mirror of
https://github.com/photonstorm/phaser
synced 2024-11-22 20:53:39 +00:00
1245 lines
32 KiB
HTML
1245 lines
32 KiB
HTML
<!DOCTYPE html>
|
|
|
|
<html lang="en">
|
|
<head>
|
|
<meta charset="utf-8">
|
|
<title>Phaser Source: input/Keyboard.js</title>
|
|
|
|
<!--[if lt IE 9]>
|
|
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
|
|
<![endif]-->
|
|
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
|
|
|
|
|
|
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
|
|
|
|
</head>
|
|
|
|
<body>
|
|
<div class="container-fluid">
|
|
<div class="navbar navbar-fixed-top navbar-inverse">
|
|
<div class="navbar-inner">
|
|
<a class="brand" href="index.html">Phaser</a>
|
|
<ul class="nav">
|
|
|
|
<li class="dropdown">
|
|
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li class="class-depth-0">
|
|
<a href="Phaser.html">Phaser</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Animation.html">Animation</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.AnimationManager.html">AnimationManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.AnimationParser.html">AnimationParser</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.ArrayList.html">ArrayList</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.BitmapData.html">BitmapData</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.BitmapText.html">BitmapText</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Button.html">Button</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Cache.html">Cache</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Camera.html">Camera</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Canvas.html">Canvas</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Circle.html">Circle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Color.html">Color</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Device.html">Device</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Easing.html">Easing</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Back.html">Back</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Bounce.html">Bounce</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Circular.html">Circular</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Cubic.html">Cubic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Elastic.html">Elastic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Exponential.html">Exponential</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Linear.html">Linear</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Quartic.html">Quartic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Quintic.html">Quintic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Ellipse.html">Ellipse</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Events.html">Events</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Filter.html">Filter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Frame.html">Frame</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.FrameData.html">FrameData</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Game.html">Game</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Gamepad.html">Gamepad</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.GamepadButton.html">GamepadButton</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Graphics.html">Graphics</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Group.html">Group</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Image.html">Image</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Input.html">Input</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.InputHandler.html">InputHandler</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Key.html">Key</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Keyboard.html">Keyboard</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Line.html">Line</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.LinkedList.html">LinkedList</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Loader.html">Loader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.LoaderParser.html">LoaderParser</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Math.html">Math</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Mouse.html">Mouse</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.MSPointer.html">MSPointer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Net.html">Net</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Particle.html">Particle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Particles.html">Particles</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Physics.html">Physics</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Physics.Arcade.html">Arcade</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Physics.Ninja.html">Ninja</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Ninja.Body.html">Body</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Physics.P2.html">P2</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.Body.html">Body</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.Material.html">Material</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.Spring.html">Spring</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Plugin.html">Plugin</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.PluginManager.html">PluginManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Point.html">Point</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Pointer.html">Pointer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Polygon.html">Polygon</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.QuadTree.html">QuadTree</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Rectangle.html">Rectangle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.RenderTexture.html">RenderTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.RetroFont.html">RetroFont</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.ScaleManager.html">ScaleManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Signal.html">Signal</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SignalBinding.html">SignalBinding</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SinglePad.html">SinglePad</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Sound.html">Sound</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SoundManager.html">SoundManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Sprite.html">Sprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Stage.html">Stage</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.State.html">State</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.StateManager.html">StateManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Text.html">Text</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tile.html">Tile</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tilemap.html">Tilemap</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TilemapParser.html">TilemapParser</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tileset.html">Tileset</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TileSprite.html">TileSprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Time.html">Time</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Timer.html">Timer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TimerEvent.html">TimerEvent</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Touch.html">Touch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tween.html">Tween</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TweenManager.html">TweenManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Utils.html">Utils</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Utils.Debug.html">Debug</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.World.html">World</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
</strong>
|
|
</ul>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="row-fluid">
|
|
|
|
|
|
<div class="span12">
|
|
|
|
<div id="main">
|
|
|
|
|
|
|
|
<h1 class="page-title">Source: input/Keyboard.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}
|
|
*/
|
|
|
|
/**
|
|
* The Keyboard class handles looking after keyboard input for your game.
