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1494 lines
38 KiB
HTML
1494 lines
38 KiB
HTML
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<title>Phaser Source: input/InputHandler.js</title>
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<h1 class="page-title">Source: input/InputHandler.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 2013 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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* Constructor for Phaser InputHandler.
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* @class Phaser.InputHandler
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* @classdesc Description.
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* @constructor
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* @param {Phaser.Sprite} game - Description.
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*/
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Phaser.InputHandler = function (sprite) {
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/**
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* @property {Phaser.Sprite} sprite - Description.
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*/
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this.sprite = sprite;
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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 = sprite.game;
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/**
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* @property {boolean} enabled - Description.
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* @default
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*/
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this.enabled = false;
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// Linked list references
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/**
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* @property {Description} parent - Description.
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* @default
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*/
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this.parent = null;
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/**
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* @property {Description} next - Description.
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* @default
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*/
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this.next = null;
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/**
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* @property {Description} prev - Description.
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* @default
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*/
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this.prev = null;
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/**
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* @property {Description} last - Description.
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* @default
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*/
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this.last = this;
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/**
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* @property {Description} first - Description.
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* @default
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*/
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this.first = this;
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/**
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* @property {number} priorityID - The PriorityID controls which Sprite receives an Input event first if they should overlap.
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* @default
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*/
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this.priorityID = 0;
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/**
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* @property {boolean} useHandCursor - Description.
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* @default
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*/
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this.useHandCursor = false;
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/**
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* @property {boolean} isDragged - Description.
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* @default
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*/
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this.isDragged = false;
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/**
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* @property {boolean} allowHorizontalDrag - Description.
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* @default
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*/
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this.allowHorizontalDrag = true;
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/**
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* @property {boolean} allowVerticalDrag - Description.
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* @default
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*/
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this.allowVerticalDrag = true;
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/**
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* @property {boolean} bringToTop - Description.
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* @default
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*/
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this.bringToTop = false;
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/**
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* @property {Description} snapOffset - Description.
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* @default
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*/
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this.snapOffset = null;
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/**
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* @property {boolean} snapOnDrag - Description.
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* @default
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*/
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this.snapOnDrag = false;
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/**
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* @property {boolean} snapOnRelease - Description.
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* @default
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*/
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this.snapOnRelease = false;
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/**
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* @property {number} snapX - Description.
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* @default
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*/
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this.snapX = 0;
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/**
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* @property {number} snapY - Description.
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* @default
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*/
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this.snapY = 0;
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/**
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* @property {number} pixelPerfect - Should we use pixel perfect hit detection? Warning: expensive. Only enable if you really need it!
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* @default
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*/
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this.pixelPerfect = false;
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/**
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* @property {number} pixelPerfectAlpha - The alpha tolerance threshold. If the alpha value of the pixel matches or is above this value, it's considered a hit.
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* @default
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*/
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this.pixelPerfectAlpha = 255;
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/**
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* @property {boolean} draggable - Is this sprite allowed to be dragged by the mouse? true = yes, false = no
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* @default
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*/
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this.draggable = false;
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/**
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* @property {Description} boundsRect - A region of the game world within which the sprite is restricted during drag.
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* @default
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*/
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this.boundsRect = null;
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/**
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* @property {Description} boundsSprite - A Sprite the bounds of which this sprite is restricted during drag.
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* @default
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*/
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this.boundsSprite = null;
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/**
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* If this object is set to consume the pointer event then it will stop all propogation from this object on.
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* For example if you had a stack of 6 sprites with the same priority IDs and one consumed the event, none of the others would receive it.
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* @property {boolean} consumePointerEvent
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* @default
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*/
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this.consumePointerEvent = false;
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/**
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* @property {Phaser.Point} _tempPoint - Description.
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* @private
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*/
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this._tempPoint = new Phaser.Point;
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this._pointerData = [];
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this._pointerData.push({
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id: 0,
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x: 0,
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y: 0,
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isDown: false,
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isUp: false,
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isOver: false,
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isOut: false,
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timeOver: 0,
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timeOut: 0,
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timeDown: 0,
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timeUp: 0,
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downDuration: 0,
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isDragged: false
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});
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};
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Phaser.InputHandler.prototype = {
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/**
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* Description.
