phaser/v3/merge/input/Input.js
2016-11-23 00:17:46 +00:00

1152 lines
33 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Phaser.Input is the Input Manager for all types of Input across Phaser, including mouse, keyboard, touch and MSPointer.
* The Input manager is updated automatically by the core game loop.
*
* @class Phaser.Input
* @constructor
* @param {Phaser.Game} game - Current game instance.
*/
Phaser.Input = function (game) {
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {HTMLCanvasElement} hitCanvas - The canvas to which single pixels are drawn in order to perform pixel-perfect hit detection.
* @default
*/
this.hitCanvas = null;
/**
* @property {CanvasRenderingContext2D} hitContext - The context of the pixel perfect hit canvas.
* @default
*/
this.hitContext = null;
/**
* An array of callbacks that will be fired every time the activePointer receives a move event from the DOM.
* To add a callback to this array please use `Input.addMoveCallback`.
* @property {array} moveCallbacks
* @protected
*/
this.moveCallbacks = [];
/**
* @property {function} customCandidateHandler - See Input.setInteractiveCandidateHandler.
* @private
*/
this.customCandidateHandler = null;
/**
* @property {object} customCandidateHandlerContext - See Input.setInteractiveCandidateHandler.
* @private
*/
this.customCandidateHandlerContext = null;
/**
* @property {number} pollRate - How often should the input pointers be checked for updates? A value of 0 means every single frame (60fps); a value of 1 means every other frame (30fps) and so on.
* @default
*/
this.pollRate = 0;
/**
* When enabled, input (eg. Keyboard, Mouse, Touch) will be processed - as long as the individual sources are enabled themselves.
*
* When not enabled, _all_ input sources are ignored. To disable just one type of input; for example, the Mouse, use `input.mouse.enabled = false`.
* @property {boolean} enabled
* @default
*/
this.enabled = true;
/**
* @property {number} multiInputOverride - Controls the expected behavior when using a mouse and touch together on a multi-input device.
* @default
*/
this.multiInputOverride = Phaser.Input.MOUSE_TOUCH_COMBINE;
/**
* @property {Phaser.Point} position - A point object representing the current position of the Pointer.
* @default
*/
this.position = null;
/**
* @property {Phaser.Point} speed - A point object representing the speed of the Pointer. Only really useful in single Pointer games; otherwise see the Pointer objects directly.
*/
this.speed = null;
/**
* A Circle object centered on the x/y screen coordinates of the Input.
* Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything.
* @property {Phaser.Circle} circle
*/
this.circle = null;
/**
* @property {Phaser.Point} scale - The scale by which all input coordinates are multiplied; calculated by the ScaleManager. In an un-scaled game the values will be x = 1 and y = 1.
*/
this.scale = null;
/**
* @property {integer} maxPointers - The maximum number of Pointers allowed to be active at any one time. A value of -1 is only limited by the total number of pointers. For lots of games it's useful to set this to 1.
* @default -1 (Limited by total pointers.)
*/
this.maxPointers = -1;
/**
* @property {number} tapRate - The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or click.
* @default
*/
this.tapRate = 200;
/**
* @property {number} doubleTapRate - The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click.
* @default
*/
this.doubleTapRate = 300;
/**
* @property {number} holdRate - The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event.
* @default
*/
this.holdRate = 2000;
/**
* @property {number} justPressedRate - The number of milliseconds below which the Pointer is considered justPressed.
* @default
*/
this.justPressedRate = 200;
/**
* @property {number} justReleasedRate - The number of milliseconds below which the Pointer is considered justReleased .
* @default
*/
this.justReleasedRate = 200;
/**
* Sets if the Pointer objects should record a history of x/y coordinates they have passed through.
* The history is cleared each time the Pointer is pressed down.
* The history is updated at the rate specified in Input.pollRate
* @property {boolean} recordPointerHistory
* @default
*/
this.recordPointerHistory = false;
/**
* @property {number} recordRate - The rate in milliseconds at which the Pointer objects should update their tracking history.
* @default
*/
this.recordRate = 100;
/**
* The total number of entries that can be recorded into the Pointer objects tracking history.
