phaser/Phaser/components/sprite/Input.ts
2013-06-01 19:59:20 +01:00

229 lines
No EOL
7.3 KiB
TypeScript

/// <reference path="../../Game.ts" />
/// <reference path="../../gameobjects/DynamicTexture.ts" />
/// <reference path="../../utils/SpriteUtils.ts" />
/// <reference path="../../utils/RectangleUtils.ts" />
/**
* Phaser - Components - Input
*
* Input detection component
*/
module Phaser.Components {
export class Input {
/**
* Sprite Input component constructor
* @param parent The Sprite using this Input component
*/
constructor(parent: Sprite) {
this.game = parent.game;
this._sprite = parent;
this.enabled = false;
this.checkBody = false;
this.useHandCursor = false;
}
/**
* Reference to Phaser.Game
*/
public game: Game;
/**
* Reference to the Image stored in the Game.Cache that is used as the texture for the Sprite.
*/
private _sprite: Sprite;
/**
* If enabled the Input component will be updated by the parent Sprite
* @type {Boolean}
*/
public enabled: bool;
/**
* The Input component can monitor either the physics body of the Sprite or the frameBounds
* If checkBody is set to true it will monitor the bounds of the physics body.
* @type {Boolean}
*/
public checkBody: bool;
/**
* Turn the mouse pointer into a hand image by temporarily setting the CSS style of the Game canvas
* on Input over. Only works on desktop browsers or browsers with a visible input pointer.
* @type {Boolean}
*/
public useHandCursor: bool;
/**
* The x coordinate of the Input pointer, relative to the top-left of the parent Sprite.
* This value is only set with the pointer is over this Sprite.
* @type {number}
*/
public x: number = 0;
/**
* The y coordinate of the Input pointer, relative to the top-left of the parent Sprite
* This value is only set with the pointer is over this Sprite.
* @type {number}
*/
public y: number = 0;
/**
* If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true
* @property isDown
* @type {Boolean}
**/
public isDown: bool = false;
/**
* If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true
* @property isUp
* @type {Boolean}
**/
public isUp: bool = true;
/**
* A timestamp representing when the Pointer first touched the touchscreen.
* @property timeDown
* @type {Number}
**/
public timeOver: number = 0;
/**
* A timestamp representing when the Pointer left the touchscreen.
* @property timeUp
* @type {Number}
**/
public timeOut: number = 0;
/**
* Is the Pointer over this Sprite
* @property isOver
* @type {Boolean}
**/
public isOver: bool = false;
/**
* Is the Pointer outside of this Sprite
* @property isOut
* @type {Boolean}
**/
public isOut: bool = true;
public oldX: number;
public oldY: number;
/**
* Update
*/
public update() {
if (this.enabled == false)
{
return;
}
if (this.game.input.x != this.oldX || this.game.input.y != this.oldY)
{
this.oldX = this.game.input.x;
this.oldY = this.game.input.y;
if (RectangleUtils.contains(this._sprite.frameBounds, this.game.input.x, this.game.input.y))
{
this.x = this.game.input.x - this._sprite.x;
this.y = this.game.input.y - this._sprite.y;
if (this.isOver == false)
{
this.isOver = true;
this.isOut = false;
this.timeOver = this.game.time.now;
if (this.useHandCursor)
{
this._sprite.game.stage.canvas.style.cursor = "pointer";
}
this._sprite.events.onInputOver.dispatch(this._sprite, this.x, this.y, this.timeOver);
}
}
else
{
if (this.isOver)
{
this.isOver = false;
this.isOut = true;
this.timeOut = this.game.time.now;
if (this.useHandCursor)
{
this._sprite.game.stage.canvas.style.cursor = "default";
}
this._sprite.events.onInputOut.dispatch(this._sprite, this.timeOut);
}
}
}
}
/**
* Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second)
* @param delay The time below which the pointer is considered as just over.
* @returns {boolean}
*/
public justOver(delay?:number = 500): bool {
return (this.isOver && this.duration < delay);
}
/**
* Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second)
* @param delay The time below which the pointer is considered as just out.
* @returns {boolean}
*/
public justOut(delay?:number = 500): bool {
return (this.isOut && (this.game.time.now - this.timeOut < delay));
}
/**
* If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.
* @returns {number} The number of milliseconds the pointer has been over the Sprite, or -1 if not over.
*/
public get duration(): number {
if (this.isOver)
{
return this.game.time.now - this.timeOver;
}
return -1;
}
/**
* Render debug infos. (including name, bounds info, position and some other properties)
* @param x {number} X position of the debug info to be rendered.
* @param y {number} Y position of the debug info to be rendered.
* @param [color] {number} color of the debug info to be rendered. (format is css color string)
*/
public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') {
this._sprite.texture.context.font = '14px Courier';
this._sprite.texture.context.fillStyle = color;
this._sprite.texture.context.fillText('Sprite Input: (' + this._sprite.frameBounds.width + ' x ' + this._sprite.frameBounds.height + ')', x, y);
this._sprite.texture.context.fillText('x: ' + this.x.toFixed(1) + ' y: ' + this.y.toFixed(1), x, y + 14);
this._sprite.texture.context.fillText('over: ' + this.isOver + ' duration: ' + this.duration.toFixed(0), x, y + 28);
this._sprite.texture.context.fillText('just over: ' + this.justOver() + ' just out: ' + this.justOut(), x, y + 42);
}
}
}