
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public snapOnDrag: bool = false;
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public snapOnRelease: bool = false;
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public snapOffset: Point;
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public snapX: number = 0;
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public snapY: number = 0;
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/**
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* Is this sprite allowed to be dragged by the mouse? true = yes, false = no
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* @default false
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*/
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public draggable: bool = false;
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/**
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* A region of the game world within which the sprite is restricted during drag
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* @default null
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*/
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public boundsRect: Rectangle = null;
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/**
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* An Sprite the bounds of which this sprite is restricted during drag
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* @default null
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*/
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public boundsSprite: Phaser.Sprite = null;
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/**
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* The Input component can monitor either the physics body of the Sprite or the frameBounds
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* If checkBody is set to true it will monitor the bounds of the physics body.
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* @type {Boolean}
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*/
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public checkBody: bool;
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/**
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* Turn the mouse pointer into a hand image by temporarily setting the CSS style of the Game canvas
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* on Input over. Only works on desktop browsers or browsers with a visible input pointer.
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* @type {Boolean}
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*/
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public useHandCursor: bool;
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/**
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* The x coordinate of the Input pointer, relative to the top-left of the parent Sprite.
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* This value is only set when the pointer is over this Sprite.
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* @type {number}
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*/
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public pointerX(pointer: number = 0): number {
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return this._pointerData[pointer].x;
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}
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/**
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* The y coordinate of the Input pointer, relative to the top-left of the parent Sprite
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* This value is only set when the pointer is over this Sprite.
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* @type {number}
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*/
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public pointerY(pointer: number = 0): number {
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return this._pointerData[pointer].y;
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}
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/**
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* If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true
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* @property isDown
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* @type {Boolean}
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**/
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public pointerDown(pointer: number = 0): bool {
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return this._pointerData[pointer].isDown;
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}
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/**
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* If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true
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* @property isUp
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* @type {Boolean}
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**/
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public pointerUp(pointer: number = 0): bool {
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return this._pointerData[pointer].isUp;
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}
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/**
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* A timestamp representing when the Pointer first touched the touchscreen.
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* @property timeDown
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* @type {Number}
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**/
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public pointerTimeDown(pointer: number = 0): bool {
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return this._pointerData[pointer].timeDown;
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}
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/**
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* A timestamp representing when the Pointer left the touchscreen.
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* @property timeUp
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* @type {Number}
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**/
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public pointerTimeUp(pointer: number = 0): bool {
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return this._pointerData[pointer].timeUp;
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}
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/**
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* Is the Pointer over this Sprite
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* @property isOver
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* @type {Boolean}
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**/
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public pointerOver(pointer: number = 0): bool {
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return this._pointerData[pointer].isOver;
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}
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/**
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* Is the Pointer outside of this Sprite
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* @property isOut
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* @type {Boolean}
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**/
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public pointerOut(pointer: number = 0): bool {
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return this._pointerData[pointer].isOut;
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}
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/**
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* A timestamp representing when the Pointer first touched the touchscreen.
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* @property timeDown
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* @type {Number}
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**/
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public pointerTimeOver(pointer: number = 0): bool {
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return this._pointerData[pointer].timeOver;
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}
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/**
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* A timestamp representing when the Pointer left the touchscreen.
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* @property timeUp
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* @type {Number}
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**/
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public pointerTimeOut(pointer: number = 0): bool {
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return this._pointerData[pointer].timeOut;
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}
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/**
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* Is this sprite being dragged by the mouse or not?
