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1120 lines
27 KiB
HTML
1120 lines
27 KiB
HTML
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<h1 class="page-title">Source: input/Input.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 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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* Constructor for Phaser Input.
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* @class Phaser.Input
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* @classdesc 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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* @constructor
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* @param {Phaser.Game} game - Current game instance.
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*/
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Phaser.Input = function (game) {
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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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* @property {Description} hitCanvas - Description.
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* @default
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*/
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this.hitCanvas = null;
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/**
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* @property {Description} hitContext - Description.
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* @default
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*/
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this.hitContext = null;
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};
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Input.MOUSE_OVERRIDES_TOUCH = 0;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Input.TOUCH_OVERRIDES_MOUSE = 1;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Input.MOUSE_TOUCH_COMBINE = 2;
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Phaser.Input.prototype = {
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/**
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* @property {Phaser.Game} game
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*/
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game: null,
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/**
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* How often should the input pointers be checked for updates?
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* A value of 0 means every single frame (60fps), a value of 1 means every other frame (30fps) and so on.
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* @property {number} pollRate
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* @default
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*/
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pollRate: 0,
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/**
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* @property {number} _pollCounter - Description.
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* @private
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* @default
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*/
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_pollCounter: 0,
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/**
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* A vector object representing the previous position of the Pointer.
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* @property {Vec2} vector
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* @private
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* @default
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*/
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_oldPosition: null,
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/**
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* X coordinate of the most recent Pointer event
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* @property {number} _x
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* @private
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* @default
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*/
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_x: 0,
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/**
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* Y coordinate of the most recent Pointer event
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* @property {number} _y
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* @private
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* @default
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*/
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_y: 0,
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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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* @property {boolean} disabled
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* @default
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*/
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disabled: 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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* @property {Description} multiInputOverride
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*/
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multiInputOverride: Phaser.Input.MOUSE_TOUCH_COMBINE,
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/**
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* A vector object representing the current position of the Pointer.
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* @property {Phaser.Point} position
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* @default
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*/
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position: 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 {Phaser.Point} speed
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* @default
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*/
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speed: 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 {Phaser.Circle} circle
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* @default
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*/
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circle: null,
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/**
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* The scale by which all input coordinates are multiplied, calculated by the StageScaleMode.
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* In an un-scaled game the values will be x: 1 and y: 1.
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* @property {Phaser.Point} scale
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* @default
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*/
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scale: null,
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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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* @property {number} maxPointers
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* @default
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*/
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maxPointers: 10,
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/**
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* The current number of active Pointers.
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* @property {number} currentPointers
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* @default
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*/
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currentPointers: 0,
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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 clicke
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* @property {number} tapRate
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* @default
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*/
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tapRate: 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 {number} doubleTapRate
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* @default
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*/
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doubleTapRate: 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 {number} holdRate
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* @default
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*/
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holdRate: 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 {number} justPressedRate
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* @default
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*/
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justPressedRate: 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 {number} justReleasedRate
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* @default
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*/
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justReleasedRate: 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 {boolean} recordPointerHistory
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* @default
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*/
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recordPointerHistory: false,
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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 {number} recordRate
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* @default
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*/
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recordRate: 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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* If 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 {number} recordLimit
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* @default
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*/
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recordLimit: 100,
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/**
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* A Pointer object
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* @property {Phaser.Pointer} pointer1
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*/
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pointer1: null,
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/**
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* A Pointer object
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* @property {Phaser.Pointer} pointer2
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*/
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pointer2: null,
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/**
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* A Pointer object
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* @property {Phaser.Pointer} pointer3
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*/
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pointer3: null,
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/**
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* A Pointer object
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* @property {Phaser.Pointer} pointer4
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*/
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pointer4: null,
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/**
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* A Pointer object
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* @property {Phaser.Pointer} pointer5
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*/
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pointer5: null,
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/**
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* A Pointer object
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* @property {Phaser.Pointer} pointer6
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*/
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pointer6: null,
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/**
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* A Pointer object
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* @property {Phaser.Pointer} pointer7
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*/
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pointer7: null,
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/**
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* A Pointer object
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* @property {Phaser.Pointer} pointer8
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*/
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pointer8: null,
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/**
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* A Pointer object
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* @property {Phaser.Pointer} pointer9
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*/
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pointer9: null,
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/**
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* A Pointer object.
