mirror of
https://github.com/photonstorm/phaser
synced 2024-12-18 00:53:42 +00:00
364 lines
10 KiB
JavaScript
364 lines
10 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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* If you need more fine-grained control over the handling of specific keys you can create and use Phaser.Key objects.
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*
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* @class Phaser.Key
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* @constructor
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* @param {Phaser.Game} game - Current game instance.
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* @param {integer} keycode - The key code this Key is responsible for. See {@link Phaser.KeyCode}.
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*/
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Phaser.Key = function (game, keycode) {
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
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this.game = game;
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/**
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* The enabled state of the key - see `enabled`.
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* @property {boolean} _enabled
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* @private
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*/
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this._enabled = true;
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/**
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* @property {object} event - Stores the most recent DOM event.
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* @readonly
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*/
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this.event = null;
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/**
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* @property {boolean} isDown - The "down" state of the key. This will remain `true` for as long as the keyboard thinks this key is held down.
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* @default
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*/
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this.isDown = false;
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/**
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* @property {boolean} isUp - The "up" state of the key. This will remain `true` for as long as the keyboard thinks this key is up.
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* @default
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*/
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this.isUp = true;
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/**
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* @property {boolean} altKey - The down state of the ALT key, if pressed at the same time as this key.
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* @default
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*/
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this.altKey = false;
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/**
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* @property {boolean} ctrlKey - The down state of the CTRL key, if pressed at the same time as this key.
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* @default
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*/
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this.ctrlKey = false;
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/**
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* @property {boolean} shiftKey - The down state of the SHIFT key, if pressed at the same time as this key.
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* @default
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*/
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this.shiftKey = false;
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/**
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* @property {number} timeDown - The timestamp when the key was last pressed down. This is based on Game.time.now.
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*/
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this.timeDown = 0;
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/**
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* If the key is down this value holds the duration of that key press and is constantly updated.
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* If the key is up it holds the duration of the previous down session.
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* @property {number} duration - The number of milliseconds this key has been held down for.
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* @default
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*/
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this.duration = 0;
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/**
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* @property {number} timeUp - The timestamp when the key was last released. This is based on Game.time.now.
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* @default
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*/
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this.timeUp = -2500;
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/**
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* @property {number} repeats - If a key is held down this holds down the number of times the key has 'repeated'.
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* @default
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*/
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this.repeats = 0;
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/**
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* @property {number} keyCode - The keycode of this key.
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*/
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this.keyCode = keycode;
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/**
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* @property {Phaser.Signal} onDown - This Signal is dispatched every time this Key is pressed down. It is only dispatched once (until the key is released again).
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*/
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this.onDown = new Phaser.Signal();
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/**
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* @property {function} onHoldCallback - A callback that is called while this Key is held down. Warning: Depending on refresh rate that could be 60+ times per second.
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*/
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this.onHoldCallback = null;
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/**
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* @property {object} onHoldContext - The context under which the onHoldCallback will be called.
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*/
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this.onHoldContext = null;
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/**
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* @property {Phaser.Signal} onUp - This Signal is dispatched every time this Key is released. It is only dispatched once (until the key is pressed and released again).
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*/
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this.onUp = new Phaser.Signal();
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/**
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* @property {boolean} _justDown - True if the key has just been pressed (NOTE: requires to be reset, see justDown getter)
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* @private
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*/
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this._justDown = false;
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/**
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* @property {boolean} _justUp - True if the key has just been pressed (NOTE: requires to be reset, see justDown getter)
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* @private
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*/
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this._justUp = false;
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};
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Phaser.Key.prototype = {
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/**
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* Called automatically by Phaser.Keyboard.
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*
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* @method Phaser.Key#update
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* @protected
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*/
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update: function () {
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if (!this._enabled) { return; }
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if (this.isDown)
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{
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this.duration = this.game.time.time - this.timeDown;
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this.repeats++;
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if (this.onHoldCallback)
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{
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this.onHoldCallback.call(this.onHoldContext, this);
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}
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}
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},
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/**
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* Called automatically by Phaser.Keyboard.
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*
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* @method Phaser.Key#processKeyDown
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* @param {KeyboardEvent} event - The DOM event that triggered this.
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* @protected
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*/
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processKeyDown: function (event) {
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if (!this._enabled) { return; }
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this.event = event;
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// exit if this key down is from auto-repeat
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if (this.isDown)
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{
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return;
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}
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this.altKey = event.altKey;
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this.ctrlKey = event.ctrlKey;
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this.shiftKey = event.shiftKey;
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this.isDown = true;
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this.isUp = false;
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this.timeDown = this.game.time.time;
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this.duration = 0;
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this.repeats = 0;
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// _justDown will remain true until it is read via the justDown Getter
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// this enables the game to poll for past presses, or reset it at the start of a new game state
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this._justDown = true;
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this.onDown.dispatch(this);
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},
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/**
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* Called automatically by Phaser.Keyboard.