* If the Pointer is tracking one event every 100ms; then a trackLimit of 100 would store the last 10 seconds worth of history.
* @property {number} recordLimit
* @default
*/
this.recordLimit = 100;
/**
* @property {Phaser.Pointer} pointer1 - A Pointer object.
*/
this.pointer1 = null;
/**
* @property {Phaser.Pointer} pointer2 - A Pointer object.
*/
this.pointer2 = null;
/**
* @property {Phaser.Pointer} pointer3 - A Pointer object.
*/
this.pointer3 = null;
/**
* @property {Phaser.Pointer} pointer4 - A Pointer object.
*/
this.pointer4 = null;
/**
* @property {Phaser.Pointer} pointer5 - A Pointer object.
*/
this.pointer5 = null;
/**
* @property {Phaser.Pointer} pointer6 - A Pointer object.
*/
this.pointer6 = null;
/**
* @property {Phaser.Pointer} pointer7 - A Pointer object.
*/
this.pointer7 = null;
/**
* @property {Phaser.Pointer} pointer8 - A Pointer object.
*/
this.pointer8 = null;
/**
* @property {Phaser.Pointer} pointer9 - A Pointer object.
*/
this.pointer9 = null;
/**
* @property {Phaser.Pointer} pointer10 - A Pointer object.
*/
this.pointer10 = null;
/**
* An array of non-mouse pointers that have been added to the game.
* The properties `pointer1..N` are aliases for `pointers[0..N-1]`.
* @property {Phaser.Pointer[]} pointers
* @public
* @readonly
*/
this.pointers = [];
/**
* The most recently active Pointer object.
*
* When you've limited max pointers to 1 this will accurately be either the first finger touched or mouse.
*
* @property {Phaser.Pointer} activePointer
*/
this.activePointer = null;
/**
* The mouse has its own unique Phaser.Pointer object which you can use if making a desktop specific game.
*
* @property {Pointer} mousePointer
*/
this.mousePointer = null;
/**
* The Mouse Input manager.
*
* You should not usually access this manager directly, but instead use Input.mousePointer or Input.activePointer
* which normalizes all the input values for you, regardless of browser.
*
* @property {Phaser.Mouse} mouse
*/
this.mouse = null;
/**
* The Keyboard Input manager.
*
* @property {Phaser.Keyboard} keyboard
*/
this.keyboard = null;
/**
* The Touch Input manager.
*
* You should not usually access this manager directly, but instead use Input.activePointer
* which normalizes all the input values for you, regardless of browser.
*
* @property {Phaser.Touch} touch
*/
this.touch = null;
/**
* The MSPointer Input manager.
*
* You should not usually access this manager directly, but instead use Input.activePointer
* which normalizes all the input values for you, regardless of browser.
*
* @property {Phaser.MSPointer} mspointer
*/
this.mspointer = null;
/**
* The Gamepad Input manager.
*
* @property {Phaser.Gamepad} gamepad
*/
this.gamepad = null;
/**
* If the Input Manager has been reset locked then all calls made to InputManager.reset,
* such as from a State change, are ignored.
* @property {boolean} resetLocked
* @default
*/
this.resetLocked = false;
/**
* A Signal that is dispatched each time a pointer is pressed down.
* @property {Phaser.Signal} onDown
*/
this.onDown = null;
/**
* A Signal that is dispatched each time a pointer is released.
* @property {Phaser.Signal} onUp
*/
this.onUp = null;
/**
* A Signal that is dispatched each time a pointer is tapped.
* @property {Phaser.Signal} onTap
*/
this.onTap = null;
/**
* A Signal that is dispatched each time a pointer is held down.
* @property {Phaser.Signal} onHold
*/
this.onHold = null;
/**
* You can tell all Pointers to ignore any Game Object with a `priorityID` lower than this value.
* This is useful when stacking UI layers. Set to zero to disable.
* @property {number} minPriorityID
* @default
*/
this.minPriorityID = 0;
/**
* A list of interactive objects. The InputHandler components add and remove themselves from this list.