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* @property {Phaser.Pointer} pointer10
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*/
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pointer10: null,
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/**
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* The most recently active Pointer object.
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* When you've limited max pointers to 1 this will accurately be either the first finger touched or mouse.
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* @property {Phaser.Pointer} activePointer
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* @default
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*/
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activePointer: null,
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/**
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* The mouse has its own unique Phaser.Pointer object which you can use if making a desktop specific game.
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* @property {Pointer} mousePointer
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* @default
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*/
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mousePointer: null,
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/**
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* The Mouse Input manager.
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* @property {Phaser.Mouse} mouse - The Mouse Input manager.
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* @default
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*/
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mouse: null,
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/**
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* The Keyboard Input manager.
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* @property {Phaser.Keyboard} keyboard - The Keyboard Input manager.
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* @default
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*/
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keyboard: null,
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/**
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* The Touch Input manager.
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* @property {Phaser.Touch} touch - the Touch Input manager.
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* @default
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*/
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touch: null,
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/**
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* The MSPointer Input manager.
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* @property {Phaser.MSPointer} mspointer - The MSPointer Input manager.
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* @default
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*/
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mspointer: null,
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/**
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* A Signal that is dispatched each time a pointer is pressed down.
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* @property {Phaser.Signal} onDown
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* @default
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*/
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onDown: null,
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/**
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* A Signal that is dispatched each time a pointer is released.
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* @property {Phaser.Signal} onUp
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* @default
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*/
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onUp: null,
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/**
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* A Signal that is dispatched each time a pointer is tapped.
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* @property {Phaser.Signal} onTap
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* @default
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*/
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onTap: null,
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/**
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* A Signal that is dispatched each time a pointer is held down.
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* @property {Phaser.Signal} onHold
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* @default
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*/
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onHold: null,
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/**
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* A linked list of interactive objects, the InputHandler components (belonging to Sprites) register themselves with this.
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* @property {Phaser.LinkedList} interactiveItems
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*/
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interactiveItems: new Phaser.LinkedList(),
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/**
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* Starts the Input Manager running.
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* @method Phaser.Input#boot
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* @protected
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*/
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boot: function () {
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this.mousePointer = new Phaser.Pointer(this.game, 0);
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this.pointer1 = new Phaser.Pointer(this.game, 1);
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this.pointer2 = new Phaser.Pointer(this.game, 2);
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this.mouse = new Phaser.Mouse(this.game);
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this.keyboard = new Phaser.Keyboard(this.game);
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this.touch = new Phaser.Touch(this.game);
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this.mspointer = new Phaser.MSPointer(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.scale = new Phaser.Point(1, 1);
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this.speed = new Phaser.Point();
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this.position = new Phaser.Point();
|
|
this._oldPosition = new Phaser.Point();
|
|
|
|
this.circle = new Phaser.Circle(0, 0, 44);
|
|
|
|
this.activePointer = this.mousePointer;
|
|
this.currentPointers = 0;
|
|
|
|
this.hitCanvas = document.createElement('canvas');
|
|
this.hitCanvas.width = 1;
|
|
this.hitCanvas.height = 1;
|
|
this.hitContext = this.hitCanvas.getContext('2d');
|
|
|
|
this.mouse.start();
|
|
this.keyboard.start();
|
|
this.touch.start();
|
|
this.mspointer.start();
|
|
this.mousePointer.active = true;
|
|
|
|
},
|
|
|
|
/**
|
|
* Add a new Pointer object to the Input Manager. By default Input creates 3 pointer objects: mousePointer, pointer1 and pointer2.
|
|
* If you need more then use this to create a new one, up to a maximum of 10.
|
|
* @method Phaser.Input#addPointer
|
|
* @return {Phaser.Pointer} A reference to the new Pointer object that was created.
