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<a href="Phaser.Point.html">Point</a>
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<a href="Phaser.Pointer.html">Pointer</a>
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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<a href="Phaser.Rope.html">Rope</a>
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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<a href="Phaser.SinglePad.html">SinglePad</a>
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<a href="Phaser.Sound.html">Sound</a>
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<li class="class-depth-1">
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<a href="Phaser.SoundManager.html">SoundManager</a>
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<a href="Phaser.Sprite.html">Sprite</a>
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<a href="Phaser.Time.html">Time</a>
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<a href="Phaser.Timer.html">Timer</a>
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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<a href="Phaser.Touch.html">Touch</a>
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<a href="Phaser.Tween.html">Tween</a>
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<a href="Phaser.TweenManager.html">TweenManager</a>
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<a href="Phaser.Utils.html">Utils</a>
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<a href="Phaser.Utils.Debug.html">Debug</a>
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<a href="Phaser.World.html">World</a>
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<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
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<a href="PIXI.AjaxRequest.html">AjaxRequest</a>
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<a href="PIXI.AlphaMaskFilter.html">AlphaMaskFilter</a>
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<a href="PIXI.AsciiFilter.html">AsciiFilter</a>
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<a href="PIXI.AssetLoader.html">AssetLoader</a>
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<a href="PIXI.AtlasLoader.html">AtlasLoader</a>
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<a href="PIXI.BaseTexture.html">BaseTexture</a>
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<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
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<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
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</ul>
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</li>
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<li class="dropdown">
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
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</ul>
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
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<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
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<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
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<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
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<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
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<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
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<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
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</li>
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<li class="dropdown">
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
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<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
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</ul>
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<li class="dropdown">
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
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<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
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<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
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<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
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<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
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<li class="dropdown">
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
|
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
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<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
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<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
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</ul>
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</li>
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
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<ul class="dropdown-menu ">
|
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<li class="class-depth-1"><a href="https://leanpub.com/u/photonstorm">Phaser Books</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
|
|
<li class="class-depth-1"><a href="http://examples.phaser.io">Phaser Examples</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
|
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<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
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<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
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<li class="class-depth-1"><a href="https://confirmsubscription.com/h/r/369DE48E3E86AF1E">Newsletter</a></li>
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<li class="class-depth-1"><a href="https://twitter.com/photonstorm">Twitter</a></li>
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<li class="class-depth-1"><a href="http://www.html5gamedevs.com/topic/4470-official-phaserio-irc-channel-phaserio-on-freenode/">IRC</a></li>
|
|
<li class="class-depth-1"><a href="https://www.gittip.com/photonstorm/">GitTip</a></li>
|
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</ul>
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</li>
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</ul>
|
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</div>
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</div>
|
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|
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<div class="row-fluid">
|
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|
|
<div class="span12">
|
|
|
|
<div id="main">
|
|
|
|
|
|
|
|
<h1 class="page-title">Source: D:/wamp/www/phaser/src/input/Pointer.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2014 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* A Pointer object is used by the Mouse, Touch and MSPoint managers and represents a single finger on the touch screen.
|
|
*
|
|
* @class Phaser.Pointer
|
|
* @constructor
|
|
* @param {Phaser.Game} game - A reference to the currently running game.
|
|
* @param {number} id - The ID of the Pointer object within the game. Each game can have up to 10 active pointers.
|
|
*/
|
|
Phaser.Pointer = function (game, id) {
|
|
|
|
/**
|
|
* @property {Phaser.Game} game - A reference to the currently running game.
|
|
*/
|
|
this.game = game;
|
|
|
|
/**
|
|
* @property {number} id - The ID of the Pointer object within the game. Each game can have up to 10 active pointers.
|
|
*/
|
|
this.id = id;
|
|
|
|
/**
|
|
* @property {number} type - The const type of this object.
|
|
* @readonly
|
|
*/
|
|
this.type = Phaser.POINTER;
|
|
|
|
/**
|
|
* @property {boolean} exists - A Pointer object that exists is allowed to be checked for physics collisions and overlaps.
