mirror of
https://github.com/photonstorm/phaser
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595 lines
18 KiB
JavaScript
595 lines
18 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 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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* Create a new `Button` object. A Button is a special type of Sprite that is set-up to handle Pointer events automatically.
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*
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* The four states a Button responds to are:
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*
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* * 'Over' - when the Pointer moves over the Button. This is also commonly known as 'hover'.
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* * 'Out' - when the Pointer that was previously over the Button moves out of it.
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* * 'Down' - when the Pointer is pressed down on the Button. I.e. touched on a touch enabled device or clicked with the mouse.
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* * 'Up' - when the Pointer that was pressed down on the Button is released again.
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*
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* A different texture/frame and activation sound can be specified for any of the states.
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*
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* Frames can be specified as either an integer (the frame ID) or a string (the frame name); the same values that can be used with a Sprite constructor.
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*
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* @class Phaser.GameObject.Button
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* @constructor
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* @extends Phaser.Image
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* @param {Phaser.Game} game Current game instance.
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* @param {number} [x=0] - X position of the Button.
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* @param {number} [y=0] - Y position of the Button.
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* @param {string} [key] - The image key (in the Game.Cache) to use as the texture for this Button.
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* @param {function} [callback] - The function to call when this Button is pressed.
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* @param {object} [callbackContext] - The context in which the callback will be called (usually 'this').
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* @param {string|integer} [overFrame] - The frame / frameName when the button is in the Over state.
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* @param {string|integer} [outFrame] - The frame / frameName when the button is in the Out state.
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* @param {string|integer} [downFrame] - The frame / frameName when the button is in the Down state.
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* @param {string|integer} [upFrame] - The frame / frameName when the button is in the Up state.
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*/
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Phaser.GameObject.Button = function (game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame) {
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x = x || 0;
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y = y || 0;
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key = key || null;
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callback = callback || null;
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callbackContext = callbackContext || this;
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Phaser.GameObject.Image.call(this, game, x, y, key, outFrame);
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/**
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* The Phaser Object Type.
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* @property {number} type
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* @readonly
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*/
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this.type = Phaser.BUTTON;
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/**
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* @property {number} physicsType - The const physics body type of this object.
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* @readonly
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*/
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this.physicsType = Phaser.SPRITE;
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/**
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* The name or ID of the Over state frame.
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* @property {string|integer} onOverFrame
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* @private
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*/
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this._onOverFrame = null;
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/**
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* The name or ID of the Out state frame.
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* @property {string|integer} onOutFrame
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* @private
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*/
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this._onOutFrame = null;
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/**
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* The name or ID of the Down state frame.
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* @property {string|integer} onDownFrame
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* @private
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*/
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this._onDownFrame = null;
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/**
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* The name or ID of the Up state frame.
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* @property {string|integer} onUpFrame
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* @private
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*/
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this._onUpFrame = null;
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/**
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* The Sound to be played when this Buttons Over state is activated.
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* @property {Phaser.Sound|Phaser.AudioSprite|null} onOverSound
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* @readonly
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*/
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this.onOverSound = null;
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/**
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* The Sound to be played when this Buttons Out state is activated.
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* @property {Phaser.Sound|Phaser.AudioSprite|null} onOutSound
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* @readonly
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*/
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this.onOutSound = null;
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/**
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* The Sound to be played when this Buttons Down state is activated.
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* @property {Phaser.Sound|Phaser.AudioSprite|null} onDownSound
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* @readonly
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*/
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this.onDownSound = null;
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/**
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* The Sound to be played when this Buttons Up state is activated.
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* @property {Phaser.Sound|Phaser.AudioSprite|null} onUpSound
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* @readonly
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*/
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this.onUpSound = null;
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/**
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* The Sound Marker used in conjunction with the onOverSound.
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* @property {string} onOverSoundMarker
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* @readonly
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*/
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this.onOverSoundMarker = '';
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/**
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* The Sound Marker used in conjunction with the onOutSound.
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* @property {string} onOutSoundMarker
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* @readonly
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*/
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this.onOutSoundMarker = '';
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/**
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* The Sound Marker used in conjunction with the onDownSound.
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* @property {string} onDownSoundMarker
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* @readonly
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*/
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this.onDownSoundMarker = '';
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/**
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* The Sound Marker used in conjunction with the onUpSound.
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* @property {string} onUpSoundMarker
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* @readonly
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*/
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this.onUpSoundMarker = '';
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/**
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* The Signal (or event) dispatched when this Button is in an Over state.
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* @property {Phaser.Signal} onInputOver
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*/
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this.onInputOver = new Phaser.Signal();
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/**
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* The Signal (or event) dispatched when this Button is in an Out state.
