phaser/src/input/CreateInteractiveObject.js

64 lines
1.8 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Creates a new Interactive Object.
*
* This is called automatically by the Input Manager when you enable a Game Object for input.
*
* The resulting Interactive Object is mapped to the Game Object's `input` property.
*
* @function Phaser.Input.CreateInteractiveObject
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object to which this Interactive Object is bound.
* @param {any} hitArea - The hit area for this Interactive Object. Typically a geometry shape, like a Rectangle or Circle.
* @param {Phaser.Types.Input.HitAreaCallback} hitAreaCallback - The 'contains' check callback that the hit area shape will use for all hit tests.
*
* @return {Phaser.Types.Input.InteractiveObject} The new Interactive Object.
*/
var CreateInteractiveObject = function (gameObject, hitArea, hitAreaCallback)
{
return {
gameObject: gameObject,
enabled: true,
draggable: false,
dropZone: false,
cursor: false,
target: null,
camera: null,
hitArea: hitArea,
hitAreaCallback: hitAreaCallback,
hitAreaDebug: null,
// Has the dev specified their own shape, or is this bound to the texture size?
customHitArea: false,
localX: 0,
localY: 0,
// 0 = Not being dragged
// 1 = Being checked for dragging
// 2 = Being dragged
dragState: 0,
dragStartX: 0,
dragStartY: 0,
dragStartXGlobal: 0,
dragStartYGlobal: 0,
dragX: 0,
dragY: 0
};
};
module.exports = CreateInteractiveObject;