|
|
* It will recognise and respond to key presses and dispatch the required events.
|
|
* Please be aware that lots of keyboards are unable to process certain combinations of keys due to hardware
|
|
* limitations known as ghosting. Full details here: http://www.html5gamedevs.com/topic/4876-impossible-to-use-more-than-2-keyboard-input-buttons-at-the-same-time/
|
|
*
|
|
* @class Phaser.Keyboard
|
|
* @constructor
|
|
* @param {Phaser.Game} game - A reference to the currently running game.
|
|
*/
|
|
Phaser.Keyboard = function (game) {
|
|
|
|
/**
|
|
* @property {Phaser.Game} game - Local reference to game.
|
|
*/
|
|
this.game = game;
|
|
|
|
/**
|
|
* You can disable all Keyboard Input by setting disabled to true. While true all new input related events will be ignored.
|
|
* @property {boolean} disabled - The disabled state of the Keyboard.
|
|
* @default
|
|
*/
|
|
this.disabled = false;
|
|
|
|
/**
|
|
* @property {Object} event - The most recent DOM event from keydown or keyup. This is updated every time a new key is pressed or released.
|
|
*/
|
|
this.event = null;
|
|
|
|
/**
|
|
* @property {Object} pressEvent - The most recent DOM event from keypress.
|
|
*/
|
|
this.pressEvent = null;
|
|
|
|
/**
|
|
* @property {Object} callbackContext - The context under which the callbacks are run.
|
|
*/
|
|
this.callbackContext = this;
|
|
|
|
/**
|
|
* @property {function} onDownCallback - This callback is invoked every time a key is pressed down, including key repeats when a key is held down.
|
|
*/
|
|
this.onDownCallback = null;
|
|
|
|
/**
|
|
* @property {function} onPressCallback - This callback is invoked every time a DOM onkeypress event is raised, which is only for printable keys.
|
|
*/
|
|
this.onPressCallback = null;
|
|
|
|
/**
|
|
* @property {function} onUpCallback - This callback is invoked every time a key is released.
|
|
*/
|
|
this.onUpCallback = null;
|
|
|
|
/**
|
|
* @property {array<Phaser.Key>} _keys - The array the Phaser.Key objects are stored in.
|
|
* @private
|
|
*/
|
|
this._keys = [];
|
|
|
|
/**
|
|
* @property {array} _capture - The array the key capture values are stored in.
|
|
* @private
|
|
*/
|
|
this._capture = [];
|
|
|
|
/**
|
|
* @property {function} _onKeyDown
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._onKeyDown = null;
|
|
|
|
/**
|
|
* @property {function} _onKeyPress
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._onKeyPress = null;
|
|
|
|
/**
|
|
* @property {function} _onKeyUp
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._onKeyUp = null;
|
|
|
|
/**
|
|
* @property {number} _i - Internal cache var
|
|
* @private
|
|
*/
|
|
this._i = 0;
|
|
|
|
/**
|
|
* @property {number} _k - Internal cache var
|
|
* @private
|
|
*/
|
|
this._k = 0;
|
|
|
|
};
|
|
|
|
Phaser.Keyboard.prototype = {
|
|
|
|
/**
|
|
* Add callbacks to the Keyboard handler so that each time a key is pressed down or released the callbacks are activated.
|
|
*
|
|
* @method Phaser.Keyboard#addCallbacks
|
|
* @param {Object} context - The context under which the callbacks are run.
|
|
* @param {function} [onDown=null] - This callback is invoked every time a key is pressed down.
|
|
* @param {function} [onUp=null] - This callback is invoked every time a key is released.
|
|
* @param {function} [onPress=null] - This callback is invoked every time the onkeypress event is raised.
