mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 13:13:43 +00:00
938 lines
No EOL
28 KiB
TypeScript
938 lines
No EOL
28 KiB
TypeScript
/// <reference path="../Game.ts" />
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/// <reference path="../core/Signal.ts" />
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/// <reference path="../utils/PointUtils.ts" />
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/// <reference path="../math/Vec2Utils.ts" />
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/// <reference path="Pointer.ts" />
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/// <reference path="MSPointer.ts" />
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/// <reference path="Gestures.ts" />
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/// <reference path="Mouse.ts" />
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/// <reference path="Keyboard.ts" />
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/// <reference path="Touch.ts" />
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/**
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* Phaser - Input
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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 Input {
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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.pointer3 = new Pointer(this._game, 3);
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this.pointer4 = new Pointer(this._game, 4);
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this.pointer5 = new Pointer(this._game, 5);
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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.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.currentPointers = 0;
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}
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/**
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* Local private reference to game.
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*/
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private _game: Game;
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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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* 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 {Boolean}
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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 = Input.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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* 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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* 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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*
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* @type {Number}
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*/
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public scaleX: number = 1;
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/**
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*
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* @type {Number}
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*/
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public scaleY: number = 1;
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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 boolean 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 {Boolean}
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**/
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public recordPointerHistory: bool = true;
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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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* The 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;
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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;
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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;
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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 screen X coordinate
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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.round(value);
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}
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/**
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* The screen Y coordinate
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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.round(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 5 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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if (this.pointer10 === null)
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{
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next = 10;
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}
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if (this.pointer9 === null)
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{
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next = 9;
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}
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if (this.pointer8 === null)
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{
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next = 8;
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}
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if (this.pointer7 === null)
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{
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next = 7;
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}
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if (this.pointer6 === null)
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{
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next = 6;
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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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public inputObjects = [];
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public totalTrackedObjects: number = 0;
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// Add Input Enabled array + add/remove methods and then iterate and update them during the main update
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// Clear down this array on State swap??? Maybe removed from it when Sprite is destroyed
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public addGameObject(object) {
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// Lots more checks here
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this.inputObjects.push(object);
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this.totalTrackedObjects++;
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}
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public removeGameObject(object) {
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// TODO
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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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// Swap for velocity vector - and add it to Pointer?
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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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this.pointer3.update();
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this.pointer4.update();
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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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}
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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 {Boolean} 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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this.pointer1.reset();
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this.pointer2.reset();
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this.pointer3.reset();
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this.pointer4.reset();
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this.pointer5.reset();
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if (this.pointer6) { this.pointer6.reset(); }
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if (this.pointer7) { this.pointer7.reset(); }
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if (this.pointer8) { this.pointer8.reset(); }
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if (this.pointer9) { this.pointer9.reset(); }
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if (this.pointer10) { this.pointer10.reset(); }
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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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this.inputObjects[i].input.reset();
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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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}
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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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/**
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* Recalculates the total number of active Pointers
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* @method totalActivePointers
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* @return {Number} The number of Pointers currently active
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**/
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public get totalActivePointers(): number {
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this.currentPointers = 0;
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if (this.pointer1.active == true)
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{
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this.currentPointers++;
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}
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else if (this.pointer2.active == true)
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{
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this.currentPointers++;
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}
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else if (this.pointer3.active == true)
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{
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this.currentPointers++;
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}
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else if (this.pointer4.active == true)
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{
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this.currentPointers++;
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}
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else if (this.pointer5.active == true)
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{
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this.currentPointers++;
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}
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else if (this.pointer6 && this.pointer6.active == true)
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{
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this.currentPointers++;
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}
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else if (this.pointer7 && this.pointer7.active == true)
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{
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this.currentPointers++;
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}
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else if (this.pointer8 && this.pointer8.active == true)
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{
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this.currentPointers++;
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}
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else if (this.pointer9 && this.pointer9.active == true)
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{
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this.currentPointers++;
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}
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else if (this.pointer10 && this.pointer10.active == true)
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{
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this.currentPointers++;
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}
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return this.currentPointers;
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}
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/**
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* Find the first free Pointer object and start it, passing in the event data.
