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https://github.com/photonstorm/phaser
synced 2024-12-18 09:03:29 +00:00
5b73bb21bb
Sprite would "fly off" if it had an ArcadePhysics Body that was re-positioned during an input handler. Newly generated docs
1143 lines
29 KiB
HTML
1143 lines
29 KiB
HTML
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<div class="span12">
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<div id="main">
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<h1 class="page-title">Source: input/SinglePad.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.SinglePad
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* @classdesc A single Phaser Gamepad
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* @constructor
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* @param {Phaser.Game} game - Current game instance.
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* @param {Object} padParent - The parent Phaser.Gamepad object (all gamepads reside under this)
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*/
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Phaser.SinglePad = function (game, padParent) {
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/**
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* @property {Phaser.Game} game - Local reference to game.
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*/
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this.game = game;
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/**
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* @property {Phaser.Gamepad} padParent - Main Phaser Gamepad object
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*/
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this._padParent = padParent;
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/**
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* @property {number} index - The gamepad index as per browsers data
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* @default
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*/
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this._index = null;
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/**
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* @property {Object} _rawPad - The 'raw' gamepad data.
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* @private
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*/
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this._rawPad = null;
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/**
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* @property {boolean} _connected - Is this pad connected or not.
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* @private
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*/
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this._connected = false;
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/**
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* @property {number} _prevTimestamp - Used to check for differences between earlier polls and current state of gamepads.
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* @private
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*/
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this._prevTimestamp = null;
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/**
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* @property {Array} _rawButtons - The 'raw' button state.
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* @private
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*/
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this._rawButtons = [];
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/**
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* @property {Array} _buttons - Current Phaser state of the buttons.
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* @private
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*/
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this._buttons = [];
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/**
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* @property {Array} _axes - Current axes state.
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* @private
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*/
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this._axes = [];
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/**
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* @property {Array} _hotkeys - Hotkey buttons.
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* @private
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*/
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this._hotkeys = [];
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/**
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* @property {Object} callbackContext - The context under which the callbacks are run.
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*/
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this.callbackContext = this;
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/**
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* @property {function} onConnectCallback - This callback is invoked every time this gamepad is connected
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*/
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this.onConnectCallback = null;
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/**
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* @property {function} onDisconnectCallback - This callback is invoked every time this gamepad is disconnected
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*/
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this.onDisconnectCallback = null;
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/**
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* @property {function} onDownCallback - This callback is invoked every time a button is pressed down.
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*/
|
|
this.onDownCallback = null;
|
|
|
|
/**
|
|
* @property {function} onUpCallback - This callback is invoked every time a gamepad button is released.
|
|
*/
|
|
this.onUpCallback = null;
|
|
|
|
/**
|
|
* @property {function} onAxisCallback - This callback is invoked every time an axis is changed.
|
|
*/
|
|
this.onAxisCallback = null;
|
|
|
|
/**
|
|
* @property {function} onFloatCallback - This callback is invoked every time a button is changed to a value where value > 0 and value < 1.
|
|
*/
|
|
this.onFloatCallback = null;
|
|
|
|
/**
|
|
* @property {number} deadZone - Dead zone for axis feedback - within this value you won't trigger updates.
|
|
*/
|
|
this.deadZone = 0.26;
|
|
|
|
};
|
|
|
|
Phaser.SinglePad.prototype = {
|
|
|
|
/**
|
|
* Add callbacks to the this Gamepad to handle connect/disconnect/button down/button up/axis change/float value buttons
|
|
* @method Phaser.SinglePad#addCallbacks
|
|
* @param {Object} context - The context under which the callbacks are run.
|
|
* @param {Object} callbacks - Object that takes six different callbak methods:
|
|
* onConnectCallback, onDisconnectCallback, onDownCallback, onUpCallback, onAxisCallback, onFloatCallback
|
|
*/
|
|
addCallbacks: function (context, callbacks) {
|
|
|
|
if (typeof callbacks !== 'undefined')
|
|
{
|
|
this.onConnectCallback = (typeof callbacks.onConnect === 'function') ? callbacks.onConnect : this.onConnectCallback;
|
|
this.onDisconnectCallback = (typeof callbacks.onDisconnect === 'function') ? callbacks.onDisconnect : this.onDisconnectCallback;
|
|
this.onDownCallback = (typeof callbacks.onDown === 'function') ? callbacks.onDown : this.onDownCallback;
|
|
this.onUpCallback = (typeof callbacks.onUp === 'function') ? callbacks.onUp : this.onUpCallback;
|
|
this.onAxisCallback = (typeof callbacks.onAxis === 'function') ? callbacks.onAxis : this.onAxisCallback;
|
|
this.onFloatCallback = (typeof callbacks.onFloat === 'function') ? callbacks.onFloat : this.onFloatCallback;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* 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.SinglePad#addButton
|
|
* @param {number} buttonCode - The buttonCode of the button, i.e. Phaser.Gamepad.BUTTON_0 or Phaser.Gamepad.BUTTON_1
|
|
* @return {Phaser.GamepadButton} The GamepadButton object which you can store locally and reference directly.