|
|
*/
|
|
addCallbacks: function (context, onDown, onUp, onPress) {
|
|
|
|
this.callbackContext = context;
|
|
|
|
if (typeof onDown !== 'undefined')
|
|
{
|
|
this.onDownCallback = onDown;
|
|
}
|
|
|
|
if (typeof onUp !== 'undefined')
|
|
{
|
|
this.onUpCallback = onUp;
|
|
}
|
|
|
|
if (typeof onPress !== 'undefined')
|
|
{
|
|
this.onPressCallback = onPress;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* If you need more fine-grained control over a Key you can create a new Phaser.Key object via this method.
|
|
* The Key object can then be polled, have events attached to it, etc.
|
|
*
|
|
* @method Phaser.Keyboard#addKey
|
|
* @param {number} keycode - The keycode of the key, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
|
|
* @return {Phaser.Key} The Key object which you can store locally and reference directly.
|
|
*/
|
|
addKey: function (keycode) {
|
|
|
|
if (!this._keys[keycode])
|
|
{
|
|
this._keys[keycode] = new Phaser.Key(this.game, keycode);
|
|
|
|
this.addKeyCapture(keycode);
|
|
}
|
|
|
|
return this._keys[keycode];
|
|
|
|
},
|
|
|
|
/**
|
|
* Removes a Key object from the Keyboard manager.
|
|
*
|
|
* @method Phaser.Keyboard#removeKey
|
|
* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
|
|
*/
|
|
removeKey: function (keycode) {
|
|
|
|
if (this._keys[keycode])
|
|
{
|
|
this._keys[keycode] = null;
|
|
|
|
this.removeKeyCapture(keycode);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Creates and returns an object containing 4 hotkeys for Up, Down, Left and Right.
|
|
*
|
|
* @method Phaser.Keyboard#createCursorKeys
|
|
* @return {object} An object containing properties: up, down, left and right. Which can be polled like any other Phaser.Key object.
|
|
*/
|
|
createCursorKeys: function () {
|
|
|
|
return {
|
|
up: this.addKey(Phaser.Keyboard.UP),
|
|
down: this.addKey(Phaser.Keyboard.DOWN),
|
|
left: this.addKey(Phaser.Keyboard.LEFT),
|
|
right: this.addKey(Phaser.Keyboard.RIGHT)
|
|
};
|
|
|
|
},
|
|
|
|
/**
|
|
* Starts the Keyboard event listeners running (keydown and keyup). They are attached to the window.
|
|
* This is called automatically by Phaser.Input and should not normally be invoked directly.
|
|
*
|
|
* @method Phaser.Keyboard#start
|
|
*/
|
|
start: function () {
|
|
|
|
if (this.game.device.cocoonJS)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (this._onKeyDown !== null)
|
|
{
|
|
// Avoid setting multiple listeners
|
|
return;
|
|
}
|
|
|
|
var _this = this;
|
|
|
|
this._onKeyDown = function (event) {
|
|
return _this.processKeyDown(event);
|
|
};
|
|
|
|
this._onKeyUp = function (event) {
|
|
return _this.processKeyUp(event);
|
|
};
|
|
|
|
this._onKeyPress = function (event) {
|
|
return _this.processKeyPress(event);
|
|
};
|
|
|
|
window.addEventListener('keydown', this._onKeyDown, false);
|
|
window.addEventListener('keyup', this._onKeyUp, false);
|
|
window.addEventListener('keypress', this._onKeyPress, false);
|
|
|
|
},
|
|
|
|
/**
|
|
* Stops the Keyboard event listeners from running (keydown, keyup and keypress). They are removed from the window.
