mirror of
https://github.com/photonstorm/phaser
synced 2024-12-18 09:03:29 +00:00
1152 lines
33 KiB
JavaScript
1152 lines
33 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 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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/**
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* Phaser.Input is the Input Manager for all types of Input across Phaser, including mouse, keyboard, touch and MSPointer.
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* The Input manager is updated automatically by the core game loop.
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*
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* @class Phaser.Input
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* @constructor
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* @param {Phaser.Game} game - Current game instance.
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*/
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Phaser.Input = function (game) {
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
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this.game = game;
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/**
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* @property {HTMLCanvasElement} hitCanvas - The canvas to which single pixels are drawn in order to perform pixel-perfect hit detection.
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* @default
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*/
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this.hitCanvas = null;
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/**
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* @property {CanvasRenderingContext2D} hitContext - The context of the pixel perfect hit canvas.
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* @default
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*/
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this.hitContext = null;
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/**
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* An array of callbacks that will be fired every time the activePointer receives a move event from the DOM.
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* To add a callback to this array please use `Input.addMoveCallback`.
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* @property {array} moveCallbacks
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* @protected
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*/
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this.moveCallbacks = [];
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/**
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* @property {function} customCandidateHandler - See Input.setInteractiveCandidateHandler.
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* @private
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*/
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this.customCandidateHandler = null;
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/**
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* @property {object} customCandidateHandlerContext - See Input.setInteractiveCandidateHandler.
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* @private
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*/
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this.customCandidateHandlerContext = null;
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/**
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* @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.
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* @default
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*/
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this.pollRate = 0;
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/**
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* When enabled, input (eg. Keyboard, Mouse, Touch) will be processed - as long as the individual sources are enabled themselves.
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*
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* When not enabled, _all_ input sources are ignored. To disable just one type of input; for example, the Mouse, use `input.mouse.enabled = false`.
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* @property {boolean} enabled
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* @default
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*/
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this.enabled = true;
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/**
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* @property {number} multiInputOverride - Controls the expected behavior when using a mouse and touch together on a multi-input device.
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* @default
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*/
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this.multiInputOverride = Phaser.Input.MOUSE_TOUCH_COMBINE;
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/**
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* @property {Phaser.Point} position - A point object representing the current position of the Pointer.
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* @default
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*/
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this.position = null;
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/**
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* @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.
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*/
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this.speed = null;
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/**
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* A Circle object centered on the x/y screen coordinates of the Input.
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* Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything.
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* @property {Phaser.Circle} circle
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*/
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this.circle = null;
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/**
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* @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.
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*/
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this.scale = null;
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/**
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* @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.
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* @default -1 (Limited by total pointers.)
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*/
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this.maxPointers = -1;
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/**
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* @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.
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* @default
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*/
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this.tapRate = 200;
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/**
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* @property {number} doubleTapRate - The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click.
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* @default
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*/
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this.doubleTapRate = 300;
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/**
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* @property {number} holdRate - The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event.
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* @default
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*/
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this.holdRate = 2000;
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/**
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* @property {number} justPressedRate - The number of milliseconds below which the Pointer is considered justPressed.
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* @default
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*/
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this.justPressedRate = 200;
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/**
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* @property {number} justReleasedRate - The number of milliseconds below which the Pointer is considered justReleased .
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* @default
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*/
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this.justReleasedRate = 200;
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/**
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* Sets if the Pointer objects should record a history of x/y coordinates they have passed through.
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* The history is cleared each time the Pointer is pressed down.
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* The history is updated at the rate specified in Input.pollRate
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* @property {boolean} recordPointerHistory
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* @default
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*/
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this.recordPointerHistory = false;
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/**
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* @property {number} recordRate - The rate in milliseconds at which the Pointer objects should update their tracking history.
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* @default
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*/
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this.recordRate = 100;
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/**
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* The total number of entries that can be recorded into the Pointer objects tracking history.
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* If the Pointer is tracking one event every 100ms; then a trackLimit of 100 would store the last 10 seconds worth of history.
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* @property {number} recordLimit
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* @default
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*/
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this.recordLimit = 100;
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/**
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* @property {Phaser.Pointer} pointer1 - A Pointer object.
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*/
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this.pointer1 = null;
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/**
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* @property {Phaser.Pointer} pointer2 - A Pointer object.
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*/
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this.pointer2 = null;
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/**
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* @property {Phaser.Pointer} pointer3 - A Pointer object.
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*/
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this.pointer3 = null;
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/**
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* @property {Phaser.Pointer} pointer4 - A Pointer object.
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*/
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this.pointer4 = null;
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/**
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* @property {Phaser.Pointer} pointer5 - A Pointer object.
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*/
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this.pointer5 = null;
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/**
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* @property {Phaser.Pointer} pointer6 - A Pointer object.
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*/
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this.pointer6 = null;
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/**
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* @property {Phaser.Pointer} pointer7 - A Pointer object.
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*/
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this.pointer7 = null;
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/**
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* @property {Phaser.Pointer} pointer8 - A Pointer object.
