phaser/wip/TS Source/input/Keyboard.ts
2013-09-13 16:24:01 +01:00

325 lines
No EOL
10 KiB
TypeScript

/// <reference path="../_definitions.ts" />
/**
* Phaser - Keyboard
*
* The Keyboard class handles keyboard interactions with the game and the resulting events.
* The avoid stealing all browser input we don't use event.preventDefault. If you would like to trap a specific key however
* then use the addKeyCapture() method.
*/
module Phaser {
export class Keyboard {
constructor(game: Phaser.Game) {
this.game = game;
}
/**
* Local reference to game.
* @property game
* @type {Phaser.Game}
**/
public game: Phaser.Game;
private _keys = {};
private _capture = {};
/**
* You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
* @type {bool}
*/
public disabled: bool = false;
/**
* A reference to the event handlers to allow removeEventListener support
*/
public _onKeyDown;
public _onKeyUp;
public start() {
this._onKeyDown = (event: KeyboardEvent) => this.onKeyDown(event);
this._onKeyUp = (event: KeyboardEvent) => this.onKeyUp(event);
document.body.addEventListener('keydown', this._onKeyDown , false);
document.body.addEventListener('keyup', this._onKeyUp, false);
}
public stop() {
document.body.removeEventListener('keydown', this._onKeyDown);
document.body.removeEventListener('keyup', this._onKeyUp);
}
/**
* 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 of keycodes.
* @param {Any} keycode
*/
public addKeyCapture(keycode) {
if (typeof keycode === 'object')
{
for (var i:number = 0; i < keycode.length; i++)
{
this._capture[keycode[i]] = true;
}
}
else
{
this._capture[keycode] = true;
}
}
/**
* @param {Number} keycode
*/
public removeKeyCapture(keycode: number) {
delete this._capture[keycode];
}
public clearCaptures() {
this._capture = {};
}
/**
* @param {KeyboardEvent} event
*/
public onKeyDown(event: KeyboardEvent) {
if (this.game.input.disabled || this.disabled)
{
return;
}
if (this._capture[event.keyCode])
{
event.preventDefault();
}
if (!this._keys[event.keyCode])
{
this._keys[event.keyCode] = { isDown: true, timeDown: this.game.time.now, timeUp: 0 };
}
else
{
this._keys[event.keyCode].isDown = true;
this._keys[event.keyCode].timeDown = this.game.time.now;
}
}
/**
* @param {KeyboardEvent} event
*/
public onKeyUp(event: KeyboardEvent) {
if (this.game.input.disabled || this.disabled)
{
return;
}
if (this._capture[event.keyCode])
{
event.preventDefault();
}
if (!this._keys[event.keyCode])
{
this._keys[event.keyCode] = { isDown: false, timeDown: 0, timeUp: this.game.time.now };
}
else
{
this._keys[event.keyCode].isDown = false;
this._keys[event.keyCode].timeUp = this.game.time.now;
}
}
public reset() {
for (var key in this._keys)
{
this._keys[key].isDown = false;
}
}
/**
* @param {Number} keycode
* @param {Number} [duration]
* @return {bool}
*/
public justPressed(keycode: number, duration: number = 250): bool {
if (this._keys[keycode] && this._keys[keycode].isDown === true && (this.game.time.now - this._keys[keycode].timeDown < duration))
{
return true;
}
else
{
return false;
}
}
/**
* @param {Number} keycode
* @param {Number} [duration]
* @return {bool}
*/
public justReleased(keycode: number, duration: number = 250): bool {
if (this._keys[keycode] && this._keys[keycode].isDown === false && (this.game.time.now - this._keys[keycode].timeUp < duration))
{
return true;
}
else
{
return false;
}
}
/**
* @param {Number} keycode
* @return {bool}
*/
public isDown(keycode: number): bool {
if (this._keys[keycode])
{
return this._keys[keycode].isDown;
}
else
{
return false;
}
}
// Letters
public static A: number = "A".charCodeAt(0);
public static B: number = "B".charCodeAt(0);
public static C: number = "C".charCodeAt(0);
public static D: number = "D".charCodeAt(0);
public static E: number = "E".charCodeAt(0);