|
|
*
|
|
* @method Phaser.Keyboard#stop
|
|
*/
|
|
stop: function () {
|
|
|
|
window.removeEventListener('keydown', this._onKeyDown);
|
|
window.removeEventListener('keyup', this._onKeyUp);
|
|
window.removeEventListener('keypress', this._onKeyPress);
|
|
|
|
this._onKeyDown = null;
|
|
this._onKeyUp = null;
|
|
this._onKeyPress = null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Stops the Keyboard event listeners from running (keydown and keyup). They are removed from the window.
|
|
* Also clears all key captures and currently created Key objects.
|
|
*
|
|
* @method Phaser.Keyboard#destroy
|
|
*/
|
|
destroy: function () {
|
|
|
|
this.stop();
|
|
|
|
this.clearCaptures();
|
|
|
|
this._keys.length = 0;
|
|
this._i = 0;
|
|
|
|
},
|
|
|
|
/**
|
|
* By default when a key is pressed Phaser will not stop the event from propagating up to the browser.
|
|
* There are some keys this can be annoying for, like the arrow keys or space bar, which make the browser window scroll.
|
|
* You can use addKeyCapture to consume the keyboard event for specific keys so it doesn't bubble up to the the browser.
|
|
* Pass in either a single keycode or an array/hash of keycodes.
|
|
*
|
|
* @method Phaser.Keyboard#addKeyCapture
|
|
* @param {number|array|object} keycode - Either a single numeric keycode or an array/hash of keycodes: [65, 67, 68].
|
|
*/
|
|
addKeyCapture: function (keycode) {
|
|
|
|
if (typeof keycode === 'object')
|
|
{
|
|
for (var key in keycode)
|
|
{
|
|
this._capture[keycode[key]] = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this._capture[keycode] = true;
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Removes an existing key capture.
|
|
*
|
|
* @method Phaser.Keyboard#removeKeyCapture
|
|
* @param {number} keycode
|
|
*/
|
|
removeKeyCapture: function (keycode) {
|
|
|
|
delete this._capture[keycode];
|
|
|
|
},
|
|
|
|
/**
|
|
* Clear all set key captures.
|
|
*
|
|
* @method Phaser.Keyboard#clearCaptures
|
|
*/
|
|
clearCaptures: function () {
|
|
|
|
this._capture = {};
|
|
|
|
},
|
|
|
|
/**
|
|
* Updates all currently defined keys.
|
|
*
|
|
* @method Phaser.Keyboard#update
|
|
*/
|
|
update: function () {
|
|
|
|
this._i = this._keys.length;
|
|
|
|
while (this._i--)
|
|
{
|
|
if (this._keys[this._i])
|
|
{
|
|
this._keys[this._i].update();
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Process the keydown event.
|
|
*
|
|
* @method Phaser.Keyboard#processKeyDown
|
|
* @param {KeyboardEvent} event
|
|
* @protected
|
|
*/
|
|
processKeyDown: function (event) {
|
|
|
|
this.event = event;
|
|
|
|
if (this.game.input.disabled || this.disabled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// The event is being captured but another hotkey may need it
|
|
if (this._capture[event.keyCode])
|
|
{
|
|
event.preventDefault();
|
|
}
|
|
|
|
if (!this._keys[event.keyCode])
|
|
{
|
|
this._keys[event.keyCode] = new Phaser.Key(this.game, event.keyCode);
|
|
}
|
|
|
|
this._keys[event.keyCode].processKeyDown(event);
|
|
|
|
this._k = event.keyCode;
|
|
|
|
if (this.onDownCallback)
|
|
{
|
|
this.onDownCallback.call(this.callbackContext, event);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Process the keypress event.
|
|
*
|
|
* @method Phaser.Keyboard#processKeyPress
|
|
* @param {KeyboardEvent} event
|
|
* @protected
|
|
*/
|
|
processKeyPress: function (event) {
|
|
|
|
this.pressEvent = event;
|
|
|
|
if (this.game.input.disabled || this.disabled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (this.onPressCallback)
|
|
{
|
|
this.onPressCallback.call(this.callbackContext, String.fromCharCode(event.charCode), event);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Process the keyup event.
