mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 21:24:09 +00:00
840 lines
No EOL
25 KiB
TypeScript
840 lines
No EOL
25 KiB
TypeScript
/// <reference path="../_definitions.ts" />
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/**
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* Phaser - InputManager
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*
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* A game specific Input manager that looks after the mouse, keyboard and touch objects.
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* This is updated by the core game loop.
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*/
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module Phaser {
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export class InputManager {
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constructor(game: Game) {
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this.game = game;
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this.mousePointer = new Pointer(this.game, 0);
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this.pointer1 = new Pointer(this.game, 1);
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this.pointer2 = new Pointer(this.game, 2);
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this.mouse = new Mouse(this.game);
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this.keyboard = new Keyboard(this.game);
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this.touch = new Touch(this.game);
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this.mspointer = new MSPointer(this.game);
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//this.gestures = new Gestures(this.game);
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this.onDown = new Phaser.Signal();
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this.onUp = new Phaser.Signal();
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this.onTap = new Phaser.Signal();
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this.onHold = new Phaser.Signal();
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this.scale = new Vec2(1, 1);
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this.speed = new Vec2;
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this.position = new Vec2;
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this._oldPosition = new Vec2;
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this.circle = new Circle(0, 0, 44);
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this.activePointer = this.mousePointer;
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this.currentPointers = 0;
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this.hitCanvas = <HTMLCanvasElement> document.createElement('canvas');
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this.hitCanvas.width = 1;
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this.hitCanvas.height = 1;
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this.hitContext = this.hitCanvas.getContext('2d');
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}
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/**
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* Local reference to game.
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*/
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public game: Phaser.Game;
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/**
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* How often should the input pointers be checked for updates?
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* A value of 0 means every single frame (60fps), a value of 1 means every other frame (30fps) and so on.
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* @type {number}
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*/
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public pollRate: number = 0;
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private _pollCounter: number = 0;
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/**
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* A 1x1 sized canvas used for pixel-perfect checks
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* @type {HTMLCanvasElement}
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*/
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public hitCanvas: HTMLCanvasElement;
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/**
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* The context of the 1x1 pixel check canvas
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* @type {CanvasRenderingContext2D}
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*/
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public hitContext: CanvasRenderingContext2D;
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/**
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* A vector object representing the previous position of the Pointer.
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* @property vector
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* @type {Vec2}
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**/
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private _oldPosition: Vec2 = null;
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/**
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* X coordinate of the most recent Pointer event
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* @type {Number}
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* @private
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*/
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private _x: number = 0;
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/**
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* X coordinate of the most recent Pointer event
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* @type {Number}
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* @private
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*/
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private _y: number = 0;
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/**
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* You can disable all Input by setting Input.disabled = true. While set all new input related events will be ignored.
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* If you need to disable just one type of input, for example mouse, use Input.mouse.disabled = true instead
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* @type {bool}
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*/
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public disabled: bool = false;
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/**
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* Controls the expected behaviour when using a mouse and touch together on a multi-input device
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*/
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public multiInputOverride: number = InputManager.MOUSE_TOUCH_COMBINE;
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/**
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* Static defining the behaviour expected on a multi-input device system.
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* With this setting when the mouse is used it updates the Input.x/y globals regardless if another pointer is active or not
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*/
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public static MOUSE_OVERRIDES_TOUCH: number = 0;
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/**
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* Static defining the behaviour expected on a multi-input device system.
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* With this setting when the mouse is used it only updates the Input.x/y globals if no other pointer is active
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*/
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public static TOUCH_OVERRIDES_MOUSE: number = 1;
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/**
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* Static defining the behaviour expected on a multi-input device system.
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* With this setting when the mouse is used it updates the Input.x/y globals at the same time as any active Pointer objects might
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*/
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public static MOUSE_TOUCH_COMBINE: number = 2;
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/**
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* The camera being used for mouse and touch based pointers to calculate their world coordinates.
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* This is only ever the camera set by the most recently active Pointer.
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* If you need to know exactly which camera a specific Pointer is over then see Pointer.camera instead.