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* @property {Phaser.Signal} onInputOut
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*/
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this.onInputOut = new Phaser.Signal();
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/**
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* The Signal (or event) dispatched when this Button is in an Down state.
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* @property {Phaser.Signal} onInputDown
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*/
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this.onInputDown = new Phaser.Signal();
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/**
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* The Signal (or event) dispatched when this Button is in an Up state.
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* @property {Phaser.Signal} onInputUp
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*/
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this.onInputUp = new Phaser.Signal();
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/**
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* If true then onOver events (such as onOverSound) will only be triggered if the Pointer object causing them was the Mouse Pointer.
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* The frame will still be changed as applicable.
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*
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* @property {boolean} onOverMouseOnly
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* @default
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*/
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this.onOverMouseOnly = true;
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/**
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* Suppress the over event if a pointer was just released and it matches the given {@link Phaser.PointerModer pointer mode bitmask}.
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*
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* This behavior was introduced in Phaser 2.3.1; this property is a soft-revert of the change.
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*
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* @property {Phaser.PointerMode?} justReleasedPreventsOver=ACTIVE_CURSOR
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*/
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this.justReleasedPreventsOver = Phaser.PointerMode.TOUCH;
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/**
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* When true the the texture frame will not be automatically switched on up/down/over/out events.
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* @property {boolean} freezeFrames
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* @default
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*/
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this.freezeFrames = false;
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/**
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* When the Button is touched / clicked and then released you can force it to enter a state of "out" instead of "up".
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*
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* This can also accept a {@link Phaser.PointerModer pointer mode bitmask} for more refined control.
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*
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* @property {boolean|Phaser.PointerMode} forceOut=false
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* @default
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*/
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this.forceOut = false;
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this.inputEnabled = true;
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this.input.start(0, true);
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this.input.useHandCursor = true;
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this.setFrames(overFrame, outFrame, downFrame, upFrame);
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if (callback !== null)
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{
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this.onInputUp.add(callback, callbackContext);
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}
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// Redirect the input events to here so we can handle animation updates, etc
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this.events.onInputOver.add(this.onInputOverHandler, this);
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this.events.onInputOut.add(this.onInputOutHandler, this);
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this.events.onInputDown.add(this.onInputDownHandler, this);
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this.events.onInputUp.add(this.onInputUpHandler, this);
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this.events.onRemovedFromWorld.add(this.removedFromWorld, this);
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};
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Phaser.GameObject.Button.prototype = Object.create(Phaser.GameObject.Image.prototype);
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Phaser.GameObject.Button.prototype.constructor = Phaser.GameObject.Button;
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// State constants; local only. These are tied to property names in Phaser.GameObject.Button.
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var STATE_OVER = 'Over';
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var STATE_OUT = 'Out';
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var STATE_DOWN = 'Down';
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var STATE_UP = 'Up';
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/**
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* Clears all of the frames set on this Button.
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*
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* @method Phaser.GameObject.Button#clearFrames
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*/
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Phaser.GameObject.Button.prototype.clearFrames = function () {
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this.setFrames(null, null, null, null);
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};
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/**
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* Called when this Button is removed from the World.
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*
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* @method Phaser.GameObject.Button#removedFromWorld
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* @protected
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*/
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Phaser.GameObject.Button.prototype.removedFromWorld = function () {
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this.inputEnabled = false;
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};
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/**
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* Set the frame name/ID for the given state.
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*
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* @method Phaser.GameObject.Button#setStateFrame
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* @private
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* @param {object} state - See `STATE_*`
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* @param {number|string} frame - The number or string representing the frame.
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* @param {boolean} switchImmediately - Immediately switch to the frame if it was set - and this is true.
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*/
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Phaser.GameObject.Button.prototype.setStateFrame = function (state, frame, switchImmediately)
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{
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var frameKey = '_on' + state + 'Frame';
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if (frame !== null) // not null or undefined
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{
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this[frameKey] = frame;
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if (switchImmediately)
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{
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this.changeStateFrame(state);
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}
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}
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else
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{
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this[frameKey] = null;
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}
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};
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/**
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* Change the frame to that of the given state, _if_ the state has a frame assigned _and_ if the frames are not currently "frozen".
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*
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* @method Phaser.GameObject.Button#changeStateFrame
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* @private
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* @param {object} state - See `STATE_*`
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* @return {boolean} True only if the frame was assigned a value, possibly the same one it already had.
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*/
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Phaser.GameObject.Button.prototype.changeStateFrame = function (state) {
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if (this.freezeFrames)
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{
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return false;
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}
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var frameKey = '_on' + state + 'Frame';
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var frame = this[frameKey];
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if (typeof frame === 'string')
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{
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this.frameName = frame;
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return true;
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}
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else if (typeof frame === 'number')
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{
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this.frame = frame;
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return true;
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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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* Used to manually set the frames that will be used for the different states of the Button.