|
|
* @default
|
|
*/
|
|
this.exists = true;
|
|
|
|
/**
|
|
* @property {number} identifier - The identifier property of the Pointer as set by the DOM event when this Pointer is started.
|
|
* @default
|
|
*/
|
|
this.identifier = 0;
|
|
|
|
/**
|
|
* @property {number} pointerId - The pointerId property of the Pointer as set by the DOM event when this Pointer is started. The browser can and will recycle this value.
|
|
* @default
|
|
*/
|
|
this.pointerId = null;
|
|
|
|
/**
|
|
* @property {any} target - The target property of the Pointer as set by the DOM event when this Pointer is started.
|
|
* @default
|
|
*/
|
|
this.target = null;
|
|
|
|
/**
|
|
* @property {any} button - The button property of the Pointer as set by the DOM event when this Pointer is started.
|
|
* @default
|
|
*/
|
|
this.button = null;
|
|
|
|
/**
|
|
* @property {boolean} _holdSent - Local private variable to store the status of dispatching a hold event.
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._holdSent = false;
|
|
|
|
/**
|
|
* @property {array} _history - Local private variable storing the short-term history of pointer movements.
|
|
* @private
|
|
*/
|
|
this._history = [];
|
|
|
|
/**
|
|
* @property {number} _nextDrop - Local private variable storing the time at which the next history drop should occur.
|
|
* @private
|
|
*/
|
|
this._nextDrop = 0;
|
|
|
|
/**
|
|
* @property {boolean} _stateReset - Monitor events outside of a state reset loop.
|
|
* @private
|
|
*/
|
|
this._stateReset = false;
|
|
|
|
/**
|
|
* @property {boolean} withinGame - true if the Pointer is over the game canvas, otherwise false.
|
|
*/
|
|
this.withinGame = false;
|
|
|
|
/**
|
|
* @property {number} clientX - The horizontal coordinate of the Pointer within the application's client area at which the event occurred (as opposed to the coordinates within the page).
|
|
*/
|
|
this.clientX = -1;
|
|
|
|
/**
|
|
* @property {number} clientY - The vertical coordinate of the Pointer within the application's client area at which the event occurred (as opposed to the coordinates within the page).
|
|
*/
|
|
this.clientY = -1;
|
|
|
|
/**
|
|
* @property {number} pageX - The horizontal coordinate of the Pointer relative to whole document.
|
|
*/
|
|
this.pageX = -1;
|
|
|
|
/**
|
|
* @property {number} pageY - The vertical coordinate of the Pointer relative to whole document.
|
|
*/
|
|
this.pageY = -1;
|
|
|
|
/**
|
|
* @property {number} screenX - The horizontal coordinate of the Pointer relative to the screen.
|
|
*/
|
|
this.screenX = -1;
|
|
|
|
/**
|
|
* @property {number} screenY - The vertical coordinate of the Pointer relative to the screen.
|
|
*/
|
|
this.screenY = -1;
|
|
|
|
/**
|
|
* @property {number} rawMovementX - The horizontal raw relative movement of the Pointer in pixels since last event.
|
|
* @default
|
|
*/
|
|
this.rawMovementX = 0;
|
|
|
|
/**
|
|
* @property {number} rawMovementY - The vertical raw relative movement of the Pointer in pixels since last event.
|
|
* @default
|
|
*/
|
|
this.rawMovementY = 0;
|
|
|
|
/**
|
|
* @property {number} movementX - The horizontal processed relative movement of the Pointer in pixels since last event.
|
|
* @default
|
|
*/
|
|
this.movementX = 0;
|
|
|
|
/**
|
|
* @property {number} movementY - The vertical processed relative movement of the Pointer in pixels since last event.
|
|
* @default
|
|
*/
|
|
this.movementY = 0;
|
|
|
|
/**
|
|
* @property {number} x - The horizontal coordinate of the Pointer. This value is automatically scaled based on the game scale.