* @property {Phaser.ArraySet} interactiveItems
*/
this.interactiveItems = new Phaser.ArraySet();
/**
* @property {Phaser.Point} _localPoint - Internal cache var.
* @private
*/
this._localPoint = new Phaser.Point();
/**
* @property {number} _pollCounter - Internal var holding the current poll counter.
* @private
*/
this._pollCounter = 0;
/**
* @property {Phaser.Point} _oldPosition - A point object representing the previous position of the Pointer.
* @private
*/
this._oldPosition = null;
/**
* @property {number} _x - x coordinate of the most recent Pointer event
* @private
*/
this._x = 0;
/**
* @property {number} _y - Y coordinate of the most recent Pointer event
* @private
*/
this._y = 0;
};
/**
* @constant
* @type {number}
*/
Phaser.Input.MOUSE_OVERRIDES_TOUCH = 0;
/**
* @constant
* @type {number}
*/
Phaser.Input.TOUCH_OVERRIDES_MOUSE = 1;
/**
* @constant
* @type {number}
*/
Phaser.Input.MOUSE_TOUCH_COMBINE = 2;
/**
* The maximum number of pointers that can be added. This excludes the mouse pointer.
* @constant
* @type {integer}
*/
Phaser.Input.MAX_POINTERS = 10;
Phaser.Input.prototype = {
/**
* Starts the Input Manager running.
*
* @method Phaser.Input#boot
* @protected
*/
boot: function ()
{
this.mousePointer = new Phaser.Pointer(this.game, 0, Phaser.PointerMode.CURSOR);
this.addPointer();
this.addPointer();
this.mouse = new Phaser.Mouse(this.game);
this.touch = new Phaser.Touch(this.game);
this.mspointer = new Phaser.MSPointer(this.game);
if (Phaser.Keyboard)
{
this.keyboard = new Phaser.Keyboard(this.game);
}
if (Phaser.Gamepad)
{
this.gamepad = new Phaser.Gamepad(this.game);
}
this.onDown = new Phaser.Signal();
this.onUp = new Phaser.Signal();
this.onTap = new Phaser.Signal();
this.onHold = new Phaser.Signal();
this.scale = new Phaser.Point(1, 1);
this.speed = new Phaser.Point();
this.position = new Phaser.Point();
this._oldPosition = new Phaser.Point();
this.circle = new Phaser.Circle(0, 0, 44);
this.activePointer = this.mousePointer;
this.hitCanvas = Phaser.CanvasPool.create(this, 1, 1);
this.hitContext = this.hitCanvas.getContext('2d');
this.mouse.start();
this.touch.start();
this.mspointer.start();
this.mousePointer.active = true;
if (this.keyboard)
{
this.keyboard.start();
}
var _this = this;
this._onClickTrampoline = function (event) {
_this.onClickTrampoline(event);
};
this.game.canvas.addEventListener('click', this._onClickTrampoline, false);
},
/**
* Stops all of the Input Managers from running.
*
* @method Phaser.Input#destroy
*/
destroy: function () {
this.mouse.stop();
this.touch.stop();
this.mspointer.stop();
if (this.keyboard)
{
this.keyboard.stop();
}
if (this.gamepad)
{
this.gamepad.stop();
}
this.moveCallbacks = [];
Phaser.CanvasPool.remove(this);
this.game.canvas.removeEventListener('click', this._onClickTrampoline);
},
/**
* Adds a callback that is fired every time `Pointer.processInteractiveObjects` is called.
* The purpose of `processInteractiveObjects` is to work out which Game Object the Pointer is going to
* interact with. It works by polling all of the valid game objects, and then slowly discounting those
* that don't meet the criteria (i.e. they aren't under the Pointer, are disabled, invisible, etc).
*
* Eventually a short-list of 'candidates' is created. These are all of the Game Objects which are valid
* for input and overlap with the Pointer. If you need fine-grained control over which of the items is
* selected then you can use this callback to do so.
*
* The callback will be sent 3 parameters:
*
* 1) A reference to the Phaser.Pointer object that is processing the Items.
* 2) An array containing all potential interactive candidates. This is an array of `InputHandler` objects, not Sprites.