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* @property camera
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* @type {Camera}
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**/
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public get camera(): Camera {
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return this.activePointer.camera;
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}
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/**
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* Phaser.Mouse handler
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* @type {Mouse}
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*/
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public mouse: Mouse;
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/**
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* Phaser.Keyboard handler
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* @type {Keyboard}
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*/
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public keyboard: Keyboard;
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/**
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* Phaser.Touch handler
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* @type {Touch}
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*/
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public touch: Touch;
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/**
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* Phaser.MSPointer handler
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* @type {MSPointer}
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*/
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public mspointer: MSPointer;
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/**
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* Phaser.Gestures handler
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* @type {Gestures}
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*/
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//public gestures: Gestures;
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/**
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* A vector object representing the current position of the Pointer.
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* @property vector
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* @type {Vec2}
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**/
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public position: Vec2 = null;
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/**
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* A vector object representing the speed of the Pointer. Only really useful in single Pointer games,
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* otherwise see the Pointer objects directly.
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* @property vector
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* @type {Vec2}
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**/
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public speed: Vec2 = null;
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/**
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* A Circle object centered on the x/y screen coordinates of the Input.
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* Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything
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* @property circle
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* @type {Circle}
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**/
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public circle: Circle = null;
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/**
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* The scale by which all input coordinates are multiplied, calculated by the StageScaleMode.
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* In an un-scaled game the values will be x: 1 and y: 1.
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* @type {Vec2}
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*/
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public scale: Vec2 = null;
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/**
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* The maximum number of Pointers allowed to be active at any one time.
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* For lots of games it's useful to set this to 1
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* @type {Number}
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*/
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public maxPointers: number = 10;
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/**
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* The current number of active Pointers.
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* @type {Number}
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*/
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public currentPointers: number = 0;
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/**
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* A Signal dispatched when a mouse/Pointer object is pressed
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* @type {Phaser.Signal}
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*/
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public onDown: Phaser.Signal;
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/**
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* A Signal dispatched when a mouse/Pointer object is released
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* @type {Phaser.Signal}
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*/
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public onUp: Phaser.Signal;
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/**
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* A Signal dispatched when a Pointer object (including the mouse) is tapped: pressed and released quickly.
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* The signal sends 2 parameters. The Pointer that caused it and a bool depending if the tap was a single tap or a double tap.
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* @type {Phaser.Signal}
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*/
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public onTap: Phaser.Signal;
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/**
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* A Signal dispatched when a Pointer object (including the mouse) is held down
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* @type {Phaser.Signal}
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*/
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public onHold: Phaser.Signal;
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/**
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* The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or click
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* @property tapRate
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* @type {Number}
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**/
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public tapRate: number = 200;
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/**
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* The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click
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* @property doubleTapRate
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* @type {Number}
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**/
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public doubleTapRate: number = 300;
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/**
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* The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event
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* @property holdRate
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* @type {Number}
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**/
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public holdRate: number = 2000;
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/**
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* The number of milliseconds below which the Pointer is considered justPressed
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* @property justPressedRate
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* @type {Number}
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**/
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public justPressedRate: number = 200;
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/**
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* The number of milliseconds below which the Pointer is considered justReleased
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* @property justReleasedRate
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* @type {Number}
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**/
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public justReleasedRate: number = 200;
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/**
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* Sets if the Pointer objects should record a history of x/y coordinates they have passed through.
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* The history is cleared each time the Pointer is pressed down.
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* The history is updated at the rate specified in Input.pollRate
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* @property recordPointerHistory
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* @type {bool}
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**/
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public recordPointerHistory: bool = false;
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/**
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* The rate in milliseconds at which the Pointer objects should update their tracking history
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* @property recordRate
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* @type {Number}
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*/
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public recordRate: number = 100;
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/**
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* The total number of entries that can be recorded into the Pointer objects tracking history.
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* If the Pointer is tracking one event every 100ms, then a trackLimit of 100 would store the last 10 seconds worth of history.