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* @default false
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*/
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public pointerDragged(pointer: number = 0): bool {
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return this._pointerData[pointer].isDragged;
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}
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public start(priority:number = 0, checkBody?:bool = false, useHandCursor?:bool = false): Phaser.Sprite {
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// Turning on
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if (this.enabled == false)
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{
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// Register, etc
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this.checkBody = checkBody;
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this.useHandCursor = useHandCursor;
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this.priorityID = priority;
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this._pointerData = [];
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for (var i = 0; i < 10; i++)
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{
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this._pointerData.push({ id: i, x: 0, y: 0, isDown: false, isUp: false, isOver: false, isOut: false, timeOver: 0, timeOut: 0, timeDown: 0, timeUp: 0, downDuration: 0, isDragged: false });
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}
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this.snapOffset = new Point;
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this.enabled = true;
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this.game.input.addGameObject(this.sprite);
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}
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return this.sprite;
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}
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public reset() {
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this.enabled = false;
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for (var i = 0; i < 10; i++)
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{
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this._pointerData[i] = { id: i, x: 0, y: 0, isDown: false, isUp: false, isOver: false, isOut: false, timeOver: 0, timeOut: 0, timeDown: 0, timeUp: 0, downDuration: 0, isDragged: false };
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}
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}
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public stop() {
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// Turning off
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if (this.enabled == false)
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{
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return;
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}
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else
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{
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// De-register, etc
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this.enabled = false;
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this.game.input.removeGameObject(this.sprite);
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}
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}
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public checkPointerOver(pointer: Phaser.Pointer): bool {
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if (this.enabled == false || this.sprite.visible == false)
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{
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return false;
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}
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else
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{
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return RectangleUtils.contains(this.sprite.worldView, pointer.worldX(), pointer.worldY());
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}
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}
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/**
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* Update
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*/
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public update(pointer: Phaser.Pointer): bool {
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if (this.enabled == false || this.sprite.visible == false)
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{
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return false;
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}
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if (this.draggable && this._draggedPointerID == pointer.id)
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{
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return this.updateDrag(pointer);
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}
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else if (this._pointerData[pointer.id].isOver == true)
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{
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if (RectangleUtils.contains(this.sprite.worldView, pointer.worldX(), pointer.worldY()))
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{
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this._pointerData[pointer.id].x = pointer.x - this.sprite.x;
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this._pointerData[pointer.id].y = pointer.y - this.sprite.y;
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return true;
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}
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else
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{
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this._pointerOutHandler(pointer);
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return false;
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}
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}
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}
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public _pointerOverHandler(pointer: Pointer) {
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// { id: i, x: 0, y: 0, isDown: false, isUp: false, isOver: false, isOut: false, timeOver: 0, timeOut: 0, isDragged: false }
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if (this._pointerData[pointer.id].isOver == false)
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{
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this._pointerData[pointer.id].isOver = true;
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this._pointerData[pointer.id].isOut = false;
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this._pointerData[pointer.id].timeOver = this.game.time.now;
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this._pointerData[pointer.id].x = pointer.x - this.sprite.x;
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this._pointerData[pointer.id].y = pointer.y - this.sprite.y;
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if (this.useHandCursor && this._pointerData[pointer.id].isDragged == false)
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{
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this.game.stage.canvas.style.cursor = "pointer";
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}
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this.sprite.events.onInputOver.dispatch(this.sprite, pointer);
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}
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}
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public _pointerOutHandler(pointer: Pointer) {
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this._pointerData[pointer.id].isOver = false;
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this._pointerData[pointer.id].isOut = true;
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this._pointerData[pointer.id].timeOut = this.game.time.now;
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if (this.useHandCursor && this._pointerData[pointer.id].isDragged == false)
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{
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this.game.stage.canvas.style.cursor = "default";
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}
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this.sprite.events.onInputOut.dispatch(this.sprite, pointer);
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}
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public consumePointerEvent: bool = false;
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public _touchedHandler(pointer: Pointer): bool {
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if (this._pointerData[pointer.id].isDown == false && this._pointerData[pointer.id].isOver == true)
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{
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this._pointerData[pointer.id].isDown = true;
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this._pointerData[pointer.id].isUp = false;
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this._pointerData[pointer.id].timeDown = this.game.time.now;
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this.sprite.events.onInputDown.dispatch(this.sprite, pointer);
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// Start drag
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//if (this.draggable && this.isDragged == false && pointer.targetObject == null)
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if (this.draggable && this.isDragged == false)
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{
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this.startDrag(pointer);
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}
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}
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// Consume the event?