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*
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* Frames can be specified as either an integer (the frame ID) or a string (the frame name); these are the same values that can be used with a Sprite constructor.
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*
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* @method Phaser.GameObject.Button#setFrames
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* @public
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* @param {string|integer} [overFrame] - The frame / frameName when the button is in the Over state.
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* @param {string|integer} [outFrame] - The frame / frameName when the button is in the Out state.
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* @param {string|integer} [downFrame] - The frame / frameName when the button is in the Down state.
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* @param {string|integer} [upFrame] - The frame / frameName when the button is in the Up state.
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*/
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Phaser.GameObject.Button.prototype.setFrames = function (overFrame, outFrame, downFrame, upFrame) {
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this.setStateFrame(STATE_OVER, overFrame, this.input.pointerOver());
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this.setStateFrame(STATE_OUT, outFrame, !this.input.pointerOver());
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this.setStateFrame(STATE_DOWN, downFrame, this.input.pointerDown());
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this.setStateFrame(STATE_UP, upFrame, this.input.pointerUp());
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};
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/**
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* Set the sound/marker for the given state.
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*
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* @method Phaser.GameObject.Button#setStateSound
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* @private
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* @param {object} state - See `STATE_*`
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* @param {Phaser.Sound|Phaser.AudioSprite} [sound] - Sound.
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* @param {string} [marker=''] - Sound marker.
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*/
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Phaser.GameObject.Button.prototype.setStateSound = function (state, sound, marker) {
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var soundKey = 'on' + state + 'Sound';
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var markerKey = 'on' + state + 'SoundMarker';
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if (sound instanceof Phaser.Sound || sound instanceof Phaser.AudioSprite)
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{
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this[soundKey] = sound;
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this[markerKey] = typeof marker === 'string' ? marker : '';
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}
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else
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{
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this[soundKey] = null;
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this[markerKey] = '';
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}
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};
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/**
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* Play the sound for the given state, _if_ the state has a sound assigned.
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*
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* @method Phaser.GameObject.Button#playStateSound
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* @private
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* @param {object} state - See `STATE_*`
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* @return {boolean} True only if a sound was played.
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*/
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Phaser.GameObject.Button.prototype.playStateSound = function (state) {
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var soundKey = 'on' + state + 'Sound';
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var sound = this[soundKey];
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if (sound)
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{
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var markerKey = 'on' + state + 'SoundMarker';
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var marker = this[markerKey];
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sound.play(marker);
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return true;
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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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* Sets the sounds to be played whenever this Button is interacted with. Sounds can be either full Sound objects, or markers pointing to a section of a Sound object.
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* The most common forms of sounds are 'hover' effects and 'click' effects, which is why the order of the parameters is overSound then downSound.
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*
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* Call this function with no parameters to reset all sounds on this Button.
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*
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* @method Phaser.GameObject.Button#setSounds
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* @public
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* @param {Phaser.Sound|Phaser.AudioSprite} [overSound] - Over Button Sound.
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* @param {string} [overMarker] - Over Button Sound Marker.
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* @param {Phaser.Sound|Phaser.AudioSprite} [downSound] - Down Button Sound.
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* @param {string} [downMarker] - Down Button Sound Marker.
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* @param {Phaser.Sound|Phaser.AudioSprite} [outSound] - Out Button Sound.
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* @param {string} [outMarker] - Out Button Sound Marker.
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* @param {Phaser.Sound|Phaser.AudioSprite} [upSound] - Up Button Sound.
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* @param {string} [upMarker] - Up Button Sound Marker.
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*/
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Phaser.GameObject.Button.prototype.setSounds = function (overSound, overMarker, downSound, downMarker, outSound, outMarker, upSound, upMarker) {
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this.setStateSound(STATE_OVER, overSound, overMarker);
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this.setStateSound(STATE_OUT, outSound, outMarker);
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this.setStateSound(STATE_DOWN, downSound, downMarker);
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this.setStateSound(STATE_UP, upSound, upMarker);
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};
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/**
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* The Sound to be played when a Pointer moves over this Button.
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*
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* @method Phaser.GameObject.Button#setOverSound
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* @public
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* @param {Phaser.Sound|Phaser.AudioSprite} sound - The Sound that will be played.
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* @param {string} [marker] - A Sound Marker that will be used in the playback.
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*/
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Phaser.GameObject.Button.prototype.setOverSound = function (sound, marker) {
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this.setStateSound(STATE_OVER, sound, marker);
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};
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/**
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* The Sound to be played when a Pointer moves out of this Button.