|
|
*/
|
|
addButton: function (buttonCode) {
|
|
|
|
this._hotkeys[buttonCode] = new Phaser.GamepadButton(this.game, buttonCode);
|
|
return this._hotkeys[buttonCode];
|
|
|
|
},
|
|
|
|
/**
|
|
* Main update function, should be called by Phaser.Gamepad
|
|
* @method Phaser.SinglePad#pollStatus
|
|
*/
|
|
pollStatus: function () {
|
|
|
|
if (this._rawPad.timestamp && (this._rawPad.timestamp == this._prevTimestamp))
|
|
{
|
|
return;
|
|
}
|
|
|
|
for (var i = 0; i < this._rawPad.buttons.length; i += 1)
|
|
{
|
|
var buttonValue = this._rawPad.buttons[i];
|
|
|
|
if (this._rawButtons[i] !== buttonValue)
|
|
{
|
|
if (buttonValue === 1)
|
|
{
|
|
this.processButtonDown(i, buttonValue);
|
|
}
|
|
else if (buttonValue === 0)
|
|
{
|
|
this.processButtonUp(i, buttonValue);
|
|
}
|
|
else
|
|
{
|
|
this.processButtonFloat(i, buttonValue);
|
|
}
|
|
|
|
this._rawButtons[i] = buttonValue;
|
|
}
|
|
}
|
|
|
|
var axes = this._rawPad.axes;
|
|
|
|
for (var j = 0; j < axes.length; j += 1)
|
|
{
|
|
var axis = axes[j];
|
|
|
|
if (axis > 0 && axis > this.deadZone || axis < 0 && axis < -this.deadZone)
|
|
{
|
|
this.processAxisChange({axis: j, value: axis});
|
|
}
|
|
else
|
|
{
|
|
this.processAxisChange({axis: j, value: 0});
|
|
}
|
|
}
|
|
|
|
this._prevTimestamp = this._rawPad.timestamp;
|
|
|
|
},
|
|
|
|
/**
|
|
* Gamepad connect function, should be called by Phaser.Gamepad
|
|
* @method Phaser.SinglePad#connect
|
|
* @param {Object} rawPad - The raw gamepad object
|
|
*/
|
|
connect: function (rawPad) {
|
|
|
|
var triggerCallback = !this._connected;
|
|
|
|
this._index = rawPad.index;
|
|
this._connected = true;
|
|
this._rawPad = rawPad;
|
|
this._rawButtons = rawPad.buttons;
|
|
this._axes = rawPad.axes;
|
|
|
|
if (triggerCallback && this._padParent.onConnectCallback)
|
|
{
|
|
this._padParent.onConnectCallback.call(this._padParent.callbackContext, this._index);
|
|
}
|
|
|
|
if (triggerCallback && this.onConnectCallback)
|
|
{
|
|
this.onConnectCallback.call(this.callbackContext);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Gamepad disconnect function, should be called by Phaser.Gamepad
|
|
* @method Phaser.SinglePad#disconnect
|
|
*/
|
|
disconnect: function () {
|
|
|
|
var triggerCallback = this._connected;
|
|
this._connected = false;
|
|
this._rawPad = undefined;
|
|
this._rawButtons = [];
|
|
this._buttons = [];
|
|
var disconnectingIndex = this._index;
|
|
this._index = null;
|
|
|
|
if (triggerCallback && this._padParent.onDisconnectCallback)
|
|
{
|
|
this._padParent.onDisconnectCallback.call(this._padParent.callbackContext, disconnectingIndex);
|
|
}
|
|
|
|
if (triggerCallback && this.onDisconnectCallback)
|
|
{
|
|
this.onDisconnectCallback.call(this.callbackContext);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Handles changes in axis
|
|
* @method Phaser.SinglePad#processAxisChange
|
|
* @param {Object} axisState - State of the relevant axis
|
|
*/
|
|
processAxisChange: function (axisState) {
|
|
|
|
if (this.game.input.disabled || this.game.input.gamepad.disabled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (this._axes[axisState.axis] === axisState.value)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this._axes[axisState.axis] = axisState.value;
|
|
|
|
if (this._padParent.onAxisCallback)
|
|
{
|
|