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* @method startPointer
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* @param {Any} event The event data from the Touch event
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* @return {Pointer} The Pointer object that was started or null if no Pointer object is available
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**/
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public startPointer(event):Pointer {
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|
|
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 if (this.pointer3.active == false)
|
|
{
|
|
return this.pointer3.start(event);
|
|
}
|
|
else if (this.pointer4.active == false)
|
|
{
|
|
return this.pointer4.start(event);
|
|
}
|
|
else if (this.pointer5.active == false)
|
|
{
|
|
return this.pointer5.start(event);
|
|
}
|
|
else if (this.pointer6 && this.pointer6.active == false)
|
|
{
|
|
return this.pointer6.start(event);
|
|
}
|
|
else if (this.pointer7 && this.pointer7.active == false)
|
|
{
|
|
return this.pointer7.start(event);
|
|
}
|
|
else if (this.pointer8 && this.pointer8.active == false)
|
|
{
|
|
return this.pointer8.start(event);
|
|
}
|
|
else if (this.pointer9 && this.pointer9.active == false)
|
|
{
|
|
return this.pointer9.start(event);
|
|
}
|
|
else if (this.pointer10 && this.pointer10.active == false)
|
|
{
|
|
return this.pointer10.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 == true && this.pointer1.identifier == event.identifier)
|
|
{
|
|
return this.pointer1.move(event);
|
|
}
|
|
else if (this.pointer2.active == true && this.pointer2.identifier == event.identifier)
|
|
{
|
|
return this.pointer2.move(event);
|
|
}
|
|
else if (this.pointer3.active == true && this.pointer3.identifier == event.identifier)
|
|
{
|
|
return this.pointer3.move(event);
|
|
}
|
|
else if (this.pointer4.active == true && this.pointer4.identifier == event.identifier)
|
|
{
|
|
return this.pointer4.move(event);
|
|
}
|
|
else if (this.pointer5.active == true && this.pointer5.identifier == event.identifier)
|
|
{
|
|
return this.pointer5.move(event);
|
|
}
|
|
else if (this.pointer6 && this.pointer6.active == true && this.pointer6.identifier == event.identifier)
|
|
{
|
|
return this.pointer6.move(event);
|
|
}
|
|
else if (this.pointer7 && this.pointer7.active == true && this.pointer7.identifier == event.identifier)
|
|
{
|
|
return this.pointer7.move(event);
|
|
}
|
|
else if (this.pointer8 && this.pointer8.active == true && this.pointer8.identifier == event.identifier)
|
|
{
|
|
return this.pointer8.move(event);
|
|
}
|
|
else if (this.pointer9 && this.pointer9.active == true && this.pointer9.identifier == event.identifier)
|
|
{
|
|
return this.pointer9.move(event);
|
|
}
|
|
else if (this.pointer10 && this.pointer10.active == true && this.pointer10.identifier == event.identifier)
|
|
{
|
|
return this.pointer10.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 == true && this.pointer1.identifier == event.identifier)
|
|
{
|
|
return this.pointer1.stop(event);
|
|
}
|
|
else if (this.pointer2.active == true && this.pointer2.identifier == event.identifier)
|
|
{
|
|
return this.pointer2.stop(event);
|
|
}
|
|
else if (this.pointer3.active == true && this.pointer3.identifier == event.identifier)
|
|
{
|
|
return this.pointer3.stop(event);
|
|
}
|
|
else if (this.pointer4.active == true && this.pointer4.identifier == event.identifier)
|
|
{
|
|
return this.pointer4.stop(event);
|
|
}
|
|
else if (this.pointer5.active == true && this.pointer5.identifier == event.identifier)
|
|
{
|
|
return this.pointer5.stop(event);
|
|
}
|
|
else if (this.pointer6 && this.pointer6.active == true && this.pointer6.identifier == event.identifier)