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*/
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this.pointer8 = null;
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/**
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* @property {Phaser.Pointer} pointer9 - A Pointer object.
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*/
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this.pointer9 = null;
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/**
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* @property {Phaser.Pointer} pointer10 - A Pointer object.
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*/
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this.pointer10 = null;
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/**
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* An array of non-mouse pointers that have been added to the game.
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* The properties `pointer1..N` are aliases for `pointers[0..N-1]`.
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* @property {Phaser.Pointer[]} pointers
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* @public
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* @readonly
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*/
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this.pointers = [];
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/**
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* The most recently active Pointer object.
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*
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* When you've limited max pointers to 1 this will accurately be either the first finger touched or mouse.
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*
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* @property {Phaser.Pointer} activePointer
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*/
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this.activePointer = null;
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/**
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* The mouse has its own unique Phaser.Pointer object which you can use if making a desktop specific game.
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*
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* @property {Pointer} mousePointer
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*/
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this.mousePointer = null;
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/**
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* The Mouse Input manager.
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*
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* You should not usually access this manager directly, but instead use Input.mousePointer or Input.activePointer
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* which normalizes all the input values for you, regardless of browser.
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*
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* @property {Phaser.Mouse} mouse
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*/
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this.mouse = null;
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/**
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* The Keyboard Input manager.
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*
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* @property {Phaser.Keyboard} keyboard
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*/
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this.keyboard = null;
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/**
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* The Touch Input manager.
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*
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* You should not usually access this manager directly, but instead use Input.activePointer
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* which normalizes all the input values for you, regardless of browser.
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*
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* @property {Phaser.Touch} touch
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*/
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this.touch = null;
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/**
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* The MSPointer Input manager.
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*
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* You should not usually access this manager directly, but instead use Input.activePointer
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* which normalizes all the input values for you, regardless of browser.
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*
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* @property {Phaser.MSPointer} mspointer
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*/
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this.mspointer = null;
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/**
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* The Gamepad Input manager.
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*
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* @property {Phaser.Gamepad} gamepad
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*/
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this.gamepad = null;
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/**
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* If the Input Manager has been reset locked then all calls made to InputManager.reset,
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* such as from a State change, are ignored.
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* @property {boolean} resetLocked
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* @default
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*/
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this.resetLocked = false;
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/**
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* A Signal that is dispatched each time a pointer is pressed down.
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* @property {Phaser.Signal} onDown
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*/
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this.onDown = null;
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/**
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* A Signal that is dispatched each time a pointer is released.
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* @property {Phaser.Signal} onUp
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*/
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this.onUp = null;
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/**
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* A Signal that is dispatched each time a pointer is tapped.
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* @property {Phaser.Signal} onTap
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*/
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this.onTap = null;
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/**
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* A Signal that is dispatched each time a pointer is held down.
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* @property {Phaser.Signal} onHold
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*/
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this.onHold = null;
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/**
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* You can tell all Pointers to ignore any Game Object with a `priorityID` lower than this value.
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* This is useful when stacking UI layers. Set to zero to disable.
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* @property {number} minPriorityID
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* @default
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*/
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this.minPriorityID = 0;
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/**
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* A list of interactive objects. The InputHandler components add and remove themselves from this list.
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* @property {Phaser.ArraySet} interactiveItems
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*/
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this.interactiveItems = new Phaser.ArraySet();
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/**
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* @property {Phaser.Point} _localPoint - Internal cache var.
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* @private
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*/
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this._localPoint = new Phaser.Point();
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/**
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* @property {number} _pollCounter - Internal var holding the current poll counter.
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* @private
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*/
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this._pollCounter = 0;
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/**
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* @property {Phaser.Point} _oldPosition - A point object representing the previous position of the Pointer.
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* @private
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*/
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this._oldPosition = null;
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/**
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* @property {number} _x - x coordinate of the most recent Pointer event
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* @private
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*/
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this._x = 0;
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/**
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* @property {number} _y - Y coordinate of the most recent Pointer event
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* @private
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*/
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this._y = 0;
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};
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Input.MOUSE_OVERRIDES_TOUCH = 0;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Input.TOUCH_OVERRIDES_MOUSE = 1;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Input.MOUSE_TOUCH_COMBINE = 2;
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/**
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* The maximum number of pointers that can be added. This excludes the mouse pointer.
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* @constant
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* @type {integer}
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*/
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Phaser.Input.MAX_POINTERS = 10;
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Phaser.Input.prototype = {
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/**
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* Starts the Input Manager running.