public static F: number = "F".charCodeAt(0);
public static G: number = "G".charCodeAt(0);
public static H: number = "H".charCodeAt(0);
public static I: number = "I".charCodeAt(0);
public static J: number = "J".charCodeAt(0);
public static K: number = "K".charCodeAt(0);
public static L: number = "L".charCodeAt(0);
public static M: number = "M".charCodeAt(0);
public static N: number = "N".charCodeAt(0);
public static O: number = "O".charCodeAt(0);
public static P: number = "P".charCodeAt(0);
public static Q: number = "Q".charCodeAt(0);
public static R: number = "R".charCodeAt(0);
public static S: number = "S".charCodeAt(0);
public static T: number = "T".charCodeAt(0);
public static U: number = "U".charCodeAt(0);
public static V: number = "V".charCodeAt(0);
public static W: number = "W".charCodeAt(0);
public static X: number = "X".charCodeAt(0);
public static Y: number = "Y".charCodeAt(0);
public static Z: number = "Z".charCodeAt(0);
// Numbers
public static ZERO: number = "0".charCodeAt(0);
public static ONE: number = "1".charCodeAt(0);
public static TWO: number = "2".charCodeAt(0);
public static THREE: number = "3".charCodeAt(0);
public static FOUR: number = "4".charCodeAt(0);
public static FIVE: number = "5".charCodeAt(0);
public static SIX: number = "6".charCodeAt(0);
public static SEVEN: number = "7".charCodeAt(0);
public static EIGHT: number = "8".charCodeAt(0);
public static NINE: number = "9".charCodeAt(0);
// Numpad
public static NUMPAD_0: number = 96;
public static NUMPAD_1: number = 97;
public static NUMPAD_2: number = 98;
public static NUMPAD_3: number = 99;
public static NUMPAD_4: number = 100;
public static NUMPAD_5: number = 101;
public static NUMPAD_6: number = 102;
public static NUMPAD_7: number = 103;
public static NUMPAD_8: number = 104;
public static NUMPAD_9: number = 105;
public static NUMPAD_MULTIPLY: number = 106;
public static NUMPAD_ADD: number = 107;
public static NUMPAD_ENTER: number = 108;
public static NUMPAD_SUBTRACT: number = 109;
public static NUMPAD_DECIMAL: number = 110;
public static NUMPAD_DIVIDE: number = 111;
// Function Keys
public static F1: number = 112;
public static F2: number = 113;
public static F3: number = 114;
public static F4: number = 115;
public static F5: number = 116;
public static F6: number = 117;
public static F7: number = 118;
public static F8: number = 119;
public static F9: number = 120;
public static F10: number = 121;
public static F11: number = 122;
public static F12: number = 123;
public static F13: number = 124;
public static F14: number = 125;
public static F15: number = 126;
// Symbol Keys
public static COLON: number = 186;
public static EQUALS: number = 187;
public static UNDERSCORE: number = 189;
public static QUESTION_MARK: number = 191;
public static TILDE: number = 192;
public static OPEN_BRACKET: number = 219;
public static BACKWARD_SLASH: number = 220;
public static CLOSED_BRACKET: number = 221;
public static QUOTES: number = 222;
// Other Keys
public static BACKSPACE: number = 8;
public static TAB: number = 9;
public static CLEAR: number = 12;
public static ENTER: number = 13;
public static SHIFT: number = 16;
public static CONTROL: number = 17;
public static ALT: number = 18;
public static CAPS_LOCK: number = 20;
public static ESC: number = 27;
public static SPACEBAR: number = 32;
public static PAGE_UP: number = 33;
public static PAGE_DOWN: number = 34;
public static END: number = 35;
public static HOME: number = 36;
public static LEFT: number = 37;
public static UP: number = 38;
public static RIGHT: number = 39;
public static DOWN: number = 40;
public static INSERT: number = 45;
public static DELETE: number = 46;
public static HELP: number = 47;
public static NUM_LOCK: number = 144;
}
}