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<h1 class="page-title">Source: input/Key.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 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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* @class Phaser.Key
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* @classdesc If you need more fine-grained control over the handling of specific keys you can create and use Phaser.Key objects.
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* @constructor
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* @param {Phaser.Game} game - Current game instance.
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* @param {number} keycode - The key code this Key is responsible for.
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*/
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Phaser.Key = function (game, keycode) {
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
|
|
this.game = game;
|
|
|
|
/**
|
|
* @property {boolean} enabled - An enabled key processes its update and dispatches events. You can toggle this at run-time to disable a key without deleting it.
|
|
* @default
|
|
*/
|
|
this.enabled = true;
|
|
|
|
/**
|
|
* @property {object} event - Stores the most recent DOM event.
|
|
* @readonly
|
|
*/
|
|
this.event = null;
|
|
|
|
/**
|
|
* @property {boolean} isDown - The "down" state of the key.
|
|
* @default
|
|
*/
|
|
this.isDown = false;
|
|
|
|
/**
|
|
* @property {boolean} isUp - The "up" state of the key.
|
|
* @default
|
|
*/
|
|
this.isUp = true;
|
|
|
|
/**
|
|
* @property {boolean} altKey - The down state of the ALT key, if pressed at the same time as this key.
|
|
* @default
|
|
*/
|
|
this.altKey = false;
|
|
|
|
/**
|
|
* @property {boolean} ctrlKey - The down state of the CTRL key, if pressed at the same time as this key.
|
|
* @default
|
|
*/
|
|
this.ctrlKey = false;
|
|
|
|
/**
|
|
* @property {boolean} shiftKey - The down state of the SHIFT key, if pressed at the same time as this key.
|
|
* @default
|
|
*/
|
|
this.shiftKey = false;
|
|
|
|
/**
|
|
* @property {number} timeDown - The timestamp when the key was last pressed down. This is based on Game.time.now.
|
|
*/
|
|
this.timeDown = 0;
|
|
|
|
/**
|
|
* If the key is down this value holds the duration of that key press and is constantly updated.
|
|
* If the key is up it holds the duration of the previous down session.
|
|
* @property {number} duration - The number of milliseconds this key has been held down for.
|
|
* @default
|
|
*/
|
|
this.duration = 0;
|
|
|
|
/**
|
|
* @property {number} timeUp - The timestamp when the key was last released. This is based on Game.time.now.
|
|
* @default
|
|
*/
|
|
this.timeUp = -2500;
|
|
|
|
/**
|
|
* @property {number} repeats - If a key is held down this holds down the number of times the key has 'repeated'.
|
|
* @default
|
|
*/
|
|
this.repeats = 0;
|
|
|
|
/**
|
|
* @property {number} keyCode - The keycode of this key.
|
|
*/
|
|
this.keyCode = keycode;
|
|
|
|
/**
|
|
* @property {Phaser.Signal} onDown - This Signal is dispatched every time this Key is pressed down. It is only dispatched once (until the key is released again).
|
|
*/
|
|
this.onDown = new Phaser.Signal();
|
|
|
|
/**
|
|
* @property {function} onHoldCallback - A callback that is called while this Key is held down. Warning: Depending on refresh rate that could be 60+ times per second.
|
|
*/
|
|
this.onHoldCallback = null;
|
|
|
|
/**
|
|
* @property {object} onHoldContext - The context under which the onHoldCallback will be called.
|
|
*/
|
|
this.onHoldContext = null;
|
|
|
|
/**
|
|
* @property {Phaser.Signal} onUp - This Signal is dispatched every time this Key is pressed down. It is only dispatched once (until the key is released again).
|
|
*/
|
|
this.onUp = new Phaser.Signal();
|
|
|
|
};
|
|
|
|
Phaser.Key.prototype = {
|
|
|
|
update: function () {
|
|
|
|
if (!this.enabled) { return; }
|
|
|
|
if (this.isDown)
|
|
{
|
|
this.duration = this.game.time.now - this.timeDown;
|
|
this.repeats++;
|
|
|
|
if (this.onHoldCallback)
|
|
{
|
|
this.onHoldCallback.call(this.onHoldContext, this);
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Called automatically by Phaser.Keyboard.