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return this.consumePointerEvent;
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}
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public _releasedHandler(pointer: Pointer) {
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// If was previously touched by this Pointer, check if still is
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if (this._pointerData[pointer.id].isDown && pointer.isUp)
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{
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this._pointerData[pointer.id].isDown = false;
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this._pointerData[pointer.id].isUp = true;
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this._pointerData[pointer.id].timeUp = this.game.time.now;
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this._pointerData[pointer.id].downDuration = this._pointerData[pointer.id].timeUp - this._pointerData[pointer.id].timeDown;
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this.sprite.events.onInputUp.dispatch(this.sprite, pointer);
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// Stop drag
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if (this.draggable && this.isDragged && this._draggedPointerID == pointer.id)
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{
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this.stopDrag(pointer);
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}
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if (this.useHandCursor)
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{
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this.game.stage.canvas.style.cursor = "default";
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}
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}
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}
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/**
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* Updates the Pointer drag on this Sprite.
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*/
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private updateDrag(pointer: Pointer):bool
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{
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if (pointer.isUp)
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{
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this.stopDrag(pointer);
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return false;
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}
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if (this.allowHorizontalDrag)
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{
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this.sprite.x = pointer.x + this._dragPoint.x + this.dragOffset.x;
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}
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if (this.allowVerticalDrag)
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{
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this.sprite.y = pointer.y + this._dragPoint.y + this.dragOffset.y;
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}
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if (this.boundsRect)
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{
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this.checkBoundsRect();
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}
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if (this.boundsSprite)
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{
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this.checkBoundsSprite();
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}
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if (this.snapOnDrag)
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{
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this.sprite.x = Math.floor(this.sprite.x / this.snapX) * this.snapX;
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this.sprite.y = Math.floor(this.sprite.y / this.snapY) * this.snapY;
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}
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return true;
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}
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/**
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* Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second)
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* @param delay The time below which the pointer is considered as just over.
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* @returns {boolean}
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*/
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public justOver(pointer: number = 0, delay?: number = 500): bool {
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return (this._pointerData[pointer].isOver && this.overDuration(pointer) < delay);
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}
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/**
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* Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second)
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* @param delay The time below which the pointer is considered as just out.
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* @returns {boolean}
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*/
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public justOut(pointer: number = 0, delay?: number = 500): bool {
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return (this._pointerData[pointer].isOut && (this.game.time.now - this._pointerData[pointer].timeOut < delay));
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}
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/**
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* Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second)
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* @param delay The time below which the pointer is considered as just over.
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* @returns {boolean}
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*/
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public justPressed(pointer: number = 0, delay?: number = 500): bool {
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return (this._pointerData[pointer].isDown && this.downDuration(pointer) < delay);
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}
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/**
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* Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second)
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* @param delay The time below which the pointer is considered as just out.
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* @returns {boolean}
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*/
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public justReleased(pointer: number = 0, delay?: number = 500): bool {
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return (this._pointerData[pointer].isUp && (this.game.time.now - this._pointerData[pointer].timeUp < delay));
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}
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/**
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* If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.
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* @returns {number} The number of milliseconds the pointer has been over the Sprite, or -1 if not over.
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*/
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public overDuration(pointer: number = 0): number {
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if (this._pointerData[pointer].isOver)
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{
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return this.game.time.now - this._pointerData[pointer].timeOver;
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}
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return -1;
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}
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/**
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* If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.
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* @returns {number} The number of milliseconds the pointer has been pressed down on the Sprite, or -1 if not over.
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*/
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public downDuration(pointer: number = 0): number {
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if (this._pointerData[pointer].isDown)
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{
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return this.game.time.now - this._pointerData[pointer].timeDown;
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}
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return -1;
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}
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/**
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* Make this Sprite draggable by the mouse. You can also optionally set mouseStartDragCallback and mouseStopDragCallback
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*
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* @param lockCenter If false the Sprite will drag from where you click it minus the dragOffset. If true it will center itself to the tip of the mouse pointer.