this._padParent.onAxisCallback.call(this._padParent.callbackContext, axisState, this._index);
|
|
}
|
|
|
|
if (this.onAxisCallback)
|
|
{
|
|
this.onAxisCallback.call(this.callbackContext, axisState);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Handles button down press
|
|
* @method Phaser.SinglePad#processButtonDown
|
|
* @param {number} buttonCode - Which buttonCode of this button
|
|
* @param {Object} value - Button value
|
|
*/
|
|
processButtonDown: function (buttonCode, value) {
|
|
|
|
if (this.game.input.disabled || this.game.input.gamepad.disabled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (this._padParent.onDownCallback)
|
|
{
|
|
this._padParent.onDownCallback.call(this._padParent.callbackContext, buttonCode, value, this._index);
|
|
}
|
|
|
|
if (this.onDownCallback)
|
|
{
|
|
this.onDownCallback.call(this.callbackContext, buttonCode, value);
|
|
}
|
|
|
|
if (this._buttons[buttonCode] && this._buttons[buttonCode].isDown)
|
|
{
|
|
// Key already down and still down, so update
|
|
this._buttons[buttonCode].duration = this.game.time.now - this._buttons[buttonCode].timeDown;
|
|
}
|
|
else
|
|
{
|
|
if (!this._buttons[buttonCode])
|
|
{
|
|
// Not used this button before, so register it
|
|
this._buttons[buttonCode] = {
|
|
isDown: true,
|
|
timeDown: this.game.time.now,
|
|
timeUp: 0,
|
|
duration: 0,
|
|
value: value
|
|
};
|
|
}
|
|
else
|
|
{
|
|
// Button used before but freshly down
|
|
this._buttons[buttonCode].isDown = true;
|
|
this._buttons[buttonCode].timeDown = this.game.time.now;
|
|
this._buttons[buttonCode].duration = 0;
|
|
this._buttons[buttonCode].value = value;
|
|
}
|
|
}
|
|
|
|
if (this._hotkeys[buttonCode])
|
|
{
|
|
this._hotkeys[buttonCode].processButtonDown(value);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Handles button release
|
|
* @method Phaser.SinglePad#processButtonUp
|
|
* @param {number} buttonCode - Which buttonCode of this button
|
|
* @param {Object} value - Button value
|
|
*/
|
|
processButtonUp: function (buttonCode, value) {
|
|
|
|
if (this.game.input.disabled || this.game.input.gamepad.disabled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (this._padParent.onUpCallback)
|
|
{
|
|
this._padParent.onUpCallback.call(this._padParent.callbackContext, buttonCode, value, this._index);
|
|
}
|
|
|
|
if (this.onUpCallback)
|
|
{
|
|
this.onUpCallback.call(this.callbackContext, buttonCode, value);
|
|
}
|
|
|
|
if (this._hotkeys[buttonCode])
|
|
{
|
|
this._hotkeys[buttonCode].processButtonUp(value);
|
|
}
|
|
|
|
if (this._buttons[buttonCode])
|
|
{
|
|
this._buttons[buttonCode].isDown = false;
|
|
this._buttons[buttonCode].timeUp = this.game.time.now;
|
|
this._buttons[buttonCode].value = value;
|
|
}
|
|
else
|
|
{
|
|
// Not used this button before, so register it
|
|
this._buttons[buttonCode] = {
|
|
isDown: false,
|
|
timeDown: this.game.time.now,
|
|
timeUp: this.game.time.now,
|
|
duration: 0,
|
|
value: value
|
|
};
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Handles buttons with floating values (like analog buttons that acts almost like an axis but still registers like a button)
|
|
* @method Phaser.SinglePad#processButtonFloat
|
|
* @param {number} buttonCode - Which buttonCode of this button
|
|
* @param {Object} value - Button value (will range somewhere between 0 and 1, but not specifically 0 or 1.