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* @method Phaser.InputHandler#start
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* @param {number} priority - Description.
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* @param {boolean} useHandCursor - Description.
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* @return {Phaser.Sprite} Description.
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*/
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start: function (priority, useHandCursor) {
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priority = priority || 0;
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if (typeof useHandCursor == 'undefined') { useHandCursor = false; }
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// Turning on
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if (this.enabled == false)
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{
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// Register, etc
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this.game.input.interactiveItems.add(this);
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this.useHandCursor = useHandCursor;
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this.priorityID = priority;
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for (var i = 0; i < 10; i++)
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{
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this._pointerData[i] = {
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id: i,
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x: 0,
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y: 0,
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isDown: false,
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isUp: false,
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isOver: false,
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isOut: false,
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timeOver: 0,
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timeOut: 0,
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timeDown: 0,
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timeUp: 0,
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downDuration: 0,
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isDragged: false
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};
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}
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this.snapOffset = new Phaser.Point;
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this.enabled = true;
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// Create the signals the Input component will emit
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if (this.sprite.events && this.sprite.events.onInputOver == null)
|
|
{
|
|
this.sprite.events.onInputOver = new Phaser.Signal;
|
|
this.sprite.events.onInputOut = new Phaser.Signal;
|
|
this.sprite.events.onInputDown = new Phaser.Signal;
|
|
this.sprite.events.onInputUp = new Phaser.Signal;
|
|
this.sprite.events.onDragStart = new Phaser.Signal;
|
|
this.sprite.events.onDragStop = new Phaser.Signal;
|
|
}
|
|
}
|
|
|
|
return this.sprite;
|
|
|
|
},
|
|
|
|
/**
|
|
* Description.
|
|
* @method Phaser.InputHandler#reset
|
|
*/
|
|
reset: function () {
|
|
|
|
this.enabled = false;
|
|
|
|
for (var i = 0; i < 10; i++)
|
|
{
|
|
this._pointerData[i] = {
|
|
id: i,
|
|
x: 0,
|
|
y: 0,
|
|
isDown: false,
|
|
isUp: false,
|
|
isOver: false,
|
|
isOut: false,
|
|
timeOver: 0,
|
|
timeOut: 0,
|
|
timeDown: 0,
|
|
timeUp: 0,
|
|
downDuration: 0,
|
|
isDragged: false
|
|
};
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Description.
|
|
* @method Phaser.InputHandler#stop
|
|
*/
|
|
stop: function () {
|
|
|
|
// Turning off
|
|
if (this.enabled == false)
|
|
{
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// De-register, etc
|
|
this.enabled = false;
|
|
this.game.input.interactiveItems.remove(this);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Clean up memory.
|
|
* @method Phaser.InputHandler#destroy
|
|
*/
|
|
destroy: function () {
|
|
|
|
if (this.enabled)
|
|
{
|
|
this.enabled = false;
|
|
|
|
this.game.input.interactiveItems.remove(this);
|
|
|
|
this.stop();
|
|
|
|
this.sprite = null;
|
|
}
|
|
},
|
|
|
|
/**
|
|
* The x coordinate of the Input pointer, relative to the top-left of the parent Sprite.
|
|
* This value is only set when the pointer is over this Sprite.
|
|
* @method Phaser.InputHandler#pointerX
|
|
* @param {Pointer} pointer
|
|
* @return {number} The x coordinate of the Input pointer.
|
|
*/
|
|
pointerX: function (pointer) {
|
|
|
|
pointer = pointer || 0;
|
|
|
|
return this._pointerData[pointer].x;
|
|
|
|
},
|
|
|
|
/**
|
|
* The y coordinate of the Input pointer, relative to the top-left of the parent Sprite
|
|
* This value is only set when the pointer is over this Sprite.
|
|
* @method Phaser.InputHandler#pointerY
|
|
* @param {Pointer} pointer
|
|
* @return {number} The y coordinate of the Input pointer.
|
|
*/
|
|
pointerY: function (pointer) {
|
|
|
|
pointer = pointer || 0;
|
|
|
|
return this._pointerData[pointer].y;
|
|
|
|
},
|
|
|
|
/**
|
|
* If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true.