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*
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* @method Phaser.Key#processKeyUp
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* @param {KeyboardEvent} event - The DOM event that triggered this.
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* @protected
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*/
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processKeyUp: function (event) {
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if (!this._enabled) { return; }
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this.event = event;
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if (this.isUp)
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{
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return;
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}
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this.isDown = false;
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this.isUp = true;
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this.timeUp = this.game.time.time;
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this.duration = this.game.time.time - this.timeDown;
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// _justUp will remain true until it is read via the justUp Getter
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// this enables the game to poll for past presses, or reset it at the start of a new game state
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this._justUp = true;
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this.onUp.dispatch(this);
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},
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/**
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* Resets the state of this Key.
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*
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* This sets isDown to false, isUp to true, resets the time to be the current time, and _enables_ the key.
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* In addition, if it is a "hard reset", it clears clears any callbacks associated with the onDown and onUp events and removes the onHoldCallback.
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*
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* @method Phaser.Key#reset
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* @param {boolean} [hard=true] - A soft reset won't reset any events or callbacks; a hard reset will.
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*/
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reset: function (hard) {
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if (hard === undefined) { hard = true; }
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this.isDown = false;
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this.isUp = true;
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this.timeUp = this.game.time.time;
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this.duration = 0;
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this._enabled = true; // .enabled causes reset(false)
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this._justDown = false;
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this._justUp = false;
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if (hard)
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{
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this.onDown.removeAll();
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this.onUp.removeAll();
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this.onHoldCallback = null;
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this.onHoldContext = null;
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}
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},
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/**
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* Returns `true` if the Key was pressed down within the `duration` value given, or `false` if it either isn't down,
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* or was pressed down longer ago than then given duration.
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*
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* @method Phaser.Key#downDuration
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* @param {number} [duration=50] - The duration within which the key is considered as being just pressed. Given in ms.
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* @return {boolean} True if the key was pressed down within the given duration.
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*/
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downDuration: function (duration) {
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if (duration === undefined) { duration = 50; }
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return (this.isDown && this.duration < duration);
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},
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/**
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* Returns `true` if the Key was pressed down within the `duration` value given, or `false` if it either isn't down,
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* or was pressed down longer ago than then given duration.
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*
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* @method Phaser.Key#upDuration
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* @param {number} [duration=50] - The duration within which the key is considered as being just released. Given in ms.
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* @return {boolean} True if the key was released within the given duration.
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*/
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upDuration: function (duration) {
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if (duration === undefined) { duration = 50; }
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return (!this.isDown && ((this.game.time.time - this.timeUp) < duration));
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}
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};
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/**
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* The justDown value allows you to test if this Key has just been pressed down or not.
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* When you check this value it will return `true` if the Key is down, otherwise `false`.
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* You can only call justDown once per key press. It will only return `true` once, until the Key is released and pressed down again.
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* This allows you to use it in situations where you want to check if this key is down without using a Signal, such as in a core game loop.
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*
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* @property {boolean} justDown
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* @memberof Phaser.Key
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* @default false
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*/
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Object.defineProperty(Phaser.Key.prototype, "justDown", {
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get: function () {
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var current = this._justDown;
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this._justDown = false;
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return current;
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}
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});
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/**
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* The justUp value allows you to test if this Key has just been released or not.
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* When you check this value it will return `true` if the Key is up, otherwise `false`.
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* You can only call justUp once per key release. It will only return `true` once, until the Key is pressed down and released again.
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* This allows you to use it in situations where you want to check if this key is up without using a Signal, such as in a core game loop.
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*
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* @property {boolean} justUp
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* @memberof Phaser.Key
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* @default false
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*/
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Object.defineProperty(Phaser.Key.prototype, "justUp", {
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get: function () {
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var current = this._justUp;
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this._justUp = false;
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return current;
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}
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});
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/**
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* An enabled key processes its update and dispatches events.
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* A key can be disabled momentarily at runtime instead of deleting it.
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*
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* @property {boolean} enabled
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* @memberof Phaser.Key
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* @default true
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*/
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Object.defineProperty(Phaser.Key.prototype, "enabled", {
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get: function () {
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return this._enabled;
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},
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set: function (value) {
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value = !!value;
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if (value !== this._enabled)
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{
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if (!value)
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{
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this.reset(false);
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}
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this._enabled = value;
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}
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}
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});
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Phaser.Key.prototype.constructor = Phaser.Key;
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