* 3) The current 'favorite' candidate, based on its priorityID and position in the display list.
*
* Your callback MUST return one of the candidates sent to it.
*
* @method Phaser.Input#setInteractiveCandidateHandler
* @param {function} callback - The callback that will be called each time `Pointer.processInteractiveObjects` is called. Set to `null` to disable.
* @param {object} context - The context in which the callback will be called.
*/
setInteractiveCandidateHandler: function (callback, context) {
this.customCandidateHandler = callback;
this.customCandidateHandlerContext = context;
},
/**
* Adds a callback that is fired every time the activePointer receives a DOM move event such as a mousemove or touchmove.
*
* The callback will be sent 4 parameters:
*
* A reference to the Phaser.Pointer object that moved,
* The x position of the pointer,
* The y position,
* A boolean indicating if the movement was the result of a 'click' event (such as a mouse click or touch down).
*
* It will be called every time the activePointer moves, which in a multi-touch game can be a lot of times, so this is best
* to only use if you've limited input to a single pointer (i.e. mouse or touch).
*
* The callback is added to the Phaser.Input.moveCallbacks array and should be removed with Phaser.Input.deleteMoveCallback.
*
* @method Phaser.Input#addMoveCallback
* @param {function} callback - The callback that will be called each time the activePointer receives a DOM move event.
* @param {object} context - The context in which the callback will be called.
*/
addMoveCallback: function (callback, context) {
this.moveCallbacks.push({ callback: callback, context: context });
},
/**
* Removes the callback from the Phaser.Input.moveCallbacks array.
*
* @method Phaser.Input#deleteMoveCallback
* @param {function} callback - The callback to be removed.
* @param {object} context - The context in which the callback exists.
*/
deleteMoveCallback: function (callback, context) {
var i = this.moveCallbacks.length;
while (i--)
{
if (this.moveCallbacks[i].callback === callback && this.moveCallbacks[i].context === context)
{
this.moveCallbacks.splice(i, 1);
return;
}
}
},
/**
* Add a new Pointer object to the Input Manager.
* By default Input creates 3 pointer objects: `mousePointer` (not include in part of general pointer pool), `pointer1` and `pointer2`.
* This method adds an additional pointer, up to a maximum of Phaser.Input.MAX_POINTERS (default of 10).
*
* @method Phaser.Input#addPointer
* @return {Phaser.Pointer|null} The new Pointer object that was created; null if a new pointer could not be added.
*/
addPointer: function () {
if (this.pointers.length >= Phaser.Input.MAX_POINTERS)
{
console.warn("Phaser.Input.addPointer: Maximum limit of " + Phaser.Input.MAX_POINTERS + " pointers reached.");
return null;
}
var id = this.pointers.length + 1;
var pointer = new Phaser.Pointer(this.game, id, Phaser.PointerMode.TOUCH);
this.pointers.push(pointer);
this['pointer' + id] = pointer;
return pointer;
},
/**
* Updates the Input Manager. Called by the core Game loop.
*
* @method Phaser.Input#update
* @protected
*/
update: function ()
{
if (this.keyboard)
{
this.keyboard.update();
}
if (this.pollRate > 0 && this._pollCounter < this.pollRate)
{
this._pollCounter++;
return;
}
this.speed.x = this.position.x - this._oldPosition.x;
this.speed.y = this.position.y - this._oldPosition.y;
this._oldPosition.copyFrom(this.position);
this.mousePointer.update();
if (this.gamepad && this.gamepad.active)
{
this.gamepad.update();
}
for (var i = 0; i < this.pointers.length; i++)
{
this.pointers[i].update();
}
this._pollCounter = 0;
},
/**
* Reset all of the Pointers and Input states.
*
* The optional `hard` parameter will reset any events or callbacks that may be bound.
* Input.reset is called automatically during a State change or if a game loses focus / visibility.
* To control control the reset manually set {@link Phaser.InputManager.resetLocked} to `true`.
*
* @method Phaser.Input#reset
* @public
* @param {boolean} [hard=false] - A soft reset won't reset any events or callbacks that are bound. A hard reset will.