|
|
* @method Phaser.InputHandler#pointerDown
|
|
* @param {Pointer} pointer
|
|
* @return {boolean}
|
|
*/
|
|
pointerDown: function (pointer) {
|
|
|
|
pointer = pointer || 0;
|
|
|
|
return this._pointerData[pointer].isDown;
|
|
|
|
},
|
|
|
|
/**
|
|
* If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true
|
|
* @method Phaser.InputHandler#pointerUp
|
|
* @param {Pointer} pointer
|
|
* @return {boolean}
|
|
*/
|
|
pointerUp: function (pointer) {
|
|
|
|
pointer = pointer || 0;
|
|
|
|
return this._pointerData[pointer].isUp;
|
|
|
|
},
|
|
|
|
/**
|
|
* A timestamp representing when the Pointer first touched the touchscreen.
|
|
* @method Phaser.InputHandler#pointerTimeDown
|
|
* @param {Pointer} pointer
|
|
* @return {number}
|
|
*/
|
|
pointerTimeDown: function (pointer) {
|
|
|
|
pointer = pointer || 0;
|
|
|
|
return this._pointerData[pointer].timeDown;
|
|
|
|
},
|
|
|
|
/**
|
|
* A timestamp representing when the Pointer left the touchscreen.
|
|
* @method Phaser.InputHandler#pointerTimeUp
|
|
* @param {Pointer} pointer
|
|
* @return {number}
|
|
*/
|
|
pointerTimeUp: function (pointer) {
|
|
|
|
pointer = pointer || 0;
|
|
|
|
return this._pointerData[pointer].timeUp;
|
|
|
|
},
|
|
|
|
/**
|
|
* Is the Pointer over this Sprite?
|
|
* @method Phaser.InputHandler#pointerOver
|
|
* @param {Pointer} pointer
|
|
* @return {bool
|
|
*/
|
|
pointerOver: function (pointer) {
|
|
|
|
pointer = pointer || 0;
|
|
|
|
return this._pointerData[pointer].isOver;
|
|
|
|
},
|
|
|
|
/**
|
|
* Is the Pointer outside of this Sprite?
|
|
* @method Phaser.InputHandler#pointerOut
|
|
* @param {Pointer} pointer
|
|
* @return {boolean}
|
|
*/
|
|
pointerOut: function (pointer) {
|
|
|
|
pointer = pointer || 0;
|
|
|
|
return this._pointerData[pointer].isOut;
|
|
|
|
},
|
|
|
|
/**
|
|
* A timestamp representing when the Pointer first touched the touchscreen.
|
|
* @method Phaser.InputHandler#pointerTimeOver
|
|
* @param {Pointer} pointer
|
|
* @return {number}
|
|
*/
|
|
pointerTimeOver: function (pointer) {
|
|
|
|
pointer = pointer || 0;
|
|
|
|
return this._pointerData[pointer].timeOver;
|
|
|
|
},
|
|
|
|
/**
|
|
* A timestamp representing when the Pointer left the touchscreen.
|
|
* @method Phaser.InputHandler#pointerTimeOut
|
|
* @param {Pointer} pointer
|
|
* @return {number}
|
|
*/
|
|
pointerTimeOut: function (pointer) {
|
|
|
|
pointer = pointer || 0;
|
|
|
|
return this._pointerData[pointer].timeOut;
|
|
|
|
},
|
|
|
|
/**
|
|
* Is this sprite being dragged by the mouse or not?
|
|
* @method Phaser.InputHandler#pointerTimeOut
|
|
* @param {Pointer} pointer
|
|
* @return {number}
|
|
*/
|
|
pointerDragged: function (pointer) {
|
|
|
|
pointer = pointer || 0;
|
|
|
|
return this._pointerData[pointer].isDragged;
|
|
|
|
},
|
|
|
|
/**
|
|
* Checks if the given pointer is over this Sprite.
