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1271 lines
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HTML
1271 lines
33 KiB
HTML
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<a href="Phaser.Rope.html">Rope</a>
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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<a href="Phaser.Signal.html">Signal</a>
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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<a href="Phaser.SinglePad.html">SinglePad</a>
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<a href="Phaser.Sound.html">Sound</a>
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<a href="Phaser.SoundManager.html">SoundManager</a>
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
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<a href="Phaser.Stage.html">Stage</a>
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<a href="Phaser.State.html">State</a>
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<a href="Phaser.StateManager.html">StateManager</a>
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<a href="Phaser.Text.html">Text</a>
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<a href="Phaser.Tilemap.html">Tilemap</a>
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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<li class="class-depth-1">
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<a href="Phaser.Tileset.html">Tileset</a>
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<a href="Phaser.TileSprite.html">TileSprite</a>
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<a href="Phaser.Time.html">Time</a>
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<a href="Phaser.Timer.html">Timer</a>
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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<a href="Phaser.Touch.html">Touch</a>
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<a href="Phaser.Tween.html">Tween</a>
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<a href="Phaser.TweenManager.html">TweenManager</a>
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<a href="Phaser.Utils.html">Utils</a>
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<a href="Phaser.Utils.Debug.html">Debug</a>
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<a href="Phaser.World.html">World</a>
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</ul>
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<h1 class="page-title">Source: input/Keyboard.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 Richard Davey <rich@photonstorm.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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* The Keyboard class handles looking after keyboard input for your game.
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* It will recognise and respond to key presses and dispatch the required events.
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* Please be aware that lots of keyboards are unable to process certain combinations of keys due to hardware
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* limitations known as ghosting. Full details here: http://www.html5gamedevs.com/topic/4876-impossible-to-use-more-than-2-keyboard-input-buttons-at-the-same-time/
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*
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* @class Phaser.Keyboard
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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*/
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Phaser.Keyboard = function (game) {
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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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* You can disable all Keyboard Input by setting disabled to true. While true all new input related events will be ignored.
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* @property {boolean} disabled - The disabled state of the Keyboard.
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* @default
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*/
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this.disabled = false;
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/**
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* @property {Object} event - The most recent DOM event from keydown or keyup. This is updated every time a new key is pressed or released.
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*/
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this.event = null;
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/**
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* @property {Object} pressEvent - The most recent DOM event from keypress.
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*/
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this.pressEvent = null;
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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} onDownCallback - This callback is invoked every time a key is pressed down, including key repeats when a key is held down.
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*/
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this.onDownCallback = null;
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/**
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* @property {function} onPressCallback - This callback is invoked every time a DOM onkeypress event is raised, which is only for printable keys.
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*/
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this.onPressCallback = null;
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/**
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* @property {function} onUpCallback - This callback is invoked every time a key is released.
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*/
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this.onUpCallback = null;
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/**
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* @property {array<Phaser.Key>} _keys - The array the Phaser.Key objects are stored in.
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* @private
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*/
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this._keys = [];
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/**
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* @property {array} _capture - The array the key capture values are stored in.
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* @private
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*/
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this._capture = [];
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/**
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* @property {function} _onKeyDown
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* @private
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* @default
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*/
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this._onKeyDown = null;
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/**
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* @property {function} _onKeyPress
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* @private
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* @default
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*/
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this._onKeyPress = null;
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/**
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* @property {function} _onKeyUp
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* @private
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* @default
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*/
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this._onKeyUp = null;
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/**
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* @property {number} _i - Internal cache var
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* @private
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*/
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this._i = 0;
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/**
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* @property {number} _k - Internal cache var
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* @private
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*/
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this._k = 0;
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};
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Phaser.Keyboard.prototype = {
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/**
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* Add callbacks to the Keyboard handler so that each time a key is pressed down or released the callbacks are activated.
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*
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* @method Phaser.Keyboard#addCallbacks
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* @param {Object} context - The context under which the callbacks are run.
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* @param {function} [onDown=null] - This callback is invoked every time a key is pressed down.
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* @param {function} [onUp=null] - This callback is invoked every time a key is released.
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* @param {function} [onPress=null] - This callback is invoked every time the onkeypress event is raised.