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* @param pixelPerfect If true it will use a pixel perfect test to see if you clicked the Sprite. False uses the bounding box.
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* @param alphaThreshold If using pixel perfect collision this specifies the alpha level from 0 to 255 above which a collision is processed (default 255)
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* @param boundsRect If you want to restrict the drag of this sprite to a specific FlxRect, pass the FlxRect here, otherwise it's free to drag anywhere
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* @param boundsSprite If you want to restrict the drag of this sprite to within the bounding box of another sprite, pass it here
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*/
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public enableDrag(lockCenter:bool = false, pixelPerfect:bool = false, alphaThreshold:number = 255, boundsRect:Rectangle = null, boundsSprite:Phaser.Sprite = null):void
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{
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this._dragPoint = new Point;
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this.draggable = true;
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this.dragOffset = new Point;
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this.dragFromCenter = lockCenter;
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this.dragPixelPerfect = pixelPerfect;
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this.dragPixelPerfectAlpha = alphaThreshold;
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if (boundsRect)
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{
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this.boundsRect = boundsRect;
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}
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if (boundsSprite)
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{
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this.boundsSprite = boundsSprite;
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}
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}
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/**
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* Stops this sprite from being able to be dragged. If it is currently the target of an active drag it will be stopped immediately. Also disables any set callbacks.
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*/
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public disableDrag():void
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{
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if (this._pointerData)
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{
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for (var i = 0; i < 10; i++)
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{
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this._pointerData[i].isDragged = false;
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}
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}
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this.draggable = false;
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this.isDragged = false;
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this._draggedPointerID = -1;
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}
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/**
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* Called by Pointer when drag starts on this Sprite. Should not usually be called directly.
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*/
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public startDrag(pointer: Pointer):void
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{
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this.isDragged = true;
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this._draggedPointerID = pointer.id;
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this._pointerData[pointer.id].isDragged = true;
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if (this.dragFromCenter)
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{
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// Move the sprite to the middle of the pointer
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this._dragPoint.setTo(-this.sprite.worldView.halfWidth, -this.sprite.worldView.halfHeight);
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}
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else
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{
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this._dragPoint.setTo(this.sprite.x - pointer.x, this.sprite.y - pointer.y);
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}
|
|
|
|
this.updateDrag(pointer);
|
|
|
|
}
|
|
|
|
/**
|
|
* Called by Pointer when drag is stopped on this Sprite. Should not usually be called directly.
|
|
*/
|
|
public stopDrag(pointer: Pointer):void
|
|
{
|
|
this.isDragged = false;
|
|
this._draggedPointerID = -1;
|
|
this._pointerData[pointer.id].isDragged = false;
|
|
|
|
if (this.snapOnRelease)
|
|
{
|
|
this.sprite.x = Math.floor(this.sprite.x / this.snapX) * this.snapX;
|
|
this.sprite.y = Math.floor(this.sprite.y / this.snapY) * this.snapY;
|
|
}
|
|
|
|
//pointer.draggedObject = null;
|
|
}
|
|
|
|
/**
|
|
* Restricts this sprite to drag movement only on the given axis. Note: If both are set to false the sprite will never move!
|
|
*
|
|
* @param allowHorizontal To enable the sprite to be dragged horizontally set to true, otherwise false
|
|
* @param allowVertical To enable the sprite to be dragged vertically set to true, otherwise false
|
|
*/
|
|
public setDragLock(allowHorizontal:bool = true, allowVertical:bool = true):void
|
|
{
|
|
this.allowHorizontalDrag = allowHorizontal;
|
|
this.allowVerticalDrag = allowVertical;
|
|
}
|
|
|
|
/**
|
|
* Make this Sprite snap to the given grid either during drag or when it's released.
|
|
* For example 16x16 as the snapX and snapY would make the sprite snap to every 16 pixels.