|
|
* @method Phaser.InputHandler#checkPointerOver
|
|
* @param {Pointer} pointer
|
|
* @return {boolean}
|
|
*/
|
|
checkPointerOver: function (pointer) {
|
|
|
|
if (this.enabled && this.sprite.visible)
|
|
{
|
|
this.sprite.getLocalUnmodifiedPosition(this._tempPoint, pointer.x, pointer.y);
|
|
|
|
if (this._tempPoint.x >= 0 && this._tempPoint.x <= this.sprite.currentFrame.width && this._tempPoint.y >= 0 && this._tempPoint.y <= this.sprite.currentFrame.height)
|
|
{
|
|
if (this.pixelPerfect)
|
|
{
|
|
return this.checkPixel(this._tempPoint.x, this._tempPoint.y);
|
|
}
|
|
else
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
|
|
},
|
|
|
|
/**
|
|
* Description.
|
|
* @method Phaser.InputHandler#checkPixel
|
|
* @param {Description} x - Description.
|
|
* @param {Description} y - Description.
|
|
* @return {boolean}
|
|
*/
|
|
checkPixel: function (x, y) {
|
|
|
|
// Grab a pixel from our image into the hitCanvas and then test it
|
|
if (this.sprite.texture.baseTexture.source)
|
|
{
|
|
this.game.input.hitContext.clearRect(0, 0, 1, 1);
|
|
|
|
// This will fail if the image is part of a texture atlas - need to modify the x/y values here
|
|
|
|
x += this.sprite.texture.frame.x;
|
|
y += this.sprite.texture.frame.y;
|
|
|
|
this.game.input.hitContext.drawImage(this.sprite.texture.baseTexture.source, x, y, 1, 1, 0, 0, 1, 1);
|
|
|
|
var rgb = this.game.input.hitContext.getImageData(0, 0, 1, 1);
|
|
|
|
if (rgb.data[3] >= this.pixelPerfectAlpha)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
|
|
},
|
|
|
|
/**
|
|
* Update.
|
|
* @method Phaser.InputHandler#update
|
|
* @param {Pointer} pointer
|
|
*/
|
|
update: function (pointer) {
|
|
|
|
if (this.enabled == false || this.sprite.visible == false || (this.sprite.group && this.sprite.group.visible == false))
|
|
{
|
|
this._pointerOutHandler(pointer);
|
|
return false;
|
|
}
|
|
|
|
if (this.draggable && this._draggedPointerID == pointer.id)
|
|
{
|
|
return this.updateDrag(pointer);
|
|
}
|
|
else if (this._pointerData[pointer.id].isOver == true)
|
|
{
|
|
if (this.checkPointerOver(pointer))
|
|
{
|
|
this._pointerData[pointer.id].x = pointer.x - this.sprite.x;
|
|
this._pointerData[pointer.id].y = pointer.y - this.sprite.y;
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
this._pointerOutHandler(pointer);
|
|
return false;
|
|
}
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Description.
|
|
* @method Phaser.InputHandler#_pointerOverHandler
|
|
* @private
|
|
* @param {Pointer} pointer
|
|
*/
|
|
_pointerOverHandler: function (pointer) {
|
|
|
|
if (this._pointerData[pointer.id].isOver == false)
|
|
{
|
|
this._pointerData[pointer.id].isOver = true;
|
|
this._pointerData[pointer.id].isOut = false;
|
|
this._pointerData[pointer.id].timeOver = this.game.time.now;
|
|
this._pointerData[pointer.id].x = pointer.x - this.sprite.x;
|
|
this._pointerData[pointer.id].y = pointer.y - this.sprite.y;
|
|
|
|
if (this.useHandCursor && this._pointerData[pointer.id].isDragged == false)
|
|
{
|
|
this.game.stage.canvas.style.cursor = "pointer";
|
|
}
|
|
|
|
this.sprite.events.onInputOver.dispatch(this.sprite, pointer);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Description.
|
|
* @method Phaser.InputHandler#_pointerOutHandler
|
|
* @private
|
|
* @param {Pointer} pointer
|
|
*/
|
|
_pointerOutHandler: function (pointer) {
|
|
|
|
this._pointerData[pointer.id].isOver = false;
|
|
this._pointerData[pointer.id].isOut = true;
|
|
this._pointerData[pointer.id].timeOut = this.game.time.now;
|
|
|
|
if (this.useHandCursor && this._pointerData[pointer.id].isDragged == false)
|
|
{
|
|
this.game.stage.canvas.style.cursor = "default";
|
|
}
|
|
|
|
if (this.sprite && this.sprite.events)
|
|
{
|
|
this.sprite.events.onInputOut.dispatch(this.sprite, pointer);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Description.