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*/
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addCallbacks: function (context, onDown, onUp, onPress) {
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this.callbackContext = context;
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if (typeof onDown !== 'undefined')
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{
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this.onDownCallback = onDown;
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}
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if (typeof onUp !== 'undefined')
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{
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this.onUpCallback = onUp;
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}
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if (typeof onPress !== 'undefined')
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{
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this.onPressCallback = onPress;
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}
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},
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/**
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* If you need more fine-grained control over a Key you can create a new Phaser.Key object via this method.
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* The Key object can then be polled, have events attached to it, etc.
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*
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* @method Phaser.Keyboard#addKey
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* @param {number} keycode - The keycode of the key, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
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* @return {Phaser.Key} The Key object which you can store locally and reference directly.
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*/
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addKey: function (keycode) {
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if (!this._keys[keycode])
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{
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this._keys[keycode] = new Phaser.Key(this.game, keycode);
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this.addKeyCapture(keycode);
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}
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return this._keys[keycode];
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},
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/**
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* Removes a Key object from the Keyboard manager.
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*
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* @method Phaser.Keyboard#removeKey
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* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
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*/
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removeKey: function (keycode) {
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if (this._keys[keycode])
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{
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this._keys[keycode] = null;
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this.removeKeyCapture(keycode);
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}
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},
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/**
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* Creates and returns an object containing 4 hotkeys for Up, Down, Left and Right.
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*
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* @method Phaser.Keyboard#createCursorKeys
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* @return {object} An object containing properties: up, down, left and right. Which can be polled like any other Phaser.Key object.
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*/
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createCursorKeys: function () {
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return {
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up: this.addKey(Phaser.Keyboard.UP),
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down: this.addKey(Phaser.Keyboard.DOWN),
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left: this.addKey(Phaser.Keyboard.LEFT),
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right: this.addKey(Phaser.Keyboard.RIGHT)
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};
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},
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/**
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* Starts the Keyboard event listeners running (keydown and keyup). They are attached to the window.
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* This is called automatically by Phaser.Input and should not normally be invoked directly.
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*
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* @method Phaser.Keyboard#start
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*/
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start: function () {
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if (this.game.device.cocoonJS)
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{
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return;
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}
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if (this._onKeyDown !== null)
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{
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// Avoid setting multiple listeners
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return;
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}
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var _this = this;
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this._onKeyDown = function (event) {
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return _this.processKeyDown(event);
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};
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this._onKeyUp = function (event) {
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return _this.processKeyUp(event);
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};
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this._onKeyPress = function (event) {
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return _this.processKeyPress(event);
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};
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window.addEventListener('keydown', this._onKeyDown, false);
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window.addEventListener('keyup', this._onKeyUp, false);
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window.addEventListener('keypress', this._onKeyPress, false);
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},
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/**
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* Stops the Keyboard event listeners from running (keydown, keyup and keypress). They are removed from the window.
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*
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* @method Phaser.Keyboard#stop
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*/
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stop: function () {
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window.removeEventListener('keydown', this._onKeyDown);
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window.removeEventListener('keyup', this._onKeyUp);
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window.removeEventListener('keypress', this._onKeyPress);
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this._onKeyDown = null;
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this._onKeyUp = null;
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this._onKeyPress = null;
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},
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/**
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* Stops the Keyboard event listeners from running (keydown and keyup). They are removed from the window.
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* Also clears all key captures and currently created Key objects.
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*
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* @method Phaser.Keyboard#destroy
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*/
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destroy: function () {
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this.stop();
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this.clearCaptures();
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this._keys.length = 0;
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this._i = 0;
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},
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/**
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* By default when a key is pressed Phaser will not stop the event from propagating up to the browser.
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* There are some keys this can be annoying for, like the arrow keys or space bar, which make the browser window scroll.
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* You can use addKeyCapture to consume the keyboard event for specific keys so it doesn't bubble up to the the browser.
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* Pass in either a single keycode or an array/hash of keycodes.
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*
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* @method Phaser.Keyboard#addKeyCapture
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* @param {number|array|object} keycode - Either a single numeric keycode or an array/hash of keycodes: [65, 67, 68].
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*/
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addKeyCapture: function (keycode) {
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if (typeof keycode === 'object')
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{
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for (var key in keycode)
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{
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this._capture[keycode[key]] = true;
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}
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}
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else
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{
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this._capture[keycode] = true;
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}
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},
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/**
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* Removes an existing key capture.