|
|
* @default
|
|
*/
|
|
this.x = -1;
|
|
|
|
/**
|
|
* @property {number} y - The vertical coordinate of the Pointer. This value is automatically scaled based on the game scale.
|
|
* @default
|
|
*/
|
|
this.y = -1;
|
|
|
|
/**
|
|
* @property {boolean} isMouse - If the Pointer is a mouse this is true, otherwise false.
|
|
* @default
|
|
*/
|
|
this.isMouse = false;
|
|
|
|
/**
|
|
* @property {boolean} isDown - If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true.
|
|
* @default
|
|
*/
|
|
this.isDown = false;
|
|
|
|
/**
|
|
* @property {boolean} isUp - If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true.
|
|
* @default
|
|
*/
|
|
this.isUp = true;
|
|
|
|
/**
|
|
* @property {number} timeDown - A timestamp representing when the Pointer first touched the touchscreen.
|
|
* @default
|
|
*/
|
|
this.timeDown = 0;
|
|
|
|
/**
|
|
* @property {number} timeUp - A timestamp representing when the Pointer left the touchscreen.
|
|
* @default
|
|
*/
|
|
this.timeUp = 0;
|
|
|
|
/**
|
|
* @property {number} previousTapTime - A timestamp representing when the Pointer was last tapped or clicked.
|
|
* @default
|
|
*/
|
|
this.previousTapTime = 0;
|
|
|
|
/**
|
|
* @property {number} totalTouches - The total number of times this Pointer has been touched to the touchscreen.
|
|
* @default
|
|
*/
|
|
this.totalTouches = 0;
|
|
|
|
/**
|
|
* @property {number} msSinceLastClick - The number of milliseconds since the last click or touch event.
|
|
* @default
|
|
*/
|
|
this.msSinceLastClick = Number.MAX_VALUE;
|
|
|
|
/**
|
|
* @property {any} targetObject - The Game Object this Pointer is currently over / touching / dragging.
|
|
* @default
|
|
*/
|
|
this.targetObject = null;
|
|
|
|
/**
|
|
* @property {boolean} active - An active pointer is one that is currently pressed down on the display. A Mouse is always active.
|
|
* @default
|
|
*/
|
|
this.active = false;
|
|
|
|
/**
|
|
* @property {boolean} dirty - A dirty pointer needs to re-poll any interactive objects it may have been over, regardless if it has moved or not.
|
|
* @default
|
|
*/
|
|
this.dirty = false;
|
|
|
|
/**
|
|
* @property {Phaser.Point} position - A Phaser.Point object containing the current x/y values of the pointer on the display.
|
|
*/
|
|
this.position = new Phaser.Point();
|
|
|
|
/**
|
|
* @property {Phaser.Point} positionDown - A Phaser.Point object containing the x/y values of the pointer when it was last in a down state on the display.
|
|
*/
|
|
this.positionDown = new Phaser.Point();
|
|
|
|
/**
|
|
* @property {Phaser.Point} positionUp - A Phaser.Point object containing the x/y values of the pointer when it was last released.
|
|
*/
|
|
this.positionUp = new Phaser.Point();
|
|
|
|
/**
|
|
* A Phaser.Circle that is centered on the x/y coordinates of this pointer, useful for hit detection.
|
|
* The Circle size is 44px (Apples recommended "finger tip" size).
|
|
* @property {Phaser.Circle} circle
|
|
*/
|
|
this.circle = new Phaser.Circle(0, 0, 44);
|
|
|
|
if (id === 0)
|
|
{
|
|
this.isMouse = true;
|
|
}
|
|
|
|
/**
|
|
* Click trampolines associated with this pointer. See `addClickTrampoline`.
|
|
* @property {object[]|null} _clickTrampolines
|
|
* @private
|
|
*/
|
|
this._clickTrampolines = null;
|
|
|
|
/**
|
|
* When the Pointer has click trampolines the last target object is stored here
|
|
* so it can be used to check for validity of the trampoline in a post-Up/'stop'.