|
|
* @method Phaser.InputHandler#_touchedHandler
|
|
* @private
|
|
* @param {Pointer} pointer
|
|
*/
|
|
_touchedHandler: function (pointer) {
|
|
|
|
if (this._pointerData[pointer.id].isDown == false && this._pointerData[pointer.id].isOver == true)
|
|
{
|
|
this._pointerData[pointer.id].isDown = true;
|
|
this._pointerData[pointer.id].isUp = false;
|
|
this._pointerData[pointer.id].timeDown = this.game.time.now;
|
|
this.sprite.events.onInputDown.dispatch(this.sprite, pointer);
|
|
|
|
// Start drag
|
|
if (this.draggable && this.isDragged == false)
|
|
{
|
|
this.startDrag(pointer);
|
|
}
|
|
|
|
if (this.bringToTop)
|
|
{
|
|
this.sprite.bringToTop();
|
|
}
|
|
}
|
|
|
|
// Consume the event?
|
|
return this.consumePointerEvent;
|
|
|
|
},
|
|
|
|
/**
|
|
* Description.
|
|
* @method Phaser.InputHandler#_releasedHandler
|
|
* @private
|
|
* @param {Pointer} pointer
|
|
*/
|
|
_releasedHandler: function (pointer) {
|
|
|
|
// If was previously touched by this Pointer, check if still is AND still over this item
|
|
if (this._pointerData[pointer.id].isDown && pointer.isUp)
|
|
{
|
|
this._pointerData[pointer.id].isDown = false;
|
|
this._pointerData[pointer.id].isUp = true;
|
|
this._pointerData[pointer.id].timeUp = this.game.time.now;
|
|
this._pointerData[pointer.id].downDuration = this._pointerData[pointer.id].timeUp - this._pointerData[pointer.id].timeDown;
|
|
|
|
// Only release the InputUp signal if the pointer is still over this sprite
|
|
if (this.checkPointerOver(pointer))
|
|
{
|
|
//console.log('releasedHandler: ' + Date.now());
|
|
this.sprite.events.onInputUp.dispatch(this.sprite, pointer);
|
|
}
|
|
else
|
|
{
|
|
// Pointer outside the sprite? Reset the cursor
|
|
if (this.useHandCursor)
|
|
{
|
|
this.game.stage.canvas.style.cursor = "default";
|
|
}
|
|
}
|
|
|
|
// Stop drag
|
|
if (this.draggable && this.isDragged && this._draggedPointerID == pointer.id)
|
|
{
|
|
this.stopDrag(pointer);
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Updates the Pointer drag on this Sprite.
|
|
* @method Phaser.InputHandler#updateDrag
|
|
* @param {Pointer} pointer
|
|
* @return {boolean}
|
|
*/
|
|
updateDrag: function (pointer) {
|
|
|
|
if (pointer.isUp)
|
|
{
|
|
this.stopDrag(pointer);
|
|
return false;
|
|
}
|
|
|
|
if (this.allowHorizontalDrag)
|
|
{
|
|
this.sprite.x = pointer.x + this._dragPoint.x + this.dragOffset.x;
|
|
}
|
|
|
|
if (this.allowVerticalDrag)
|
|
{
|
|
this.sprite.y = pointer.y + this._dragPoint.y + this.dragOffset.y;
|
|
}
|
|
|
|
if (this.boundsRect)
|
|
{
|
|
this.checkBoundsRect();
|
|
}
|
|
|
|
if (this.boundsSprite)
|
|
{
|
|
this.checkBoundsSprite();
|
|
}
|
|
|
|
if (this.snapOnDrag)
|
|
{
|
|
this.sprite.x = Math.round(this.sprite.x / this.snapX) * this.snapX;
|
|
this.sprite.y = Math.round(this.sprite.y / this.snapY) * this.snapY;
|
|
}
|
|
|
|
return true;
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second)
|
|
* @method Phaser.InputHandler#justOver
|
|
* @param {Pointer} pointer
|
|
* @param {number} delay - The time below which the pointer is considered as just over.