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*
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* @method Phaser.Keyboard#removeKeyCapture
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* @param {number} keycode
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*/
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removeKeyCapture: function (keycode) {
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delete this._capture[keycode];
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},
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/**
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* Clear all set key captures.
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*
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* @method Phaser.Keyboard#clearCaptures
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*/
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clearCaptures: function () {
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this._capture = {};
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},
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/**
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* Updates all currently defined keys.
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*
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* @method Phaser.Keyboard#update
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*/
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update: function () {
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this._i = this._keys.length;
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while (this._i--)
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{
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if (this._keys[this._i])
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{
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this._keys[this._i].update();
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}
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}
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},
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/**
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* Process the keydown event.
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*
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* @method Phaser.Keyboard#processKeyDown
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* @param {KeyboardEvent} event
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* @protected
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*/
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processKeyDown: function (event) {
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this.event = event;
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if (this.game.input.disabled || this.disabled)
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{
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return;
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}
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// The event is being captured but another hotkey may need it
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if (this._capture[event.keyCode])
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{
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event.preventDefault();
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}
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if (!this._keys[event.keyCode])
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{
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this._keys[event.keyCode] = new Phaser.Key(this.game, event.keyCode);
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}
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this._keys[event.keyCode].processKeyDown(event);
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this._k = event.keyCode;
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if (this.onDownCallback)
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{
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this.onDownCallback.call(this.callbackContext, event);
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}
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},
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/**
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* Process the keypress event.
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*
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* @method Phaser.Keyboard#processKeyPress
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* @param {KeyboardEvent} event
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* @protected
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*/
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processKeyPress: function (event) {
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this.pressEvent = event;
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if (this.game.input.disabled || this.disabled)
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{
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return;
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}
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if (this.onPressCallback)
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{
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this.onPressCallback.call(this.callbackContext, String.fromCharCode(event.charCode), event);
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}
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},
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/**
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* Process the keyup event.
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*
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* @method Phaser.Keyboard#processKeyUp
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* @param {KeyboardEvent} event
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* @protected
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*/
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processKeyUp: function (event) {
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this.event = event;
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if (this.game.input.disabled || this.disabled)
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{
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return;
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}
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if (this._capture[event.keyCode])
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{
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event.preventDefault();
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}
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if (!this._keys[event.keyCode])
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{
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this._keys[event.keyCode] = new Phaser.Key(this.game, event.keyCode);
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}
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this._keys[event.keyCode].processKeyUp(event);
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if (this.onUpCallback)
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{
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this.onUpCallback.call(this.callbackContext, event);
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}
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},
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/**
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* Resets all Keys.
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*
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* @method Phaser.Keyboard#reset
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* @param {boolean} [hard=true] - A soft reset won't reset any events or callbacks that are bound to the Keys. A hard reset will.
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*/
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reset: function (hard) {
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if (typeof hard === 'undefined') { hard = true; }
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this.event = null;
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var i = this._keys.length;
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while (i--)
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{
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if (this._keys[i])
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{
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this._keys[i].reset(hard);
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}
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}
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},
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/**
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* Returns the "just pressed" state of the key. Just pressed is considered true if the key was pressed down within the duration given (default 250ms)
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*
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* @method Phaser.Keyboard#justPressed
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* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
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* @param {number} [duration=50] - The duration below which the key is considered as being just pressed.
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* @return {boolean} True if the key is just pressed otherwise false.
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*/
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justPressed: function (keycode, duration) {
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if (typeof duration === 'undefined') { duration = 50; }
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if (this._keys[keycode])
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{
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return this._keys[keycode].justPressed(duration);
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}
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else
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{
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return false;
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}
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},
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/**
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* Returns the "just released" state of the Key. Just released is considered as being true if the key was released within the duration given (default 250ms)
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*
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* @method Phaser.Keyboard#justReleased
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* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
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* @param {number} [duration=50] - The duration below which the key is considered as being just released.
|
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* @return {boolean} True if the key is just released otherwise false.