|
|
* @property {object} _trampolineTargetObject
|
|
* @private
|
|
*/
|
|
this._trampolineTargetObject = null;
|
|
|
|
};
|
|
|
|
Phaser.Pointer.prototype = {
|
|
|
|
/**
|
|
* Called when the Pointer is pressed onto the touchscreen.
|
|
* @method Phaser.Pointer#start
|
|
* @param {any} event - The DOM event from the browser.
|
|
*/
|
|
start: function (event) {
|
|
|
|
if (event['pointerId'])
|
|
{
|
|
this.pointerId = event.pointerId;
|
|
}
|
|
|
|
this.identifier = event.identifier;
|
|
this.target = event.target;
|
|
|
|
if (typeof event.button !== 'undefined')
|
|
{
|
|
this.button = event.button;
|
|
}
|
|
|
|
this._history = [];
|
|
this.active = true;
|
|
this.withinGame = true;
|
|
this.isDown = true;
|
|
this.isUp = false;
|
|
this.dirty = false;
|
|
this._clickTrampolines = null;
|
|
this._trampolineTargetObject = null;
|
|
|
|
// Work out how long it has been since the last click
|
|
this.msSinceLastClick = this.game.time.time - this.timeDown;
|
|
this.timeDown = this.game.time.time;
|
|
this._holdSent = false;
|
|
|
|
// This sets the x/y and other local values
|
|
this.move(event, true);
|
|
|
|
// x and y are the old values here?
|
|
this.positionDown.setTo(this.x, this.y);
|
|
|
|
if (this.game.input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers === 0))
|
|
{
|
|
this.game.input.x = this.x;
|
|
this.game.input.y = this.y;
|
|
this.game.input.position.setTo(this.x, this.y);
|
|
this.game.input.onDown.dispatch(this, event);
|
|
this.game.input.resetSpeed(this.x, this.y);
|
|
}
|
|
|
|
this._stateReset = false;
|
|
this.totalTouches++;
|
|
|
|
if (!this.isMouse)
|
|
{
|
|
this.game.input.currentPointers++;
|
|
}
|
|
|
|
if (this.targetObject !== null)
|
|
{
|
|
this.targetObject._touchedHandler(this);
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Called by the Input Manager.
|
|
* @method Phaser.Pointer#update
|
|
*/
|
|
update: function () {
|
|
|
|
if (this.active)
|
|
{
|
|
// Force a check?
|
|
if (this.dirty)
|
|
{
|
|
if (this.game.input.interactiveItems.total > 0)
|
|
{
|
|
this.processInteractiveObjects(false);
|
|
}
|
|
|
|
this.dirty = false;
|
|
}
|
|
|
|
if (this._holdSent === false && this.duration >= this.game.input.holdRate)
|
|
{
|
|
if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers === 0))
|
|
{
|
|
this.game.input.onHold.dispatch(this);
|
|
}
|
|
|
|
this._holdSent = true;
|
|
}
|
|
|
|
// Update the droppings history
|
|
if (this.game.input.recordPointerHistory && this.game.time.time >= this._nextDrop)
|
|
{
|
|
this._nextDrop = this.game.time.time + this.game.input.recordRate;
|
|
|
|
this._history.push({
|
|
x: this.position.x,
|
|
y: this.position.y
|
|
});
|
|
|
|
if (this._history.length > this.game.input.recordLimit)
|
|
{
|
|
this._history.shift();
|
|
}
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Called when the Pointer is moved.
|
|
*
|
|
* @method Phaser.Pointer#move
|
|
* @param {MouseEvent|PointerEvent|TouchEvent} event - The event passed up from the input handler.
|
|
* @param {boolean} [fromClick=false] - Was this called from the click event?