*/
reset: function (hard) {
if (!this.game.isBooted || this.resetLocked)
{
return;
}
if (hard === undefined) { hard = false; }
this.mousePointer.reset();
if (this.keyboard)
{
this.keyboard.reset(hard);
}
if (this.gamepad)
{
this.gamepad.reset();
}
for (var i = 0; i < this.pointers.length; i++)
{
this.pointers[i].reset();
}
if (this.game.canvas.style.cursor !== 'none')
{
this.game.canvas.style.cursor = 'inherit';
}
if (hard)
{
this.onDown.dispose();
this.onUp.dispose();
this.onTap.dispose();
this.onHold.dispose();
this.onDown = new Phaser.Signal();
this.onUp = new Phaser.Signal();
this.onTap = new Phaser.Signal();
this.onHold = new Phaser.Signal();
this.moveCallbacks = [];
}
this._pollCounter = 0;
},
/**
* Resets the speed and old position properties.
*
* @method Phaser.Input#resetSpeed
* @param {number} x - Sets the oldPosition.x value.
* @param {number} y - Sets the oldPosition.y value.
*/
resetSpeed: function (x, y) {
this._oldPosition.setTo(x, y);
this.speed.setTo(0, 0);
},
/**
* Find the first free Pointer object and start it, passing in the event data.
* This is called automatically by Phaser.Touch and Phaser.MSPointer.
*
* @method Phaser.Input#startPointer
* @protected
* @param {any} event - The event data from the Touch event.
* @return {Phaser.Pointer} The Pointer object that was started or null if no Pointer object is available.
*/
startPointer: function (event) {
if (this.maxPointers >= 0 && this.countActivePointers(this.maxPointers) >= this.maxPointers)
{
return null;
}
if (!this.pointer1.active)
{
return this.pointer1.start(event);
}
if (!this.pointer2.active)
{
return this.pointer2.start(event);
}
for (var i = 2; i < this.pointers.length; i++)
{
var pointer = this.pointers[i];
if (!pointer.active)
{
return pointer.start(event);
}
}
return null;
},
/**
* Updates the matching Pointer object, passing in the event data.
* This is called automatically and should not normally need to be invoked.
*
* @method Phaser.Input#updatePointer
* @protected
* @param {any} event - The event data from the Touch event.
* @return {Phaser.Pointer} The Pointer object that was updated; null if no pointer was updated.
*/
updatePointer: function (event) {
if (this.pointer1.active && this.pointer1.identifier === event.identifier)
{
return this.pointer1.move(event);
}
if (this.pointer2.active && this.pointer2.identifier === event.identifier)
{
return this.pointer2.move(event);
}
for (var i = 2; i < this.pointers.length; i++)
{
var pointer = this.pointers[i];
if (pointer.active && pointer.identifier === event.identifier)
{
return pointer.move(event);
}
}
return null;
},
/**
* Stops the matching Pointer object, passing in the event data.
*
* @method Phaser.Input#stopPointer
* @protected
* @param {any} event - The event data from the Touch event.
* @return {Phaser.Pointer} The Pointer object that was stopped or null if no Pointer object is available.
*/
stopPointer: function (event) {
if (this.pointer1.active && this.pointer1.identifier === event.identifier)
{
return this.pointer1.stop(event);
}
if (this.pointer2.active && this.pointer2.identifier === event.identifier)
{
return this.pointer2.stop(event);
}
for (var i = 2; i < this.pointers.length; i++)
{
var pointer = this.pointers[i];
if (pointer.active && pointer.identifier === event.identifier)
{
return pointer.stop(event);
}
}
return null;
},
/**
* Returns the total number of active pointers, not exceeding the specified limit
*
* @name Phaser.Input#countActivePointers
* @private
* @property {integer} [limit=(max pointers)] - Stop counting after this.
* @return {integer} The number of active pointers, or limit - whichever is less.
*/
countActivePointers: function (limit) {
if (limit === undefined) { limit = this.pointers.length; }
var count = limit;
for (var i = 0; i < this.pointers.length && count > 0; i++)
{
var pointer = this.pointers[i];
if (pointer.active)
{
count--;
}
}
return (limit - count);
},
/**
* Get the first Pointer with the given active state.