|
|
*
|
|
* @param snapX The width of the grid cell in pixels
|
|
* @param snapY The height of the grid cell in pixels
|
|
* @param onDrag If true the sprite will snap to the grid while being dragged
|
|
* @param onRelease If true the sprite will snap to the grid when released
|
|
*/
|
|
public enableSnap(snapX:number , snapY:number, onDrag:bool = true, onRelease:bool = false):void
|
|
{
|
|
this.snapOnDrag = onDrag;
|
|
this.snapOnRelease = onRelease;
|
|
this.snapX = snapX;
|
|
this.snapY = snapY;
|
|
}
|
|
|
|
/**
|
|
* Stops the sprite from snapping to a grid during drag or release.
|
|
*/
|
|
public disableSnap():void
|
|
{
|
|
this.snapOnDrag = false;
|
|
this.snapOnRelease = false;
|
|
}
|
|
|
|
/**
|
|
* Bounds Rect check for the sprite drag
|
|
*/
|
|
private checkBoundsRect():void
|
|
{
|
|
if (this.sprite.x < this.boundsRect.left)
|
|
{
|
|
this.sprite.x = this.boundsRect.x;
|
|
}
|
|
else if ((this.sprite.x + this.sprite.width) > this.boundsRect.right)
|
|
{
|
|
this.sprite.x = this.boundsRect.right - this.sprite.width;
|
|
}
|
|
|
|
if (this.sprite.y < this.boundsRect.top)
|
|
{
|
|
this.sprite.y = this.boundsRect.top;
|
|
}
|
|
else if ((this.sprite.y + this.sprite.height) > this.boundsRect.bottom)
|
|
{
|
|
this.sprite.y = this.boundsRect.bottom - this.sprite.height;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Parent Sprite Bounds check for the sprite drag
|
|
*/
|
|
private checkBoundsSprite():void
|
|
{
|
|
if (this.sprite.x < this.boundsSprite.x)
|
|
{
|
|
this.sprite.x = this.boundsSprite.x;
|
|
}
|
|
else if ((this.sprite.x + this.sprite.width) > (this.boundsSprite.x + this.boundsSprite.width))
|
|
{
|
|
this.sprite.x = (this.boundsSprite.x + this.boundsSprite.width) - this.sprite.width;
|
|
}
|
|
|
|
if (this.sprite.y < this.boundsSprite.y)
|
|
{
|
|
this.sprite.y = this.boundsSprite.y;
|
|
}
|
|
else if ((this.sprite.y + this.sprite.height) > (this.boundsSprite.y + this.boundsSprite.height))
|
|
{
|
|
this.sprite.y = (this.boundsSprite.y + this.boundsSprite.height) - this.sprite.height;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Render debug infos. (including name, bounds info, position and some other properties)
|
|
* @param x {number} X position of the debug info to be rendered.
|
|
* @param y {number} Y position of the debug info to be rendered.
|
|
* @param [color] {number} color of the debug info to be rendered. (format is css color string)
|
|
*/
|
|
public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') {
|
|
|
|
this.sprite.texture.context.font = '14px Courier';
|
|
this.sprite.texture.context.fillStyle = color;
|
|
this.sprite.texture.context.fillText('Sprite Input: (' + this.sprite.worldView.width + ' x ' + this.sprite.worldView.height + ')', x, y);
|
|
this.sprite.texture.context.fillText('x: ' + this.pointerX().toFixed(1) + ' y: ' + this.pointerY().toFixed(1), x, y + 14);
|
|
this.sprite.texture.context.fillText('over: ' + this.pointerOver() + ' duration: ' + this.overDuration().toFixed(0), x, y + 28);
|
|
this.sprite.texture.context.fillText('down: ' + this.pointerDown() + ' duration: ' + this.downDuration().toFixed(0), x, y + 42);
|
|
this.sprite.texture.context.fillText('just over: ' + this.justOver() + ' just out: ' + this.justOut(), x, y + 56);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} |