|
|
*/
|
|
processButtonFloat: function (buttonCode, value) {
|
|
|
|
if (this.game.input.disabled || this.game.input.gamepad.disabled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (this._padParent.onFloatCallback)
|
|
{
|
|
this._padParent.onFloatCallback.call(this._padParent.callbackContext, buttonCode, value, this._index);
|
|
}
|
|
|
|
if (this.onFloatCallback)
|
|
{
|
|
this.onFloatCallback.call(this.callbackContext, buttonCode, value);
|
|
}
|
|
|
|
if (!this._buttons[buttonCode])
|
|
{
|
|
// Not used this button before, so register it
|
|
this._buttons[buttonCode] = { value: value };
|
|
}
|
|
else
|
|
{
|
|
// Button used before but freshly down
|
|
this._buttons[buttonCode].value = value;
|
|
}
|
|
|
|
if (this._hotkeys[buttonCode])
|
|
{
|
|
this._hotkeys[buttonCode].processButtonFloat(value);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns value of requested axis
|
|
* @method Phaser.SinglePad#axis
|
|
* @param {number} axisCode - The index of the axis to check
|
|
* @return {number} Axis value if available otherwise false
|
|
*/
|
|
axis: function (axisCode) {
|
|
|
|
if (this._axes[axisCode])
|
|
{
|
|
return this._axes[axisCode];
|
|
}
|
|
|
|
return false;
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns true if the button is currently pressed down.
|
|
* @method Phaser.SinglePad#isDown
|
|
* @param {number} buttonCode - The buttonCode of the key to check.
|
|
* @return {boolean} True if the key is currently down.
|
|
*/
|
|
isDown: function (buttonCode) {
|
|
|
|
if (this._buttons[buttonCode])
|
|
{
|
|
return this._buttons[buttonCode].isDown;
|
|
}
|
|
|
|
return false;
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the "just released" state of a button from this gamepad. Just released is considered as being true if the button was released within the duration given (default 250ms).
|
|
* @method Phaser.SinglePad#justReleased
|
|
* @param {number} buttonCode - The buttonCode of the button to check for.
|
|
* @param {number} [duration=250] - The duration below which the button is considered as being just released.
|
|
* @return {boolean} True if the button is just released otherwise false.
|
|
*/
|
|
justReleased: function (buttonCode, duration) {
|
|
|
|
if (typeof duration === "undefined") { duration = 250; }
|
|
|
|
return (this._buttons[buttonCode] && this._buttons[buttonCode].isDown === false && (this.game.time.now - this._buttons[buttonCode].timeUp < duration));
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the "just pressed" state of a button from this gamepad. Just pressed is considered true if the button was pressed down within the duration given (default 250ms).
|
|
* @method Phaser.SinglePad#justPressed
|
|
* @param {number} buttonCode - The buttonCode of the button to check for.
|
|
* @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 (buttonCode, duration) {
|
|
|
|
if (typeof duration === "undefined") { duration = 250; }
|
|
|
|
return (this._buttons[buttonCode] && this._buttons[buttonCode].isDown && this._buttons[buttonCode].duration < duration);
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the value of a gamepad button. Intended mainly for cases when you have floating button values, for example
|
|
* analog trigger buttons on the XBOX 360 controller
|
|
* @method Phaser.SinglePad#buttonValue
|
|
* @param {number} buttonCode - The buttonCode of the button to check.
|
|
* @return {boolean} Button value if available otherwise false.
|
|
*/
|
|
buttonValue: function (buttonCode) {
|
|
|
|
if (this._buttons[buttonCode])
|
|
{
|
|
return this._buttons[buttonCode].value;
|
|
}
|
|
|
|
return false;
|
|
|
|
},
|
|
|
|
/**
|
|
* Reset all buttons/axes of this gamepad
|
|
* @method Phaser.SinglePad#reset
|
|
*/
|
|
reset: function () {
|
|
|
|
for (var i = 0; i < this._buttons.length; i++)
|
|
{
|
|
this._buttons[i] = 0;
|
|
}
|
|
|
|
for (var j = 0; j < this._axes.length; j++)
|
|
{
|
|
this._axes[j] = 0;
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.SinglePad.prototype.constructor = Phaser.SinglePad;
|
|
|
|
/**
|
|
* Whether or not this particular gamepad is connected or not.
|
|
* @name Phaser.SinglePad#connected
|
|
* @property {boolean} connected - Whether or not this particular gamepad is connected or not.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.SinglePad.prototype, "connected", {
|
|
|
|
get: function () {
|
|
return this._connected;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Gamepad index as per browser data
|
|
* @name Phaser.SinglePad#index
|
|
* @property {number} index - The gamepad index, used to identify specific gamepads in the browser
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.SinglePad.prototype, "index", {
|
|
|
|
get: function () {
|
|
return this._index;
|
|
}
|
|
|
|
});
|
|
</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 Mar 28 2014 01:41:23 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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