*
* @method Phaser.Input#getPointer
* @param {boolean} [isActive=false] - The state the Pointer should be in - active or inactive?
* @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested state.
*/
getPointer: function (isActive) {
if (isActive === undefined) { isActive = false; }
for (var i = 0; i < this.pointers.length; i++)
{
var pointer = this.pointers[i];
if (pointer.active === isActive)
{
return pointer;
}
}
return null;
},
/**
* Get the Pointer object whos `identifier` property matches the given identifier value.
*
* The identifier property is not set until the Pointer has been used at least once, as its populated by the DOM event.
* Also it can change every time you press the pointer down, and is not fixed once set.
* Note: Not all browsers set the identifier property and it's not part of the W3C spec, so you may need getPointerFromId instead.
*
* @method Phaser.Input#getPointerFromIdentifier
* @param {number} identifier - The Pointer.identifier value to search for.
* @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested identifier.
*/
getPointerFromIdentifier: function (identifier) {
for (var i = 0; i < this.pointers.length; i++)
{
var pointer = this.pointers[i];
if (pointer.identifier === identifier)
{
return pointer;
}
}
return null;
},
/**
* Get the Pointer object whos `pointerId` property matches the given value.
*
* The pointerId property is not set until the Pointer has been used at least once, as its populated by the DOM event.
* Also it can change every time you press the pointer down if the browser recycles it.
*
* @method Phaser.Input#getPointerFromId
* @param {number} pointerId - The `pointerId` (not 'id') value to search for.
* @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested identifier.
*/
getPointerFromId: function (pointerId) {
for (var i = 0; i < this.pointers.length; i++)
{
var pointer = this.pointers[i];
if (pointer.pointerId === pointerId)
{
return pointer;
}
}
return null;
},
/**
* This will return the local coordinates of the specified displayObject based on the given Pointer.
*
* @method Phaser.Input#getLocalPosition
* @param {Phaser.Sprite|Phaser.Image} gameObject - The DisplayObject to get the local coordinates for.
* @param {Phaser.Pointer} pointer - The Pointer to use in the check against the gameObject.
* @return {Phaser.Point} A point containing the coordinates of the Pointer position relative to the DisplayObject.
*/
getLocalPosition: function (gameObject, pointer, output)
{
if (output === undefined) { output = new Phaser.Point(); }
var wt = gameObject.transform.world;
var id = 1 / (wt.a * wt.d + wt.c * -wt.b);
return output.setTo(
wt.d * id * pointer.x + -wt.c * id * pointer.y + (wt.ty * wt.c - wt.tx * wt.d) * id,
wt.a * id * pointer.y + -wt.b * id * pointer.x + (-wt.ty * wt.a + wt.tx * wt.b) * id
);
},
/**
* Tests if the pointer hits the given object.
*
* THIS NEEDS MOVING TO THE GAME OBJECT LEVEL, OR SPLIT OUT.
*
* @method Phaser.Input#hitTest
* @param {DisplayObject} displayObject - The displayObject to test for a hit.
* @param {Phaser.Pointer} pointer - The pointer to use for the test.
* @param {Phaser.Point} localPoint - The local translated point.