|
|
*
|
|
* @method Phaser.Keyboard#processKeyUp
|
|
* @param {KeyboardEvent} event
|
|
* @protected
|
|
*/
|
|
processKeyUp: function (event) {
|
|
|
|
this.event = event;
|
|
|
|
if (this.game.input.disabled || this.disabled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (this._capture[event.keyCode])
|
|
{
|
|
event.preventDefault();
|
|
}
|
|
|
|
if (!this._keys[event.keyCode])
|
|
{
|
|
this._keys[event.keyCode] = new Phaser.Key(this.game, event.keyCode);
|
|
}
|
|
|
|
this._keys[event.keyCode].processKeyUp(event);
|
|
|
|
if (this.onUpCallback)
|
|
{
|
|
this.onUpCallback.call(this.callbackContext, event);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Resets all Keys.
|
|
*
|
|
* @method Phaser.Keyboard#reset
|
|
* @param {boolean} [hard=true] - A soft reset won't reset any events or callbacks that are bound to the Keys. A hard reset will.
|
|
*/
|
|
reset: function (hard) {
|
|
|
|
if (typeof hard === 'undefined') { hard = true; }
|
|
|
|
this.event = null;
|
|
|
|
var i = this._keys.length;
|
|
|
|
while (i--)
|
|
{
|
|
if (this._keys[i])
|
|
{
|
|
this._keys[i].reset(hard);
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* 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.Keyboard#justPressed
|
|
* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
|
|
* @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 (keycode, duration) {
|
|
|
|
if (typeof duration === 'undefined') { duration = 50; }
|
|
|
|
if (this._keys[keycode])
|
|
{
|
|
return this._keys[keycode].justPressed(duration);
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* 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.Keyboard#justReleased
|
|
* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
|
|
* @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 (keycode, duration) {
|
|
|
|
if (typeof duration === 'undefined') { duration = 50; }
|
|
|
|
if (this._keys[keycode])
|
|
{
|
|
return this._keys[keycode].justReleased(duration);
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns true of the key is currently pressed down. Note that it can only detect key presses on the web browser.
|
|
*
|
|
* @method Phaser.Keyboard#isDown
|
|
* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
|
|
* @return {boolean} True if the key is currently down.
|
|
*/
|
|
isDown: function (keycode) {
|
|
|
|
if (this._keys[keycode])
|
|
{
|
|
return this._keys[keycode].isDown;
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Returns the string value of the most recently pressed key.
|
|
* @name Phaser.Keyboard#lastChar
|
|
* @property {string} lastChar - The string value of the most recently pressed key.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Keyboard.prototype, "lastChar", {
|
|
|
|
get: function () {
|
|
|
|
if (this.event.charCode === 32)
|
|
{
|
|
return '';
|
|
}
|
|
else
|
|
{
|
|
return String.fromCharCode(this.pressEvent.charCode);
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Returns the most recently pressed Key. This is a Phaser.Key object and it changes every time a key is pressed.