|
|
*/
|
|
move: function (event, fromClick) {
|
|
|
|
if (this.game.input.pollLocked)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (typeof fromClick === 'undefined') { fromClick = false; }
|
|
|
|
if (typeof event.button !== 'undefined')
|
|
{
|
|
this.button = event.button;
|
|
}
|
|
|
|
this.clientX = event.clientX;
|
|
this.clientY = event.clientY;
|
|
|
|
this.pageX = event.pageX;
|
|
this.pageY = event.pageY;
|
|
|
|
this.screenX = event.screenX;
|
|
this.screenY = event.screenY;
|
|
|
|
if (this.isMouse && this.game.input.mouse.locked && !fromClick)
|
|
{
|
|
this.rawMovementX = event.movementX || event.mozMovementX || event.webkitMovementX || 0;
|
|
this.rawMovementY = event.movementY || event.mozMovementY || event.webkitMovementY || 0;
|
|
|
|
this.movementX += this.rawMovementX;
|
|
this.movementY += this.rawMovementY;
|
|
}
|
|
|
|
this.x = (this.pageX - this.game.scale.offset.x) * this.game.input.scale.x;
|
|
this.y = (this.pageY - this.game.scale.offset.y) * this.game.input.scale.y;
|
|
|
|
this.position.setTo(this.x, this.y);
|
|
this.circle.x = this.x;
|
|
this.circle.y = this.y;
|
|
|
|
if (this.game.input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers === 0))
|
|
{
|
|
this.game.input.activePointer = this;
|
|
this.game.input.x = this.x;
|
|
this.game.input.y = this.y;
|
|
this.game.input.position.setTo(this.game.input.x, this.game.input.y);
|
|
this.game.input.circle.x = this.game.input.x;
|
|
this.game.input.circle.y = this.game.input.y;
|
|
}
|
|
|
|
this.withinGame = this.game.scale.bounds.contains(this.pageX, this.pageY);
|
|
|
|
// If the game is paused we don't process any target objects or callbacks
|
|
if (this.game.paused)
|
|
{
|
|
return this;
|
|
}
|
|
|
|
var i = this.game.input.moveCallbacks.length;
|
|
|
|
while (i--)
|
|
{
|
|
this.game.input.moveCallbacks[i].callback.call(this.game.input.moveCallbacks[i].context, this, this.x, this.y, fromClick);
|
|
}
|
|
|
|
// Easy out if we're dragging something and it still exists
|
|
if (this.targetObject !== null && this.targetObject.isDragged === true)
|
|
{
|
|
if (this.targetObject.update(this) === false)
|
|
{
|
|
this.targetObject = null;
|
|
}
|
|
}
|
|
else if (this.game.input.interactiveItems.total > 0)
|
|
{
|
|
this.processInteractiveObjects(fromClick);
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Process all interactive objects to find out which ones were updated in the recent Pointer move.
|
|
*
|
|
* @method Phaser.Pointer#processInteractiveObjects
|
|
* @protected
|
|
* @param {boolean} [fromClick=false] - Was this called from the click event?
|
|
* @return {boolean} True if this method processes an object (i.e. a Sprite becomes the Pointers currentTarget), otherwise false.
|
|
*/
|
|
processInteractiveObjects: function (fromClick) {
|
|
|
|
// Work out which object is on the top
|
|
var highestRenderOrderID = Number.MAX_VALUE;
|
|
var highestInputPriorityID = -1;
|
|
var candidateTarget = null;
|
|
|
|
// First pass gets all objects that the pointer is over that DON'T use pixelPerfect checks and get the highest ID
|
|
// We know they'll be valid for input detection but not which is the top just yet
|
|
|
|
var currentNode = this.game.input.interactiveItems.first;
|
|
|
|
while (currentNode)
|
|
{
|
|
// Reset checked status
|
|
currentNode.checked = false;
|
|
|
|
if (currentNode.validForInput(highestInputPriorityID, highestRenderOrderID, false))
|
|
{
|
|
// Flag it as checked so we don't re-scan it on the next phase
|
|
currentNode.checked = true;
|
|
|
|
if ((fromClick && currentNode.checkPointerDown(this, true)) ||
|
|
(!fromClick && currentNode.checkPointerOver(this, true)))
|
|
{
|
|
highestRenderOrderID = currentNode.sprite._cache[3]; // renderOrderID
|
|
highestInputPriorityID = currentNode.priorityID;
|
|
candidateTarget = currentNode;
|
|
}
|
|
}
|
|
|
|
currentNode = this.game.input.interactiveItems.next;
|
|
}
|
|
|
|
// Then in the second sweep we process ONLY the pixel perfect ones that are checked and who have a higher ID
|
|
// because if their ID is lower anyway then we can just automatically discount them
|
|
// (A node that was previously checked did not request a pixel-perfect check.)