*/
hitTest: function (displayObject, pointer, localPoint)
{
if (!displayObject.visible)
{
return false;
}
this.getLocalPosition(displayObject, pointer, this._localPoint);
localPoint.copyFrom(this._localPoint);
var width = displayObject.frame.cutWidth;
var height = displayObject.frame.cutHeight;
var x1 = -width * displayObject.transform.anchorX;
if (this._localPoint.x >= x1 && this._localPoint.x < x1 + width)
{
var y1 = -height * displayObject.transform.anchorY;
if (this._localPoint.y >= y1 && this._localPoint.y < y1 + height)
{
return true;
}
}
/*
if (displayObject.hitArea && displayObject.hitArea.contains)
{
return (displayObject.hitArea.contains(this._localPoint.x, this._localPoint.y));
}
else if (displayObject instanceof Phaser.TileSprite)
{
var width = displayObject.width;
var height = displayObject.height;
var x1 = -width * displayObject.anchor.x;
if (this._localPoint.x >= x1 && this._localPoint.x < x1 + width)
{
var y1 = -height * displayObject.anchor.y;
if (this._localPoint.y >= y1 && this._localPoint.y < y1 + height)
{
return true;
}
}
}
else if (displayObject instanceof PIXI.Sprite)
{
var width = displayObject.texture.frame.width;
var height = displayObject.texture.frame.height;
var x1 = -width * displayObject.anchor.x;
if (this._localPoint.x >= x1 && this._localPoint.x < x1 + width)
{
var y1 = -height * displayObject.anchor.y;
if (this._localPoint.y >= y1 && this._localPoint.y < y1 + height)
{
return true;
}
}
}
else if (displayObject instanceof Phaser.Graphics)
{
for (var i = 0; i < displayObject.graphicsData.length; i++)
{
var data = displayObject.graphicsData[i];
if (!data.fill)
{
continue;
}
// Only deal with fills..
if (data.shape && data.shape.contains(this._localPoint.x, this._localPoint.y))
{
return true;
}
}
}
// Didn't hit the parent, does it have any children?
for (var i = 0; i < displayObject.children.length; i++)
{
if (this.hitTest(displayObject.children[i], pointer, localPoint))
{
return true;
}
}
*/
return false;
},
/**
* Used for click trampolines. See {@link Phaser.Pointer.addClickTrampoline}.
*
* @method Phaser.Input#onClickTrampoline
* @private
*/
onClickTrampoline: function () {
// It might not always be the active pointer, but this does work on
// Desktop browsers (read: IE) with Mouse or MSPointer input.
this.activePointer.processClickTrampolines();
}
};
Phaser.Input.prototype.constructor = Phaser.Input;
/**
* The X coordinate of the most recently active pointer.
* This value takes game scaling into account automatically. See Pointer.screenX/clientX for source values.
* @name Phaser.Input#x
* @property {number} x
*/
Object.defineProperty(Phaser.Input.prototype, "x", {
get: function () {
return this._x;
},
set: function (value) {
this._x = Math.floor(value);
}
});
/**
* The Y coordinate of the most recently active pointer.
* This value takes game scaling into account automatically. See Pointer.screenY/clientY for source values.
* @name Phaser.Input#y
* @property {number} y
*/
Object.defineProperty(Phaser.Input.prototype, "y", {
get: function () {
return this._y;
},
set: function (value) {
this._y = Math.floor(value);
}
});
/**
* True if the Input is currently poll rate locked.
* @name Phaser.Input#pollLocked
* @property {boolean} pollLocked
* @readonly
*/
Object.defineProperty(Phaser.Input.prototype, "pollLocked", {
get: function () {
return (this.pollRate > 0 && this._pollCounter < this.pollRate);
}
});
/**
* The total number of inactive Pointers.
* @name Phaser.Input#totalInactivePointers
* @property {number} totalInactivePointers
* @readonly
*/
Object.defineProperty(Phaser.Input.prototype, "totalInactivePointers", {
get: function () {
return this.pointers.length - this.countActivePointers();
}
});
/**
* The total number of active Pointers, not counting the mouse pointer.
* @name Phaser.Input#totalActivePointers
* @property {integers} totalActivePointers
* @readonly
*/
Object.defineProperty(Phaser.Input.prototype, "totalActivePointers", {
get: function () {
return this.countActivePointers();
}
});
/**
* The world X coordinate of the most recently active pointer.
* @name Phaser.Input#worldX
* @property {number} worldX - The world X coordinate of the most recently active pointer.
* @readonly
*/
Object.defineProperty(Phaser.Input.prototype, "worldX", {
get: function () {
return this.game.camera.view.x + this.x;
}
});
/**
* The world Y coordinate of the most recently active pointer.
* @name Phaser.Input#worldY
* @property {number} worldY - The world Y coordinate of the most recently active pointer.
* @readonly
*/
Object.defineProperty(Phaser.Input.prototype, "worldY", {
get: function () {
return this.game.camera.view.y + this.y;
}
});