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* @property recordLimit
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* @type {Number}
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*/
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public recordLimit: number = 100;
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/**
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* A Pointer object specifically used by the Mouse
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* @property mousePointer
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* @type {Pointer}
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**/
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public mousePointer: Pointer;
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/**
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* A Pointer object
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* @property pointer1
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* @type {Pointer}
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**/
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public pointer1: Pointer;
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/**
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* A Pointer object
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* @property pointer2
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* @type {Pointer}
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**/
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public pointer2: Pointer;
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/**
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* A Pointer object
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* @property pointer3
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* @type {Pointer}
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**/
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public pointer3: Pointer = null;
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/**
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* A Pointer object
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* @property pointer4
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* @type {Pointer}
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**/
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public pointer4: Pointer = null;
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/**
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* A Pointer object
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* @property pointer5
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* @type {Pointer}
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**/
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public pointer5: Pointer = null;
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/**
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* A Pointer object
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* @property pointer6
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* @type {Pointer}
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**/
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public pointer6: Pointer = null;
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/**
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* A Pointer object
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* @property pointer7
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* @type {Pointer}
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**/
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public pointer7: Pointer = null;
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/**
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* A Pointer object
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* @property pointer8
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* @type {Pointer}
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**/
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public pointer8: Pointer = null;
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/**
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* A Pointer object
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* @property pointer9
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* @type {Pointer}
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**/
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public pointer9: Pointer = null;
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/**
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* A Pointer object
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* @property pointer10
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* @type {Pointer}
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**/
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public pointer10: Pointer = null;
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/**
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* The most recently active Pointer object.
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* When you've limited max pointers to 1 this will accurately be either the first finger touched or mouse.
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* @property activePointer
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* @type {Pointer}
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**/
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public activePointer: Pointer = null;
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public inputObjects = [];
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public totalTrackedObjects: number = 0;
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/**
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* The X coordinate of the most recently active pointer.
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* This value takes game scaling into account automatically. See Pointer.screenX/clientX for source values.
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* @property x
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* @type {Number}
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**/
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public get x(): number {
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return this._x;
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}
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public set x(value: number) {
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this._x = Math.floor(value);
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}
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/**
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* The Y coordinate of the most recently active pointer.
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* This value takes game scaling into account automatically. See Pointer.screenY/clientY for source values.
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* @property y
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* @type {Number}
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**/
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public get y(): number {
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return this._y;
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}
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public set y(value: number) {
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this._y = Math.floor(value);
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}
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/**
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* Add a new Pointer object to the Input Manager. By default Input creates 2 pointer objects for you. If you need more
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* use this to create a new one, up to a maximum of 10.
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* @method addPointer
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* @return {Pointer} A reference to the new Pointer object
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**/
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public addPointer(): Pointer {
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var next: number = 0;
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for (var i = 10; i > 0; i--)
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{
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if (this['pointer' + i] === null)
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{
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next = i;
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}
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}
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if (next == 0)
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{
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throw new Error("You can only have 10 Pointer objects");
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return null;
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}
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else
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{
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this['pointer' + next] = new Pointer(this.game, next);
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return this['pointer' + next];
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}
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}
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/**
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* Starts the Input Manager running
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* @method start
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**/
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public boot() {
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this.mouse.start();
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this.keyboard.start();
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this.touch.start();
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this.mspointer.start();
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//this.gestures.start();
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this.mousePointer.active = true;
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}
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/**
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* Adds a new game object to be tracked by the Input Manager. Called by the Sprite.Input component, should not usually be called directly.
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* @method addGameObject
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**/
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public addGameObject(object) {
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// Find a spare slot
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for (var i = 0; i < this.inputObjects.length; i++)
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{
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if (this.inputObjects[i] == null)
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{
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this.inputObjects[i] = object;
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object.input.indexID = i;
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this.totalTrackedObjects++;
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return;
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}
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}
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// If we got this far we need to push a new entry into the array
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object.input.indexID = this.inputObjects.length;
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this.inputObjects.push(object);
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this.totalTrackedObjects++;
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}
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/**
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* Removes a game object from the Input Manager. Called by the Sprite.Input component, should not usually be called directly.
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* @method removeGameObject
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**/
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public removeGameObject(index: number) {
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if (this.inputObjects[index])
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{
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this.inputObjects[index] = null;
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}
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}
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public get pollLocked(): bool {
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return (this.pollRate > 0 && this._pollCounter < this.pollRate);
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}
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/**
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* Updates the Input Manager. Called by the core Game loop.
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* @method update
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**/
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public update() {
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if (this.pollRate > 0 && this._pollCounter < this.pollRate)
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{
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this._pollCounter++;
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return;
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}
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this.speed.x = this.position.x - this._oldPosition.x;
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this.speed.y = this.position.y - this._oldPosition.y;
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this._oldPosition.copyFrom(this.position);
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this.mousePointer.update();
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this.pointer1.update();
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this.pointer2.update();
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if (this.pointer3) { this.pointer3.update(); }
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if (this.pointer4) { this.pointer4.update(); }
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if (this.pointer5) { this.pointer5.update(); }
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if (this.pointer6) { this.pointer6.update(); }
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if (this.pointer7) { this.pointer7.update(); }
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if (this.pointer8) { this.pointer8.update(); }
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if (this.pointer9) { this.pointer9.update(); }
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if (this.pointer10) { this.pointer10.update(); }
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this._pollCounter = 0;
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}
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/**
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* Reset all of the Pointers and Input states
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* @method reset
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* @param hard {bool} A soft reset (hard = false) won't reset any signals that might be bound. A hard reset will.