|
|
|
|
var currentNode = this.game.input.interactiveItems.first;
|
|
|
|
while(currentNode)
|
|
{
|
|
if (!currentNode.checked &&
|
|
currentNode.validForInput(highestInputPriorityID, highestRenderOrderID, true))
|
|
{
|
|
if ((fromClick && currentNode.checkPointerDown(this, false)) ||
|
|
(!fromClick && currentNode.checkPointerOver(this, false)))
|
|
{
|
|
highestRenderOrderID = currentNode.sprite._cache[3]; // renderOrderID
|
|
highestInputPriorityID = currentNode.priorityID;
|
|
candidateTarget = currentNode;
|
|
}
|
|
}
|
|
|
|
currentNode = this.game.input.interactiveItems.next;
|
|
}
|
|
|
|
// Now we know the top-most item (if any) we can process it
|
|
if (candidateTarget === null)
|
|
{
|
|
// The pointer isn't currently over anything, check if we've got a lingering previous target
|
|
if (this.targetObject)
|
|
{
|
|
this.targetObject._pointerOutHandler(this);
|
|
this.targetObject = null;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (this.targetObject === null)
|
|
{
|
|
// And now set the new one
|
|
this.targetObject = candidateTarget;
|
|
candidateTarget._pointerOverHandler(this);
|
|
}
|
|
else
|
|
{
|
|
// We've got a target from the last update
|
|
if (this.targetObject === candidateTarget)
|
|
{
|
|
// Same target as before, so update it
|
|
if (candidateTarget.update(this) === false)
|
|
{
|
|
this.targetObject = null;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// The target has changed, so tell the old one we've left it
|
|
this.targetObject._pointerOutHandler(this);
|
|
|
|
// And now set the new one
|
|
this.targetObject = candidateTarget;
|
|
this.targetObject._pointerOverHandler(this);
|
|
}
|
|
}
|
|
}
|
|
|
|
return (this.targetObject !== null);
|
|
|
|
},
|
|
|
|
/**
|
|
* Called when the Pointer leaves the target area.
|
|
*
|
|
* @method Phaser.Pointer#leave
|
|
* @param {MouseEvent|PointerEvent|TouchEvent} event - The event passed up from the input handler.
|
|
*/
|
|
leave: function (event) {
|
|
|
|
this.withinGame = false;
|
|
this.move(event, false);
|
|
|
|
},
|
|
|
|
/**
|
|
* Called when the Pointer leaves the touchscreen.
|
|
*
|
|
* @method Phaser.Pointer#stop
|
|
* @param {MouseEvent|PointerEvent|TouchEvent} event - The event passed up from the input handler.
|
|
*/
|
|
stop: function (event) {
|
|
|
|
if (this._stateReset)
|
|
{
|
|
event.preventDefault();
|
|
return;
|
|
}
|
|
|
|
this.timeUp = this.game.time.time;
|
|
|
|
if (this.game.input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers === 0))
|
|
{
|
|
this.game.input.onUp.dispatch(this, event);
|
|
|
|
// Was it a tap?
|
|
if (this.duration >= 0 && this.duration <= this.game.input.tapRate)
|
|
{
|
|
// Was it a double-tap?