|
|
* @name Phaser.Keyboard#lastKey
|
|
* @property {Phaser.Key} lastKey - The most recently pressed Key.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Keyboard.prototype, "lastKey", {
|
|
|
|
get: function () {
|
|
|
|
return this._keys[this._k];
|
|
|
|
}
|
|
|
|
});
|
|
|
|
Phaser.Keyboard.prototype.constructor = Phaser.Keyboard;
|
|
|
|
Phaser.Keyboard.A = "A".charCodeAt(0);
|
|
Phaser.Keyboard.B = "B".charCodeAt(0);
|
|
Phaser.Keyboard.C = "C".charCodeAt(0);
|
|
Phaser.Keyboard.D = "D".charCodeAt(0);
|
|
Phaser.Keyboard.E = "E".charCodeAt(0);
|
|
Phaser.Keyboard.F = "F".charCodeAt(0);
|
|
Phaser.Keyboard.G = "G".charCodeAt(0);
|
|
Phaser.Keyboard.H = "H".charCodeAt(0);
|
|
Phaser.Keyboard.I = "I".charCodeAt(0);
|
|
Phaser.Keyboard.J = "J".charCodeAt(0);
|
|
Phaser.Keyboard.K = "K".charCodeAt(0);
|
|
Phaser.Keyboard.L = "L".charCodeAt(0);
|
|
Phaser.Keyboard.M = "M".charCodeAt(0);
|
|
Phaser.Keyboard.N = "N".charCodeAt(0);
|
|
Phaser.Keyboard.O = "O".charCodeAt(0);
|
|
Phaser.Keyboard.P = "P".charCodeAt(0);
|
|
Phaser.Keyboard.Q = "Q".charCodeAt(0);
|
|
Phaser.Keyboard.R = "R".charCodeAt(0);
|
|
Phaser.Keyboard.S = "S".charCodeAt(0);
|
|
Phaser.Keyboard.T = "T".charCodeAt(0);
|
|
Phaser.Keyboard.U = "U".charCodeAt(0);
|
|
Phaser.Keyboard.V = "V".charCodeAt(0);
|
|
Phaser.Keyboard.W = "W".charCodeAt(0);
|
|
Phaser.Keyboard.X = "X".charCodeAt(0);
|
|
Phaser.Keyboard.Y = "Y".charCodeAt(0);
|
|
Phaser.Keyboard.Z = "Z".charCodeAt(0);
|
|
Phaser.Keyboard.ZERO = "0".charCodeAt(0);
|
|
Phaser.Keyboard.ONE = "1".charCodeAt(0);
|
|
Phaser.Keyboard.TWO = "2".charCodeAt(0);
|
|
Phaser.Keyboard.THREE = "3".charCodeAt(0);
|
|
Phaser.Keyboard.FOUR = "4".charCodeAt(0);
|
|
Phaser.Keyboard.FIVE = "5".charCodeAt(0);
|
|
Phaser.Keyboard.SIX = "6".charCodeAt(0);
|
|
Phaser.Keyboard.SEVEN = "7".charCodeAt(0);
|
|
Phaser.Keyboard.EIGHT = "8".charCodeAt(0);
|
|
Phaser.Keyboard.NINE = "9".charCodeAt(0);
|
|
Phaser.Keyboard.NUMPAD_0 = 96;
|
|
Phaser.Keyboard.NUMPAD_1 = 97;
|
|
Phaser.Keyboard.NUMPAD_2 = 98;
|
|
Phaser.Keyboard.NUMPAD_3 = 99;
|
|
Phaser.Keyboard.NUMPAD_4 = 100;
|
|
Phaser.Keyboard.NUMPAD_5 = 101;
|
|
Phaser.Keyboard.NUMPAD_6 = 102;
|
|
Phaser.Keyboard.NUMPAD_7 = 103;
|
|
Phaser.Keyboard.NUMPAD_8 = 104;
|
|
Phaser.Keyboard.NUMPAD_9 = 105;
|
|
Phaser.Keyboard.NUMPAD_MULTIPLY = 106;
|
|
Phaser.Keyboard.NUMPAD_ADD = 107;
|
|
Phaser.Keyboard.NUMPAD_ENTER = 108;
|
|
Phaser.Keyboard.NUMPAD_SUBTRACT = 109;
|
|
Phaser.Keyboard.NUMPAD_DECIMAL = 110;
|
|
Phaser.Keyboard.NUMPAD_DIVIDE = 111;
|
|
Phaser.Keyboard.F1 = 112;
|
|
Phaser.Keyboard.F2 = 113;
|
|
Phaser.Keyboard.F3 = 114;
|
|
Phaser.Keyboard.F4 = 115;
|
|