|
|
* @return {boolean}
|
|
*/
|
|
justOver: function (pointer, delay) {
|
|
|
|
pointer = pointer || 0;
|
|
delay = delay || 500;
|
|
|
|
return (this._pointerData[pointer].isOver && this.overDuration(pointer) < delay);
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second)
|
|
* @method Phaser.InputHandler#justOut
|
|
* @param {Pointer} pointer
|
|
* @param {number} delay - The time below which the pointer is considered as just out.
|
|
* @return {boolean}
|
|
*/
|
|
justOut: function (pointer, delay) {
|
|
|
|
pointer = pointer || 0;
|
|
delay = delay || 500;
|
|
|
|
return (this._pointerData[pointer].isOut && (this.game.time.now - this._pointerData[pointer].timeOut < delay));
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second)
|
|
* @method Phaser.InputHandler#justPressed
|
|
* @param {Pointer} pointer
|
|
* @param {number} delay - The time below which the pointer is considered as just over.
|
|
* @return {boolean}
|
|
*/
|
|
justPressed: function (pointer, delay) {
|
|
|
|
pointer = pointer || 0;
|
|
delay = delay || 500;
|
|
|
|
return (this._pointerData[pointer].isDown && this.downDuration(pointer) < delay);
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second)
|
|
* @method Phaser.InputHandler#justReleased
|
|
* @param {Pointer} pointer
|
|
* @param {number} delay - The time below which the pointer is considered as just out.
|
|
* @return {boolean}
|
|
*/
|
|
justReleased: function (pointer, delay) {
|
|
|
|
pointer = pointer || 0;
|
|
delay = delay || 500;
|
|
|
|
return (this._pointerData[pointer].isUp && (this.game.time.now - this._pointerData[pointer].timeUp < delay));
|
|
|
|
},
|
|
|
|
/**
|
|
* If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.
|
|
* @method Phaser.InputHandler#overDuration
|
|
* @param {Pointer} pointer
|
|
* @return {number} The number of milliseconds the pointer has been over the Sprite, or -1 if not over.
|
|
*/
|
|
overDuration: function (pointer) {
|
|
|
|
pointer = pointer || 0;
|
|
|
|
if (this._pointerData[pointer].isOver)
|
|
{
|
|
return this.game.time.now - this._pointerData[pointer].timeOver;
|
|
}
|
|
|
|
return -1;
|
|
|
|
},
|
|
|
|
/**
|
|
* If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.
|
|
* @method Phaser.InputHandler#downDuration
|
|
* @param {Pointer} pointer
|
|
* @return {number} The number of milliseconds the pointer has been pressed down on the Sprite, or -1 if not over.
|
|
*/
|
|
downDuration: function (pointer) {
|
|
|
|
pointer = pointer || 0;
|
|
|
|
if (this._pointerData[pointer].isDown)
|
|
{
|
|
return this.game.time.now - this._pointerData[pointer].timeDown;
|
|
}
|
|
|
|
return -1;
|
|
|
|
},
|
|
|
|
/**
|
|
* Make this Sprite draggable by the mouse. You can also optionally set mouseStartDragCallback and mouseStopDragCallback
|
|
* @method Phaser.InputHandler#enableDrag
|
|
* @param lockCenter If false the Sprite will drag from where you click it minus the dragOffset. If true it will center itself to the tip of the mouse pointer.
|
|
* @param bringToTop If true the Sprite will be bought to the top of the rendering list in its current Group.
|
|
* @param pixelPerfect If true it will use a pixel perfect test to see if you clicked the Sprite. False uses the bounding box.