|
|
if (this.timeUp - this.previousTapTime < this.game.input.doubleTapRate)
|
|
{
|
|
// Yes, let's dispatch the signal then with the 2nd parameter set to true
|
|
this.game.input.onTap.dispatch(this, true);
|
|
}
|
|
else
|
|
{
|
|
// Wasn't a double-tap, so dispatch a single tap signal
|
|
this.game.input.onTap.dispatch(this, false);
|
|
}
|
|
|
|
this.previousTapTime = this.timeUp;
|
|
}
|
|
}
|
|
|
|
// Mouse is always active
|
|
if (this.id > 0)
|
|
{
|
|
this.active = false;
|
|
}
|
|
|
|
this.withinGame = false;
|
|
this.isDown = false;
|
|
this.isUp = true;
|
|
this.pointerId = null;
|
|
this.identifier = null;
|
|
|
|
this.positionUp.setTo(this.x, this.y);
|
|
|
|
if (this.isMouse === false)
|
|
{
|
|
this.game.input.currentPointers--;
|
|
}
|
|
|
|
this.game.input.interactiveItems.callAll('_releasedHandler', this);
|
|
|
|
if (this._clickTrampolines)
|
|
{
|
|
this._trampolineTargetObject = this.targetObject;
|
|
}
|
|
this.targetObject = null;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* The Pointer is considered justPressed if the time it was pressed onto the touchscreen or clicked is less than justPressedRate.
|
|
* Note that calling justPressed doesn't reset the pressed status of the Pointer, it will return `true` for as long as the duration is valid.
|
|
* If you wish to check if the Pointer was pressed down just once then see the Sprite.events.onInputDown event.
|
|
* @method Phaser.Pointer#justPressed
|
|
* @param {number} [duration] - The time to check against. If none given it will use InputManager.justPressedRate.
|
|
* @return {boolean} true if the Pointer was pressed down within the duration given.
|
|
*/
|
|
justPressed: function (duration) {
|
|
|
|
duration = duration || this.game.input.justPressedRate;
|
|
|
|
return (this.isDown === true && (this.timeDown + duration) > this.game.time.time);
|
|
|
|
},
|
|
|
|
/**
|
|
* The Pointer is considered justReleased if the time it left the touchscreen is less than justReleasedRate.
|
|
* Note that calling justReleased doesn't reset the pressed status of the Pointer, it will return `true` for as long as the duration is valid.
|
|
* If you wish to check if the Pointer was released just once then see the Sprite.events.onInputUp event.
|
|
* @method Phaser.Pointer#justReleased
|
|
* @param {number} [duration] - The time to check against. If none given it will use InputManager.justReleasedRate.
|
|
* @return {boolean} true if the Pointer was released within the duration given.
|
|
*/
|
|
justReleased: function (duration) {
|
|
|
|
duration = duration || this.game.input.justReleasedRate;
|
|
|
|
return (this.isUp === true && (this.timeUp + duration) > this.game.time.time);
|
|
|
|
},
|
|
|
|
/**
|
|
* Add a click trampoline to this pointer.
|
|
*
|
|
* A click trampoline is a callback that is run on the DOM 'click' event; this is primarily
|
|
* needed with certain browsers (ie. IE11) which restrict some actions like requestFullscreen
|
|
* to the DOM 'click' event and reject it for 'pointer*' and 'mouse*' events.
|
|
*
|
|
* This is used internally by the ScaleManager; click trampoline usage is uncommon.
|
|
* Click trampolines can only be added to pointers that are currently down.
|
|
*
|
|
* @method Phaser.Pointer#addClickTrampoline
|
|
* @protected
|
|
* @param {string} name - The name of the trampoline; must be unique among active trampolines in this pointer.
|
|
* @param {function} callback - Callback to run/trampoline.
|
|
* @param {object} callbackContext - Context of the callback.
|
|
* @param {object[]|null} callbackArgs - Additional callback args, if any. Supplied as an array.