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*/
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justReleased: function (keycode, duration) {
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if (typeof duration === 'undefined') { duration = 50; }
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if (this._keys[keycode])
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{
|
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return this._keys[keycode].justReleased(duration);
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}
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else
|
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{
|
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return false;
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}
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},
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/**
|
|
* Returns true of the key is currently pressed down. Note that it can only detect key presses on the web browser.
|
|
*
|
|
* @method Phaser.Keyboard#isDown
|
|
* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
|
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* @return {boolean} True if the key is currently down.
|
|
*/
|
|
isDown: function (keycode) {
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|
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if (this._keys[keycode])
|
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{
|
|
return this._keys[keycode].isDown;
|
|
}
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|
|
return false;
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|
}
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};
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|
|
/**
|
|
* Returns the string value of the most recently pressed key.
|
|
* @name Phaser.Keyboard#lastChar
|
|
* @property {string} lastChar - The string value of the most recently pressed key.
|
|
* @readonly
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|
*/
|
|
Object.defineProperty(Phaser.Keyboard.prototype, "lastChar", {
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|
get: function () {
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|
|
if (this.event.charCode === 32)
|
|
{
|
|
return '';
|
|
}
|
|
else
|
|
{
|
|
return String.fromCharCode(this.pressEvent.charCode);
|
|
}
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|
|
|
}
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|
|
|
});
|
|
|
|
/**
|
|
* Returns the most recently pressed Key. This is a Phaser.Key object and it changes every time a key is pressed.
|
|
* @name Phaser.Keyboard#lastKey
|
|
* @property {Phaser.Key} lastKey - The most recently pressed Key.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Keyboard.prototype, "lastKey", {
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|
|
|
get: function () {
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|
|
|
return this._keys[this._k];
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|
|
|
}
|
|
|
|
});
|
|
|
|
Phaser.Keyboard.prototype.constructor = Phaser.Keyboard;
|
|
|
|
Phaser.Keyboard.A = "A".charCodeAt(0);
|
|
Phaser.Keyboard.B = "B".charCodeAt(0);
|
|
Phaser.Keyboard.C = "C".charCodeAt(0);
|
|
Phaser.Keyboard.D = "D".charCodeAt(0);
|
|
Phaser.Keyboard.E = "E".charCodeAt(0);
|
|
Phaser.Keyboard.F = "F".charCodeAt(0);
|
|
Phaser.Keyboard.G = "G".charCodeAt(0);
|
|
Phaser.Keyboard.H = "H".charCodeAt(0);
|
|
Phaser.Keyboard.I = "I".charCodeAt(0);
|
|
Phaser.Keyboard.J = "J".charCodeAt(0);
|
|
Phaser.Keyboard.K = "K".charCodeAt(0);
|
|
Phaser.Keyboard.L = "L".charCodeAt(0);
|
|
Phaser.Keyboard.M = "M".charCodeAt(0);
|
|
