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After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required. Debug.renderPhysicsBody updated to take camera location and body rotation into account. Body movement functions put back to velocity :) Updated to latest dev version of pixi and latest p2.js Updated docs
696 lines
16 KiB
HTML
696 lines
16 KiB
HTML
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<h1 class="page-title">Source: input/GamepadButton.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 @karlmacklin <tacklemcclean@gmail.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.GamepadButton
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* @classdesc If you need more fine-grained control over the handling of specific buttons you can create and use Phaser.GamepadButton objects.
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* @constructor
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* @param {Phaser.Game} game - Current game instance.
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* @param {number} buttoncode - The button code this GamepadButton is responsible for.
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*/
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Phaser.GamepadButton = function (game, buttoncode) {
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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 {boolean} isDown - The "down" state of the button.
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* @default
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*/
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this.isDown = false;
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/**
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* @property {boolean} isUp - The "up" state of the button.
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* @default
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*/
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this.isUp = false;
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/**
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* @property {number} timeDown - The timestamp when the button was last pressed down.
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* @default
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*/
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this.timeDown = 0;
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/**
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* If the button is down this value holds the duration of that button press and is constantly updated.
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* If the button is up it holds the duration of the previous down session.
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* @property {number} duration - The number of milliseconds this button has been held down for.
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* @default
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*/
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this.duration = 0;
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/**
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* @property {number} timeUp - The timestamp when the button was last released.
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* @default
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*/
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this.timeUp = 0;
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/**
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* @property {number} repeats - If a button is held down this holds down the number of times the button has 'repeated'.
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* @default
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*/
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this.repeats = 0;
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/**
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* @property {number} value - Button value. Mainly useful for checking analog buttons (like shoulder triggers)
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* @default
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*/
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this.value = 0;
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/**
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* @property {number} buttonCode - The buttoncode of this button.
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*/
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this.buttonCode = buttoncode;
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/**
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* @property {Phaser.Signal} onDown - This Signal is dispatched every time this GamepadButton is pressed down. It is only dispatched once (until the button is released again).
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*/
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this.onDown = new Phaser.Signal();
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/**
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* @property {Phaser.Signal} onUp - This Signal is dispatched every time this GamepadButton is pressed down. It is only dispatched once (until the button is released again).
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*/
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this.onUp = new Phaser.Signal();
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/**
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* @property {Phaser.Signal} onFloat - This Signal is dispatched every time this GamepadButton changes floating value (between (but not exactly) 0 and 1)
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*/
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this.onFloat = new Phaser.Signal();
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};
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Phaser.GamepadButton.prototype = {
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/**
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* Called automatically by Phaser.SinglePad.
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* @method Phaser.GamepadButton#processButtonDown
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* @param {Object} value - Button value
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* @protected
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*/
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processButtonDown: function (value) {
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if (this.isDown)
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{
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this.duration = this.game.time.now - this.timeDown;
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this.repeats++;
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}
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else
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{
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this.isDown = true;
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this.isUp = false;
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this.timeDown = this.game.time.now;
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this.duration = 0;
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this.repeats = 0;
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this.value = value;
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this.onDown.dispatch(this, value);
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}
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},
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/**
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* Called automatically by Phaser.SinglePad.
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* @method Phaser.GamepadButton#processButtonUp
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* @param {Object} value - Button value
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* @protected
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*/
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processButtonUp: function (value) {
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this.isDown = false;
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this.isUp = true;
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this.timeUp = this.game.time.now;
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this.value = value;
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this.onUp.dispatch(this, value);
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},
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/**
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* Called automatically by Phaser.Gamepad.
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* @method Phaser.GamepadButton#processButtonFloat
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* @param {Object} value - Button value
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* @protected
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*/
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processButtonFloat: function (value) {
|
|
|
|
this.value = value;
|
|
this.onFloat.dispatch(this, value);
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the "just pressed" state of this button. Just pressed is considered true if the button was pressed down within the duration given (default 250ms).
|
|
* @method Phaser.GamepadButton#justPressed
|
|
* @param {number} [duration=250] - The duration below which the button is considered as being just pressed.
|
|
* @return {boolean} True if the button is just pressed otherwise false.
|
|
*/
|
|
justPressed: function (duration) {
|
|
|
|
if (typeof duration === "undefined") { duration = 250; }
|
|
|
|
return (this.isDown && this.duration < duration);
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the "just released" state of this button. Just released is considered as being true if the button was released within the duration given (default 250ms).
|
|
* @method Phaser.GamepadButton#justPressed
|
|
* @param {number} [duration=250] - The duration below which the button is considered as being just released.
|
|
* @return {boolean} True if the button is just pressed otherwise false.
|
|
*/
|
|
justReleased: function (duration) {
|
|
|
|
if (typeof duration === "undefined") { duration = 250; }
|
|
|
|
return (this.isDown === false && (this.game.time.now - this.timeUp < duration));
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.GamepadButton.prototype.constructor = Phaser.GamepadButton;
|
|
</pre>
|
|
</article>
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</section>
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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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<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 Tue Feb 18 2014 03:01:17 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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