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**/
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public reset(hard: bool = false) {
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this.keyboard.reset();
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this.mousePointer.reset();
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for (var i = 1; i <= 10; i++)
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{
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if (this['pointer' + i])
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{
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this['pointer' + i].reset();
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}
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}
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this.currentPointers = 0;
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this.game.stage.canvas.style.cursor = "default";
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if (hard == true)
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{
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this.onDown.dispose();
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this.onUp.dispose();
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this.onTap.dispose();
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this.onHold.dispose();
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this.onDown = new Phaser.Signal();
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this.onUp = new Phaser.Signal();
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this.onTap = new Phaser.Signal();
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this.onHold = new Phaser.Signal();
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for (var i = 0; i < this.totalTrackedObjects; i++)
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{
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if (this.inputObjects[i] && this.inputObjects[i].input)
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{
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this.inputObjects[i].input.reset();
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}
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}
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this.inputObjects.length = 0;
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this.totalTrackedObjects = 0;
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}
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this._pollCounter = 0;
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}
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public resetSpeed(x: number, y: number) {
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this._oldPosition.setTo(x, y);
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this.speed.setTo(0, 0);
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}
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/**
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* Get the total number of inactive Pointers
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* @method totalInactivePointers
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* @return {Number} The number of Pointers currently inactive
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**/
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public get totalInactivePointers(): number {
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return 10 - this.currentPointers;
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}
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|
/**
|
|
* Recalculates the total number of active Pointers
|
|
* @method totalActivePointers
|
|
* @return {Number} The number of Pointers currently active
|
|
**/
|
|
public get totalActivePointers(): number {
|
|
|
|
this.currentPointers = 0;
|
|
|
|
for (var i = 1; i <= 10; i++)
|
|
{
|
|
if (this['pointer' + i] && this['pointer' + i].active)
|
|
{
|
|
this.currentPointers++;
|
|
}
|
|
}
|
|
|
|
return this.currentPointers;
|
|
|
|
}
|
|
|
|
/**
|
|
* Find the first free Pointer object and start it, passing in the event data.
|
|
* @method startPointer
|
|
* @param {Any} event The event data from the Touch event
|
|
* @return {Pointer} The Pointer object that was started or null if no Pointer object is available
|
|
**/
|
|
public startPointer(event): Pointer {
|
|
|
|
if (this.maxPointers < 10 && this.totalActivePointers == this.maxPointers)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
// Unrolled for speed
|
|
if (this.pointer1.active == false)
|
|
{
|
|
return this.pointer1.start(event);
|
|
}
|
|
else if (this.pointer2.active == false)
|
|
{
|
|
return this.pointer2.start(event);
|
|
}
|
|
else
|
|
{
|
|
for (var i = 3; i <= 10; i++)
|
|
{
|
|
if (this['pointer' + i] && this['pointer' + i].active == false)
|
|
{
|
|
return this['pointer' + i].start(event);
|
|
}
|
|
}
|
|
}
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
/**
|
|
* Updates the matching Pointer object, passing in the event data.
|
|
* @method updatePointer
|
|
* @param {Any} event The event data from the Touch event
|
|
* @return {Pointer} The Pointer object that was updated or null if no Pointer object is available
|
|
**/
|
|
public updatePointer(event): Pointer {
|
|
|
|
// Unrolled for speed
|
|
if (this.pointer1.active && this.pointer1.identifier == event.identifier)
|
|
{
|
|
return this.pointer1.move(event);
|
|
}
|
|
else if (this.pointer2.active && this.pointer2.identifier == event.identifier)
|
|
{
|
|
return this.pointer2.move(event);
|
|
}
|
|
else
|
|
{
|
|
for (var i = 3; i <= 10; i++)
|
|
{
|
|
if (this['pointer' + i] && this['pointer' + i].active && this['pointer' + i].identifier == event.identifier)
|
|
{
|
|
return this['pointer' + i].move(event);
|
|
}
|
|
}
|
|
}
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
/**
|
|
* Stops the matching Pointer object, passing in the event data.