|
|
* @method Phaser.Key#processKeyDown
|
|
* @param {KeyboardEvent} event.
|
|
* @protected
|
|
*/
|
|
processKeyDown: function (event) {
|
|
|
|
if (!this.enabled) { return; }
|
|
|
|
this.event = event;
|
|
|
|
if (this.isDown)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this.altKey = event.altKey;
|
|
this.ctrlKey = event.ctrlKey;
|
|
this.shiftKey = event.shiftKey;
|
|
|
|
this.isDown = true;
|
|
this.isUp = false;
|
|
this.timeDown = this.game.time.now;
|
|
this.duration = 0;
|
|
this.repeats = 0;
|
|
|
|
this.onDown.dispatch(this);
|
|
|
|
},
|
|
|
|
/**
|
|
* Called automatically by Phaser.Keyboard.
|
|
* @method Phaser.Key#processKeyUp
|
|
* @param {KeyboardEvent} event.
|
|
* @protected
|
|
*/
|
|
processKeyUp: function (event) {
|
|
|
|
if (!this.enabled) { return; }
|
|
|
|
this.event = event;
|
|
|
|
if (this.isUp)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this.isDown = false;
|
|
this.isUp = true;
|
|
this.timeUp = this.game.time.now;
|
|
this.duration = this.game.time.now - this.timeDown;
|
|
|
|
this.onUp.dispatch(this);
|
|
|
|
},
|
|
|
|
/**
|
|
* Resets the state of this Key. This sets isDown to false, isUp to true, resets the time to be the current time and clears any callbacks
|
|
* associated with the onDown and onUp events and nulls the onHoldCallback if set.
|
|
*
|
|
* @method Phaser.Key#reset
|
|
* @param {boolean} [hard=true] - A soft reset won't reset any events or callbacks that are bound to this Key. A hard reset will.
|
|
*/
|
|
reset: function (hard) {
|
|
|
|
if (typeof hard === 'undefined') { hard = true; }
|
|
|
|
this.isDown = false;
|
|
this.isUp = true;
|
|
this.timeUp = this.game.time.now;
|
|
this.duration = 0;
|
|
this.enabled = true;
|
|
|
|
if (hard)
|
|
{
|
|
this.onDown.removeAll();
|
|
this.onUp.removeAll();
|
|
this.onHoldCallback = null;
|
|
this.onHoldContext = null;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the "just pressed" state of the Key. Just pressed is considered true if the key was pressed down within the duration given (default 250ms)
|
|
* @method Phaser.Key#justPressed
|
|
* @param {number} [duration=50] - The duration below which the key is considered as being just pressed.
|
|
* @return {boolean} True if the key is just pressed otherwise false.
|
|
*/
|
|
justPressed: function (duration) {
|
|
|
|
if (typeof duration === "undefined") { duration = 50; }
|
|
|
|
return (this.isDown && this.duration < duration);
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the "just released" state of the Key. Just released is considered as being true if the key was released within the duration given (default 250ms)
|
|
* @method Phaser.Key#justReleased
|
|
* @param {number} [duration=50] - The duration below which the key is considered as being just released.
|
|
* @return {boolean} True if the key is just released otherwise false.
|
|
*/
|
|
justReleased: function (duration) {
|
|
|
|
if (typeof duration === "undefined") { duration = 50; }
|
|
|
|
return (!this.isDown && ((this.game.time.now - this.timeUp) < duration));
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.Key.prototype.constructor = Phaser.Key;
|
|
</pre>
|
|
</article>
|
|
</section>
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</div>
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<div class="clearfix"></div>
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<footer>
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<span class="copyright">
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|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
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</span>
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<br />
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Thu Jul 10 2014 20:18:55 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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