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*
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* @method Phaser.Input#boot
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* @protected
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*/
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boot: function ()
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{
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this.mousePointer = new Phaser.Pointer(this.game, 0, Phaser.PointerMode.CURSOR);
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this.addPointer();
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this.addPointer();
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this.mouse = new Phaser.Mouse(this.game);
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this.touch = new Phaser.Touch(this.game);
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this.mspointer = new Phaser.MSPointer(this.game);
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if (Phaser.Keyboard)
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{
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this.keyboard = new Phaser.Keyboard(this.game);
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}
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if (Phaser.Gamepad)
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{
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this.gamepad = new Phaser.Gamepad(this.game);
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}
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this.onDown = new Phaser.Signal();
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this.onUp = new Phaser.Signal();
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this.onTap = new Phaser.Signal();
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this.onHold = new Phaser.Signal();
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this.scale = new Phaser.Point(1, 1);
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this.speed = new Phaser.Point();
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this.position = new Phaser.Point();
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this._oldPosition = new Phaser.Point();
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this.circle = new Phaser.Circle(0, 0, 44);
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this.activePointer = this.mousePointer;
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this.hitCanvas = Phaser.CanvasPool.create(this, 1, 1);
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this.hitContext = this.hitCanvas.getContext('2d');
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this.mouse.start();
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this.touch.start();
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this.mspointer.start();
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this.mousePointer.active = true;
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if (this.keyboard)
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{
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this.keyboard.start();
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}
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var _this = this;
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this._onClickTrampoline = function (event) {
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_this.onClickTrampoline(event);
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};
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this.game.canvas.addEventListener('click', this._onClickTrampoline, false);
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},
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/**
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* Stops all of the Input Managers from running.
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*
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* @method Phaser.Input#destroy
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*/
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destroy: function () {
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this.mouse.stop();
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this.touch.stop();
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this.mspointer.stop();
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if (this.keyboard)
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{
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this.keyboard.stop();
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}
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if (this.gamepad)
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{
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this.gamepad.stop();
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}
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this.moveCallbacks = [];
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Phaser.CanvasPool.remove(this);
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this.game.canvas.removeEventListener('click', this._onClickTrampoline);
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},
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/**
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* Adds a callback that is fired every time `Pointer.processInteractiveObjects` is called.
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* The purpose of `processInteractiveObjects` is to work out which Game Object the Pointer is going to
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* interact with. It works by polling all of the valid game objects, and then slowly discounting those
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* that don't meet the criteria (i.e. they aren't under the Pointer, are disabled, invisible, etc).
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*
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* Eventually a short-list of 'candidates' is created. These are all of the Game Objects which are valid
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* for input and overlap with the Pointer. If you need fine-grained control over which of the items is
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* selected then you can use this callback to do so.
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*
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* The callback will be sent 3 parameters:
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*
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* 1) A reference to the Phaser.Pointer object that is processing the Items.
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* 2) An array containing all potential interactive candidates. This is an array of `InputHandler` objects, not Sprites.
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* 3) The current 'favorite' candidate, based on its priorityID and position in the display list.
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*
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* Your callback MUST return one of the candidates sent to it.
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*
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* @method Phaser.Input#setInteractiveCandidateHandler
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* @param {function} callback - The callback that will be called each time `Pointer.processInteractiveObjects` is called. Set to `null` to disable.
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* @param {object} context - The context in which the callback will be called.
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*/
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setInteractiveCandidateHandler: function (callback, context) {
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this.customCandidateHandler = callback;
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this.customCandidateHandlerContext = context;
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},
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/**
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* Adds a callback that is fired every time the activePointer receives a DOM move event such as a mousemove or touchmove.
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*
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* The callback will be sent 4 parameters:
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*
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* A reference to the Phaser.Pointer object that moved,
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* The x position of the pointer,
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* The y position,
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* A boolean indicating if the movement was the result of a 'click' event (such as a mouse click or touch down).
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*
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* 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
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* to only use if you've limited input to a single pointer (i.e. mouse or touch).
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*
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* The callback is added to the Phaser.Input.moveCallbacks array and should be removed with Phaser.Input.deleteMoveCallback.
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*
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* @method Phaser.Input#addMoveCallback
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* @param {function} callback - The callback that will be called each time the activePointer receives a DOM move event.
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* @param {object} context - The context in which the callback will be called.
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*/
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addMoveCallback: function (callback, context) {
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this.moveCallbacks.push({ callback: callback, context: context });
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},
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/**
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* Removes the callback from the Phaser.Input.moveCallbacks array.
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*
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* @method Phaser.Input#deleteMoveCallback
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* @param {function} callback - The callback to be removed.
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* @param {object} context - The context in which the callback exists.
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*/
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deleteMoveCallback: function (callback, context) {
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var i = this.moveCallbacks.length;
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while (i--)
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{
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if (this.moveCallbacks[i].callback === callback && this.moveCallbacks[i].context === context)
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{
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this.moveCallbacks.splice(i, 1);
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return;
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}
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}
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},
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/**
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* Add a new Pointer object to the Input Manager.
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* By default Input creates 3 pointer objects: `mousePointer` (not include in part of general pointer pool), `pointer1` and `pointer2`.
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* This method adds an additional pointer, up to a maximum of Phaser.Input.MAX_POINTERS (default of 10).
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*
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* @method Phaser.Input#addPointer
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* @return {Phaser.Pointer|null} The new Pointer object that was created; null if a new pointer could not be added.
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*/
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addPointer: function () {
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|
|
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", {
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|
|
|
get: function () {
|
|
return this.game.camera.view.y + this.y;
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|
}
|
|
|
|
});
|