|
|
{
|
|
return this.pointer6.stop(event);
|
|
}
|
|
else if (this.pointer7 && this.pointer7.active == true && this.pointer7.identifier == event.identifier)
|
|
{
|
|
return this.pointer7.stop(event);
|
|
}
|
|
else if (this.pointer8 && this.pointer8.active == true && this.pointer8.identifier == event.identifier)
|
|
{
|
|
return this.pointer8.stop(event);
|
|
}
|
|
else if (this.pointer9 && this.pointer9.active == true && this.pointer9.identifier == event.identifier)
|
|
{
|
|
return this.pointer9.stop(event);
|
|
}
|
|
else if (this.pointer10 && this.pointer10.active == true && this.pointer10.identifier == event.identifier)
|
|
{
|
|
return this.pointer10.stop(event);
|
|
}
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
/**
|
|
* Get the next Pointer object whos active property matches the given state
|
|
* @method getPointer
|
|
* @param {Boolean} 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 if (this.pointer3.active == state)
|
|
{
|
|
return this.pointer3;
|
|
}
|
|
else if (this.pointer4.active == state)
|
|
{
|
|
return this.pointer4;
|
|
}
|
|
else if (this.pointer5.active == state)
|
|
{
|
|
return this.pointer5;
|
|
}
|
|
else if (this.pointer6 && this.pointer6.active == state)
|
|
{
|
|
return this.pointer6;
|
|
}
|
|
else if (this.pointer7 && this.pointer7.active == state)
|
|
{
|
|
return this.pointer7;
|
|
}
|
|
else if (this.pointer8 && this.pointer8.active == state)
|
|
{
|
|
return this.pointer8;
|
|
}
|
|
else if (this.pointer9 && this.pointer9.active == state)
|
|
{
|
|
return this.pointer9;
|
|
}
|
|
else if (this.pointer10 && this.pointer10.active == state)
|
|
{
|
|
return this.pointer10;
|
|
}
|
|
|
|
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 if (this.pointer3.identifier == identifier)
|
|
{
|
|
return this.pointer3;
|
|
}
|
|
else if (this.pointer4.identifier == identifier)
|
|
{
|
|
return this.pointer4;
|
|
}
|
|
else if (this.pointer5.identifier == identifier)
|
|
{
|
|
return this.pointer5;
|
|
}
|
|
else if (this.pointer6 && this.pointer6.identifier == identifier)
|
|
{
|
|
return this.pointer6;
|
|
}
|
|
else if (this.pointer7 && this.pointer7.identifier == identifier)
|
|
{
|
|
return this.pointer7;
|
|
}
|
|
else if (this.pointer8 && this.pointer8.identifier == identifier)
|
|
{
|
|
return this.pointer8;
|
|
}
|
|
else if (this.pointer9 && this.pointer9.identifier == identifier)
|
|
{
|
|
return this.pointer9;
|
|
}
|
|
else if (this.pointer10 && this.pointer10.identifier == identifier)
|
|
{
|
|
return this.pointer10;
|
|
}
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
/**
|
|
* @param {Camera} [camera]
|
|
*/
|
|
public getWorldX(camera?: Camera = this._game.camera) {
|
|
|
|
return camera.worldView.x + this.x;
|
|
|
|
}
|
|
|
|
/**
|
|
* @param {Camera} [camera]
|
|
*/
|
|
public getWorldY(camera?: Camera = this._game.camera) {
|
|
|
|
return camera.worldView.y + this.y;
|
|
|
|
}
|
|
|
|
/**
|
|
* @param {Number} x
|
|
* @param {Number} y
|
|
* @param {String} [color]
|
|
*/
|
|
public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') {
|
|
|
|
this._game.stage.context.font = '24px Courier';
|
|
this._game.stage.context.fillStyle = color;
|
|
this._game.stage.context.fillText('Input', x, y);
|
|
this._game.stage.context.fillText('Screen X: ' + this.x + ' Screen Y: ' + this.y, x, y + 14);
|
|
this._game.stage.context.fillText('World X: ' + this.getWorldX() + ' World Y: ' + this.getWorldY(), x, y + 28);
|
|
this._game.stage.context.fillText('Scale X: ' + this.scaleX.toFixed(1) + ' Scale Y: ' + this.scaleY.toFixed(1), x, y + 42);
|
|
|
|
}
|
|
|
|
/**
|
|
* 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);
|
|
}
|
|
|
|
}
|
|
|
|
} |