|
|
* @param alphaThreshold If using pixel perfect collision this specifies the alpha level from 0 to 255 above which a collision is processed (default 255)
|
|
* @param boundsRect If you want to restrict the drag of this sprite to a specific FlxRect, pass the FlxRect here, otherwise it's free to drag anywhere
|
|
* @param boundsSprite If you want to restrict the drag of this sprite to within the bounding box of another sprite, pass it here
|
|
*/
|
|
enableDrag: function (lockCenter, bringToTop, pixelPerfect, alphaThreshold, boundsRect, boundsSprite) {
|
|
|
|
if (typeof lockCenter == 'undefined') { lockCenter = false; }
|
|
if (typeof bringToTop == 'undefined') { bringToTop = false; }
|
|
if (typeof pixelPerfect == 'undefined') { pixelPerfect = false; }
|
|
|
|
alphaThreshold = alphaThreshold || 255;
|
|
boundsRect = boundsRect || null;
|
|
boundsSprite = boundsSprite || null;
|
|
|
|
this._dragPoint = new Phaser.Point();
|
|
this.draggable = true;
|
|
this.bringToTop = bringToTop;
|
|
this.dragOffset = new Phaser.Point();
|
|
this.dragFromCenter = lockCenter;
|
|
|
|
this.pixelPerfect = pixelPerfect;
|
|
this.pixelPerfectAlpha = alphaThreshold;
|
|
|
|
if (boundsRect)
|
|
{
|
|
this.boundsRect = boundsRect;
|
|
}
|
|
|
|
if (boundsSprite)
|
|
{
|
|
this.boundsSprite = boundsSprite;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Stops this sprite from being able to be dragged. If it is currently the target of an active drag it will be stopped immediately. Also disables any set callbacks.
|
|
* @method Phaser.InputHandler#disableDrag
|
|
*/
|
|
disableDrag: function () {
|
|
|
|
if (this._pointerData)
|
|
{
|
|
for (var i = 0; i < 10; i++)
|
|
{
|
|
this._pointerData[i].isDragged = false;
|
|
}
|
|
}
|
|
|
|
this.draggable = false;
|
|
this.isDragged = false;
|
|
this._draggedPointerID = -1;
|
|
|
|
},
|
|
|
|
/**
|
|
* Called by Pointer when drag starts on this Sprite. Should not usually be called directly.
|
|
* @method Phaser.InputHandler#startDrag
|
|
*/
|
|
startDrag: function (pointer) {
|
|
|
|
this.isDragged = true;
|
|
this._draggedPointerID = pointer.id;
|
|
this._pointerData[pointer.id].isDragged = true;
|
|
|
|
if (this.dragFromCenter)
|
|
{
|
|
this.sprite.centerOn(pointer.x, pointer.y);
|
|
this._dragPoint.setTo(this.sprite.x - pointer.x, this.sprite.y - pointer.y);
|
|
}
|
|
else
|
|
{
|
|
this._dragPoint.setTo(this.sprite.x - pointer.x, this.sprite.y - pointer.y);
|
|
}
|
|
|
|
this.updateDrag(pointer);
|
|
|
|
if (this.bringToTop)
|
|
{
|
|
this.sprite.bringToTop();
|
|
}
|
|
|
|
this.sprite.events.onDragStart.dispatch(this.sprite, pointer);
|
|
|
|
},
|
|
|
|
/**
|
|
* Called by Pointer when drag is stopped on this Sprite. Should not usually be called directly.
|
|
* @method Phaser.InputHandler#stopDrag
|
|
*/
|
|
stopDrag: function (pointer) {
|
|
|
|
this.isDragged = false;
|
|
this._draggedPointerID = -1;
|
|
this._pointerData[pointer.id].isDragged = false;
|
|
|
|
if (this.snapOnRelease)
|
|
{
|
|
this.sprite.x = Math.round(this.sprite.x / this.snapX) * this.snapX;
|
|
this.sprite.y = Math.round(this.sprite.y / this.snapY) * this.snapY;
|
|
}
|
|
|
|
this.sprite.events.onDragStop.dispatch(this.sprite, pointer);
|
|
this.sprite.events.onInputUp.dispatch(this.sprite, pointer);
|
|
|
|
},
|
|
|
|
/**
|
|
* Restricts this sprite to drag movement only on the given axis. Note: If both are set to false the sprite will never move!