|
|
* @method stopPointer
|
|
* @param {Any} event The event data from the Touch event
|
|
* @return {Pointer} The Pointer object that was stopped or null if no Pointer object is available
|
|
**/
|
|
public stopPointer(event): Pointer {
|
|
|
|
// Unrolled for speed
|
|
if (this.pointer1.active && this.pointer1.identifier == event.identifier)
|
|
{
|
|
return this.pointer1.stop(event);
|
|
}
|
|
else if (this.pointer2.active && this.pointer2.identifier == event.identifier)
|
|
{
|
|
return this.pointer2.stop(event);
|
|
}
|
|
else
|
|
{
|
|
for (var i = 3; i <= 10; i++)
|
|
{
|
|
if (this['pointer' + i] && this['pointer' + i].active && this['pointer' + i].identifier == event.identifier)
|
|
{
|
|
return this['pointer' + i].stop(event);
|
|
}
|
|
}
|
|
}
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
/**
|
|
* Get the next Pointer object whos active property matches the given state
|
|
* @method getPointer
|
|
* @param {bool} state The state the Pointer should be in (false for inactive, true for active)
|
|
* @return {Pointer} A Pointer object or null if no Pointer object matches the requested state.
|
|
**/
|
|
public getPointer(state: bool = false): Pointer {
|
|
|
|
// Unrolled for speed
|
|
if (this.pointer1.active == state)
|
|
{
|
|
return this.pointer1;
|
|
}
|
|
else if (this.pointer2.active == state)
|
|
{
|
|
return this.pointer2;
|
|
}
|
|
else
|
|
{
|
|
for (var i = 3; i <= 10; i++)
|
|
{
|
|
if (this['pointer' + i] && this['pointer' + i].active == state)
|
|
{
|
|
return this['pointer' + i];
|
|
}
|
|
}
|
|
}
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
/**
|
|
* Get the Pointer object whos identified property matches the given identifier value
|
|
* @method getPointerFromIdentifier
|
|
* @param {Number} identifier The Pointer.identifier value to search for
|
|
* @return {Pointer} A Pointer object or null if no Pointer object matches the requested identifier.
|
|
**/
|
|
public getPointerFromIdentifier(identifier: number): Pointer {
|
|
|
|
// Unrolled for speed
|
|
if (this.pointer1.identifier == identifier)
|
|
{
|
|
return this.pointer1;
|
|
}
|
|
else if (this.pointer2.identifier == identifier)
|
|
{
|
|
return this.pointer2;
|
|
}
|
|
else
|
|
{
|
|
for (var i = 3; i <= 10; i++)
|
|
{
|
|
if (this['pointer' + i] && this['pointer' + i].identifier == identifier)
|
|
{
|
|
return this['pointer' + i];
|
|
}
|
|
}
|
|
}
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
public get worldX(): number {
|
|
|
|
if (this.camera)
|
|
{
|
|
return (this.camera.worldView.x - this.camera.screenView.x) + this.x;
|
|
}
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
public get worldY(): number {
|
|
|
|
if (this.camera)
|
|
{
|
|
return (this.camera.worldView.y - this.camera.screenView.y) + this.y;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
/**
|
|
* Get the distance between two Pointer objects
|
|
* @method getDistance
|
|
* @param {Pointer} pointer1
|
|
* @param {Pointer} pointer2
|
|
**/
|
|
public getDistance(pointer1: Pointer, pointer2: Pointer): number {
|
|
return Vec2Utils.distance(pointer1.position, pointer2.position);
|
|
}
|
|
|
|
/**
|
|
* Get the angle between two Pointer objects
|
|
* @method getAngle
|
|
* @param {Pointer} pointer1
|
|
* @param {Pointer} pointer2
|
|
**/
|
|
public getAngle(pointer1: Pointer, pointer2: Pointer): number {
|
|
return Vec2Utils.angle(pointer1.position, pointer2.position);
|
|
}
|
|
|
|
public pixelPerfectCheck(sprite: Phaser.Sprite, pointer: Phaser.Pointer, alpha: number = 255): bool {
|
|
|
|
this.hitContext.clearRect(0, 0, 1, 1);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} |