|
|
*/
|
|
addClickTrampoline: function (name, callback, callbackContext, callbackArgs) {
|
|
|
|
if (!this.isDown)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var trampolines = (this._clickTrampolines = this._clickTrampolines || []);
|
|
|
|
for (var i = 0; i < trampolines.length; i++)
|
|
{
|
|
if (trampolines[i].name === name)
|
|
{
|
|
trampolines.splice(i, 1);
|
|
break;
|
|
}
|
|
}
|
|
|
|
trampolines.push({
|
|
name: name,
|
|
targetObject: this.targetObject,
|
|
callback: callback,
|
|
callbackContext: callbackContext,
|
|
callbackArgs: callbackArgs
|
|
});
|
|
|
|
},
|
|
|
|
/**
|
|
* Fire all click trampolines for which the pointers are still refering to the registered object.
|
|
* @method Phaser.Pointer#processClickTrampolines
|
|
* @private
|
|
*/
|
|
processClickTrampolines: function () {
|
|
|
|
var trampolines = this._clickTrampolines;
|
|
if (!trampolines)
|
|
{
|
|
return;
|
|
}
|
|
|
|
for (var i = 0; i < trampolines.length; i++)
|
|
{
|
|
var trampoline = trampolines[i];
|
|
|
|
if (trampoline.targetObject === this._trampolineTargetObject)
|
|
{
|
|
trampoline.callback.apply(trampoline.callbackContext, trampoline.callbackArgs);
|
|
}
|
|
}
|
|
|
|
this._clickTrampolines = null;
|
|
this._trampolineTargetObject = null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Resets the Pointer properties. Called by InputManager.reset when you perform a State change.
|
|
* @method Phaser.Pointer#reset
|
|
*/
|
|
reset: function () {
|
|
|
|
if (this.isMouse === false)
|
|
{
|
|
this.active = false;
|
|
}
|
|
|
|
this.pointerId = null;
|
|
this.identifier = null;
|
|
this.dirty = false;
|
|
this.isDown = false;
|
|
this.isUp = true;
|
|
this.totalTouches = 0;
|
|
this._holdSent = false;
|
|
this._history.length = 0;
|
|
this._stateReset = true;
|
|
|
|
if (this.targetObject)
|
|
{
|
|
this.targetObject._releasedHandler(this);
|
|
}
|
|
|
|
this.targetObject = null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Resets the movementX and movementY properties. Use in your update handler after retrieving the values.
|
|
* @method Phaser.Pointer#resetMovement
|
|
*/
|
|
resetMovement: function() {
|
|
|
|
this.movementX = 0;
|
|
this.movementY = 0;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.Pointer.prototype.constructor = Phaser.Pointer;
|
|
|
|
/**
|
|
* How long the Pointer has been depressed on the touchscreen. If not currently down it returns -1.
|
|
* @name Phaser.Pointer#duration
|
|
* @property {number} duration - How long the Pointer has been depressed on the touchscreen. If not currently down it returns -1.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Pointer.prototype, "duration", {
|
|
|
|
get: function () {
|
|
|
|
if (this.isUp)
|
|
{
|
|
return -1;
|
|
}
|
|
|
|
return this.game.time.time - this.timeDown;
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Gets the X value of this Pointer in world coordinates based on the world camera.
|
|
* @name Phaser.Pointer#worldX
|
|
* @property {number} duration - The X value of this Pointer in world coordinates based on the world camera.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Pointer.prototype, "worldX", {
|
|
|
|
get: function () {
|
|
|
|
return this.game.world.camera.x + this.x;
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Gets the Y value of this Pointer in world coordinates based on the world camera.
|
|
* @name Phaser.Pointer#worldY
|
|
* @property {number} duration - The Y value of this Pointer in world coordinates based on the world camera.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Pointer.prototype, "worldY", {
|
|
|
|
get: function () {
|
|
|
|
return this.game.world.camera.y + this.y;
|
|
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
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|
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|
|
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</div>
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|
|
<div class="clearfix"></div>
|
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<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
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|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Tue Jan 06 2015 06:31:49 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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