Phaser.Keyboard.N = "N".charCodeAt(0);
|
|
Phaser.Keyboard.O = "O".charCodeAt(0);
|
|
Phaser.Keyboard.P = "P".charCodeAt(0);
|
|
Phaser.Keyboard.Q = "Q".charCodeAt(0);
|
|
Phaser.Keyboard.R = "R".charCodeAt(0);
|
|
Phaser.Keyboard.S = "S".charCodeAt(0);
|
|
Phaser.Keyboard.T = "T".charCodeAt(0);
|
|
Phaser.Keyboard.U = "U".charCodeAt(0);
|
|
Phaser.Keyboard.V = "V".charCodeAt(0);
|
|
Phaser.Keyboard.W = "W".charCodeAt(0);
|
|
Phaser.Keyboard.X = "X".charCodeAt(0);
|
|
Phaser.Keyboard.Y = "Y".charCodeAt(0);
|
|
Phaser.Keyboard.Z = "Z".charCodeAt(0);
|
|
Phaser.Keyboard.ZERO = "0".charCodeAt(0);
|
|
Phaser.Keyboard.ONE = "1".charCodeAt(0);
|
|
Phaser.Keyboard.TWO = "2".charCodeAt(0);
|
|
Phaser.Keyboard.THREE = "3".charCodeAt(0);
|
|
Phaser.Keyboard.FOUR = "4".charCodeAt(0);
|
|
Phaser.Keyboard.FIVE = "5".charCodeAt(0);
|
|
Phaser.Keyboard.SIX = "6".charCodeAt(0);
|
|
Phaser.Keyboard.SEVEN = "7".charCodeAt(0);
|
|
Phaser.Keyboard.EIGHT = "8".charCodeAt(0);
|
|
Phaser.Keyboard.NINE = "9".charCodeAt(0);
|
|
Phaser.Keyboard.NUMPAD_0 = 96;
|
|
Phaser.Keyboard.NUMPAD_1 = 97;
|
|
Phaser.Keyboard.NUMPAD_2 = 98;
|
|
Phaser.Keyboard.NUMPAD_3 = 99;
|
|
Phaser.Keyboard.NUMPAD_4 = 100;
|
|
Phaser.Keyboard.NUMPAD_5 = 101;
|
|
Phaser.Keyboard.NUMPAD_6 = 102;
|
|
Phaser.Keyboard.NUMPAD_7 = 103;
|
|
Phaser.Keyboard.NUMPAD_8 = 104;
|
|
Phaser.Keyboard.NUMPAD_9 = 105;
|
|
Phaser.Keyboard.NUMPAD_MULTIPLY = 106;
|
|
Phaser.Keyboard.NUMPAD_ADD = 107;
|
|
Phaser.Keyboard.NUMPAD_ENTER = 108;
|
|
Phaser.Keyboard.NUMPAD_SUBTRACT = 109;
|
|
Phaser.Keyboard.NUMPAD_DECIMAL = 110;
|
|
Phaser.Keyboard.NUMPAD_DIVIDE = 111;
|
|
Phaser.Keyboard.F1 = 112;
|
|
Phaser.Keyboard.F2 = 113;
|
|
Phaser.Keyboard.F3 = 114;
|
|
Phaser.Keyboard.F4 = 115;
|
|
Phaser.Keyboard.F5 = 116;
|
|
Phaser.Keyboard.F6 = 117;
|
|
Phaser.Keyboard.F7 = 118;
|
|
Phaser.Keyboard.F8 = 119;
|
|
Phaser.Keyboard.F9 = 120;
|
|
Phaser.Keyboard.F10 = 121;
|
|
Phaser.Keyboard.F11 = 122;
|
|
Phaser.Keyboard.F12 = 123;
|
|
Phaser.Keyboard.F13 = 124;
|
|
Phaser.Keyboard.F14 = 125;
|
|
Phaser.Keyboard.F15 = 126;
|
|
Phaser.Keyboard.COLON = 186;
|
|
Phaser.Keyboard.EQUALS = 187;
|
|
Phaser.Keyboard.UNDERSCORE = 189;
|
|
Phaser.Keyboard.QUESTION_MARK = 191;
|
|
Phaser.Keyboard.TILDE = 192;
|
|
Phaser.Keyboard.OPEN_BRACKET = 219;
|
|
Phaser.Keyboard.BACKWARD_SLASH = 220;
|
|
Phaser.Keyboard.CLOSED_BRACKET = 221;
|
|
Phaser.Keyboard.QUOTES = 222;
|
|
Phaser.Keyboard.BACKSPACE = 8;
|
|
Phaser.Keyboard.TAB = 9;
|
|
Phaser.Keyboard.CLEAR = 12;
|
|
Phaser.Keyboard.ENTER = 13;
|
|
Phaser.Keyboard.SHIFT = 16;
|
|
Phaser.Keyboard.CONTROL = 17;
|
|
Phaser.Keyboard.ALT = 18;
|
|
Phaser.Keyboard.CAPS_LOCK = 20;
|
|
Phaser.Keyboard.ESC = 27;
|
|
Phaser.Keyboard.SPACEBAR = 32;
|
|
Phaser.Keyboard.PAGE_UP = 33;
|
|
Phaser.Keyboard.PAGE_DOWN = 34;
|
|
Phaser.Keyboard.END = 35;
|
|
Phaser.Keyboard.HOME = 36;
|
|
Phaser.Keyboard.LEFT = 37;
|
|
Phaser.Keyboard.UP = 38;
|
|
Phaser.Keyboard.RIGHT = 39;
|
|
Phaser.Keyboard.DOWN = 40;
|
|
Phaser.Keyboard.INSERT = 45;
|
|
Phaser.Keyboard.DELETE = 46;
|
|
Phaser.Keyboard.HELP = 47;
|
|
Phaser.Keyboard.NUM_LOCK = 144;
|
|
Phaser.Keyboard.PLUS = 43;
|
|
Phaser.Keyboard.MINUS = 45;
|
|
</pre>
|
|
</article>
|
|
</section>
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</div>
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<div class="clearfix"></div>
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|
<footer>
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|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
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<br />
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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