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*
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* @method Phaser.GameObject.Button#setOutSound
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* @public
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* @param {Phaser.Sound|Phaser.AudioSprite} sound - The Sound that will be played.
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* @param {string} [marker] - A Sound Marker that will be used in the playback.
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*/
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Phaser.GameObject.Button.prototype.setOutSound = function (sound, marker) {
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this.setStateSound(STATE_OUT, sound, marker);
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};
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/**
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* The Sound to be played when a Pointer presses down on this Button.
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*
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* @method Phaser.GameObject.Button#setDownSound
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* @public
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* @param {Phaser.Sound|Phaser.AudioSprite} sound - The Sound that will be played.
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* @param {string} [marker] - A Sound Marker that will be used in the playback.
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*/
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Phaser.GameObject.Button.prototype.setDownSound = function (sound, marker) {
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this.setStateSound(STATE_DOWN, sound, marker);
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};
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/**
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* The Sound to be played when a Pointer has pressed down and is released from this Button.
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*
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* @method Phaser.GameObject.Button#setUpSound
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* @public
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* @param {Phaser.Sound|Phaser.AudioSprite} sound - The Sound that will be played.
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* @param {string} [marker] - A Sound Marker that will be used in the playback.
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*/
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Phaser.GameObject.Button.prototype.setUpSound = function (sound, marker) {
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this.setStateSound(STATE_UP, sound, marker);
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};
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/**
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* Internal function that handles input events.
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*
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* @method Phaser.GameObject.Button#onInputOverHandler
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* @protected
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* @param {Phaser.GameObject.Button} sprite - The Button that the event occurred on.
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* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
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*/
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Phaser.GameObject.Button.prototype.onInputOverHandler = function (sprite, pointer) {
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if (pointer.justReleased() &&
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(this.justReleasedPreventsOver & pointer.pointerMode) === pointer.pointerMode)
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{
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// If the Pointer was only just released then we don't fire an over event
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return;
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}
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this.changeStateFrame(STATE_OVER);
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if (this.onOverMouseOnly && !pointer.isMouse)
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{
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return;
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}
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this.playStateSound(STATE_OVER);
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if (this.onInputOver)
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{
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this.onInputOver.dispatch(this, pointer);
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}
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};
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/**
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* Internal function that handles input events.
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*
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* @method Phaser.GameObject.Button#onInputOutHandler
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* @protected
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* @param {Phaser.GameObject.Button} sprite - The Button that the event occurred on.
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* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
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*/
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Phaser.GameObject.Button.prototype.onInputOutHandler = function (sprite, pointer) {
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|
|
this.changeStateFrame(STATE_OUT);
|
|
|
|
this.playStateSound(STATE_OUT);
|
|
|
|
if (this.onInputOut)
|
|
{
|
|
this.onInputOut.dispatch(this, pointer);
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Internal function that handles input events.
|
|
*
|
|
* @method Phaser.GameObject.Button#onInputDownHandler
|
|
* @protected
|
|
* @param {Phaser.GameObject.Button} sprite - The Button that the event occurred on.
|
|
* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
|
|
*/
|
|
Phaser.GameObject.Button.prototype.onInputDownHandler = function (sprite, pointer) {
|
|
|
|
this.changeStateFrame(STATE_DOWN);
|
|
|
|
this.playStateSound(STATE_DOWN);
|
|
|
|
if (this.onInputDown)
|
|
{
|
|
this.onInputDown.dispatch(this, pointer);
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Internal function that handles input events.
|
|
*
|
|
* @method Phaser.GameObject.Button#onInputUpHandler
|
|
* @protected
|
|
* @param {Phaser.GameObject.Button} sprite - The Button that the event occurred on.
|
|
* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
|
|
*/
|
|
Phaser.GameObject.Button.prototype.onInputUpHandler = function (sprite, pointer, isOver) {
|
|
|
|
this.playStateSound(STATE_UP);
|
|
|
|
// Input dispatched early, before state change (but after sound)
|
|
if (this.onInputUp)
|
|
{
|
|
this.onInputUp.dispatch(this, pointer, isOver);
|
|
}
|
|
|
|
if (this.freezeFrames)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (this.forceOut === true || (this.forceOut & pointer.pointerMode) === pointer.pointerMode)
|
|
{
|
|
this.changeStateFrame(STATE_OUT);
|
|
}
|
|
else
|
|
{
|
|
var changedUp = this.changeStateFrame(STATE_UP);
|
|
if (!changedUp)
|
|
{
|
|
// No Up frame to show..
|
|
if (isOver)
|
|
{
|
|
this.changeStateFrame(STATE_OVER);
|
|
}
|
|
else
|
|
{
|
|
this.changeStateFrame(STATE_OUT);
|
|
}
|
|
}
|
|
}
|
|
|
|
};
|