Phaser.Keyboard.F5 = 116;
|
|
Phaser.Keyboard.F6 = 117;
|
|
Phaser.Keyboard.F7 = 118;
|
|
Phaser.Keyboard.F8 = 119;
|
|
Phaser.Keyboard.F9 = 120;
|
|
Phaser.Keyboard.F10 = 121;
|
|
Phaser.Keyboard.F11 = 122;
|
|
Phaser.Keyboard.F12 = 123;
|
|
Phaser.Keyboard.F13 = 124;
|
|
Phaser.Keyboard.F14 = 125;
|
|
Phaser.Keyboard.F15 = 126;
|
|
Phaser.Keyboard.COLON = 186;
|
|
Phaser.Keyboard.EQUALS = 187;
|
|
Phaser.Keyboard.UNDERSCORE = 189;
|
|
Phaser.Keyboard.QUESTION_MARK = 191;
|
|
Phaser.Keyboard.TILDE = 192;
|
|
Phaser.Keyboard.OPEN_BRACKET = 219;
|
|
Phaser.Keyboard.BACKWARD_SLASH = 220;
|
|
Phaser.Keyboard.CLOSED_BRACKET = 221;
|
|
Phaser.Keyboard.QUOTES = 222;
|
|
Phaser.Keyboard.BACKSPACE = 8;
|
|
Phaser.Keyboard.TAB = 9;
|
|
Phaser.Keyboard.CLEAR = 12;
|
|
Phaser.Keyboard.ENTER = 13;
|
|
Phaser.Keyboard.SHIFT = 16;
|
|
Phaser.Keyboard.CONTROL = 17;
|
|
Phaser.Keyboard.ALT = 18;
|
|
Phaser.Keyboard.CAPS_LOCK = 20;
|
|
Phaser.Keyboard.ESC = 27;
|
|
Phaser.Keyboard.SPACEBAR = 32;
|
|
Phaser.Keyboard.PAGE_UP = 33;
|
|
Phaser.Keyboard.PAGE_DOWN = 34;
|
|
Phaser.Keyboard.END = 35;
|
|
Phaser.Keyboard.HOME = 36;
|
|
Phaser.Keyboard.LEFT = 37;
|
|
Phaser.Keyboard.UP = 38;
|
|
Phaser.Keyboard.RIGHT = 39;
|
|
Phaser.Keyboard.DOWN = 40;
|
|
Phaser.Keyboard.INSERT = 45;
|
|
Phaser.Keyboard.DELETE = 46;
|
|
Phaser.Keyboard.HELP = 47;
|
|
Phaser.Keyboard.NUM_LOCK = 144;
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
|
on Fri Jul 18 2014 12:36:36 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
|
</span>
|
|
</footer>
|
|
</div>
|
|
|
|
|
|
<br clear="both">
|
|
</div>
|
|
|
|
</div>
|
|
<script src="scripts/sunlight.js"></script>
|
|
<script src="scripts/sunlight.javascript.js"></script>
|
|
<script src="scripts/sunlight-plugin.doclinks.js"></script>
|
|
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
|
|
<script src="scripts/sunlight-plugin.menu.js"></script>
|
|
<script src="scripts/jquery.min.js"></script>
|
|
<script src="scripts/jquery.scrollTo.js"></script>
|
|
<script src="scripts/jquery.localScroll.js"></script>
|
|
<script src="scripts/bootstrap-dropdown.js"></script>
|
|
<script src="scripts/toc.js"></script>
|
|
|
|
|
|
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
|
|
|
|
<script>
|
|
$( function () {
|
|
$( "#toc" ).toc( {
|
|
anchorName : function(i, heading, prefix) {
|
|
return $(heading).attr("id") || ( prefix + i );
|
|
},
|
|
selectors : "h1,h2,h3,h4",
|
|
showAndHide : false,
|
|
scrollTo : 60
|
|
} );
|
|
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
|
|
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
|
|
|
|
} );
|
|
</script>
|
|
|
|
|
|
|
|
</body>
|
|
</html>
|