|
|
* @method Phaser.InputHandler#setDragLock
|
|
* @param allowHorizontal To enable the sprite to be dragged horizontally set to true, otherwise false
|
|
* @param allowVertical To enable the sprite to be dragged vertically set to true, otherwise false
|
|
*/
|
|
setDragLock: function (allowHorizontal, allowVertical) {
|
|
|
|
if (typeof allowHorizontal == 'undefined') { allowHorizontal = true; }
|
|
if (typeof allowVertical == 'undefined') { allowVertical = true; }
|
|
|
|
this.allowHorizontalDrag = allowHorizontal;
|
|
this.allowVerticalDrag = allowVertical;
|
|
|
|
},
|
|
|
|
/**
|
|
* Make this Sprite snap to the given grid either during drag or when it's released.
|
|
* For example 16x16 as the snapX and snapY would make the sprite snap to every 16 pixels.
|
|
* @method Phaser.InputHandler#enableSnap
|
|
* @param snapX The width of the grid cell in pixels
|
|
* @param snapY The height of the grid cell in pixels
|
|
* @param onDrag If true the sprite will snap to the grid while being dragged
|
|
* @param onRelease If true the sprite will snap to the grid when released
|
|
*/
|
|
enableSnap: function (snapX, snapY, onDrag, onRelease) {
|
|
|
|
if (typeof onDrag == 'undefined') { onDrag = true; }
|
|
if (typeof onRelease == 'undefined') { onRelease = false; }
|
|
|
|
this.snapX = snapX;
|
|
this.snapY = snapY;
|
|
this.snapOnDrag = onDrag;
|
|
this.snapOnRelease = onRelease;
|
|
|
|
},
|
|
|
|
/**
|
|
* Stops the sprite from snapping to a grid during drag or release.
|
|
* @method Phaser.InputHandler#disableSnap
|
|
*/
|
|
disableSnap: function () {
|
|
|
|
this.snapOnDrag = false;
|
|
this.snapOnRelease = false;
|
|
|
|
},
|
|
|
|
/**
|
|
* Bounds Rect check for the sprite drag
|
|
* @method Phaser.InputHandler#checkBoundsRect
|
|
*/
|
|
checkBoundsRect: function () {
|
|
|
|
if (this.sprite.x < this.boundsRect.left)
|
|
{
|
|
this.sprite.x = this.boundsRect.x;
|
|
}
|
|
else if ((this.sprite.x + this.sprite.width) > this.boundsRect.right)
|
|
{
|
|
this.sprite.x = this.boundsRect.right - this.sprite.width;
|
|
}
|
|
|
|
if (this.sprite.y < this.boundsRect.top)
|
|
{
|
|
this.sprite.y = this.boundsRect.top;
|
|
}
|
|
else if ((this.sprite.y + this.sprite.height) > this.boundsRect.bottom)
|
|
{
|
|
this.sprite.y = this.boundsRect.bottom - this.sprite.height;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Parent Sprite Bounds check for the sprite drag.
|
|
* @method Phaser.InputHandler#checkBoundsSprite
|
|
*/
|
|
checkBoundsSprite: function () {
|
|
|
|
if (this.sprite.x < this.boundsSprite.x)
|
|
{
|
|
this.sprite.x = this.boundsSprite.x;
|
|
}
|
|
else if ((this.sprite.x + this.sprite.width) > (this.boundsSprite.x + this.boundsSprite.width))
|
|
{
|
|
this.sprite.x = (this.boundsSprite.x + this.boundsSprite.width) - this.sprite.width;
|
|
}
|
|
|
|
if (this.sprite.y < this.boundsSprite.y)
|
|
{
|
|
this.sprite.y = this.boundsSprite.y;
|
|
}
|
|
else if ((this.sprite.y + this.sprite.height) > (this.boundsSprite.y + this.boundsSprite.height))
|
|
{
|
|
this.sprite.y = (this.boundsSprite.y + this.boundsSprite.height) - this.sprite.height;
|
|
}
|
|
|
|
}
|
|
|
|
};</pre>
|
|
</article>
|
|
</section>
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<div class="clearfix"></div>
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<footer>
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<span class="copyright">
|
|
Phaser Copyright © 2012-2013 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 Fri Oct 25 2013 17:05:24 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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