|
|
*/
|
|
addPointer: function () {
|
|
|
|
var next = 0;
|
|
|
|
for (var i = 10; i > 0; i--)
|
|
{
|
|
if (this['pointer' + i] === null)
|
|
{
|
|
next = i;
|
|
}
|
|
}
|
|
|
|
if (next == 0)
|
|
{
|
|
console.warn("You can only have 10 Pointer objects");
|
|
return null;
|
|
}
|
|
else
|
|
{
|
|
this['pointer' + next] = new Phaser.Pointer(this.game, next);
|
|
return this['pointer' + next];
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Updates the Input Manager. Called by the core Game loop.
|
|
* @method Phaser.Input#update
|
|
* @protected
|
|
*/
|
|
update: function () {
|
|
|
|
if (this.pollRate > 0 && this._pollCounter < this.pollRate)
|
|
{
|
|
this._pollCounter++;
|
|
return;
|
|
}
|
|
|
|
this.speed.x = this.position.x - this._oldPosition.x;
|
|
this.speed.y = this.position.y - this._oldPosition.y;
|
|
|
|
this._oldPosition.copyFrom(this.position);
|
|
this.mousePointer.update();
|
|
|
|
this.pointer1.update();
|
|
this.pointer2.update();
|
|
|
|
if (this.pointer3) { this.pointer3.update(); }
|
|
if (this.pointer4) { this.pointer4.update(); }
|
|
if (this.pointer5) { this.pointer5.update(); }
|
|
if (this.pointer6) { this.pointer6.update(); }
|
|
if (this.pointer7) { this.pointer7.update(); }
|
|
if (this.pointer8) { this.pointer8.update(); }
|
|
if (this.pointer9) { this.pointer9.update(); }
|
|
if (this.pointer10) { this.pointer10.update(); }
|
|
|
|
this._pollCounter = 0;
|
|
},
|
|
|
|
/**
|
|
* Reset all of the Pointers and Input states
|
|
* @method Phaser.Input#reset
|
|
* @param {boolean} hard - A soft reset (hard = false) won't reset any Signals that might be bound. A hard reset will.
|
|
*/
|
|
reset: function (hard) {
|
|
|
|
if (this.game.isBooted == false)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (typeof hard == 'undefined') { hard = false; }
|
|
|
|
this.keyboard.reset();
|
|
this.mousePointer.reset();
|
|
|
|
for (var i = 1; i <= 10; i++)
|
|
{
|
|
if (this['pointer' + i])
|
|
{
|
|
this['pointer' + i].reset();
|
|
}
|
|
}
|
|
|
|
this.currentPointers = 0;
|
|
this.game.stage.canvas.style.cursor = "default";
|
|
|
|
if (hard == true)
|
|
{
|
|
this.onDown.dispose();
|
|
this.onUp.dispose();
|
|
this.onTap.dispose();
|
|
this.onHold.dispose();
|
|
this.onDown = new Phaser.Signal();
|
|
this.onUp = new Phaser.Signal();
|
|
this.onTap = new Phaser.Signal();
|
|
this.onHold = new Phaser.Signal();
|
|
|
|
this.interactiveItems.callAll('reset');
|
|
}
|
|
|
|
this._pollCounter = 0;
|
|
|
|
},
|
|
|
|
/**
|
|
* Resets the speed and old position properties.
|
|
* @method Phaser.Input#resetSpeed
|
|
* @param {number} x - Sets the oldPosition.x value.
|
|
* @param {number} y - Sets the oldPosition.y value.
|
|
*/
|
|
resetSpeed: function (x, y) {
|
|
|
|
this._oldPosition.setTo(x, y);
|
|
this.speed.setTo(0, 0);
|
|
|
|
},
|
|
|
|
/**
|
|
* Find the first free Pointer object and start it, passing in the event data. This is called automatically by Phaser.Touch and Phaser.MSPointer.
|
|
* @method Phaser.Input#startPointer
|
|
* @param {Any} event - The event data from the Touch event.
|
|
* @return {Phaser.Pointer} The Pointer object that was started or null if no Pointer object is available.
|
|
*/
|
|
startPointer: function (event) {
|
|
|
|
if (this.maxPointers < 10 && this.totalActivePointers == this.maxPointers)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
if (this.pointer1.active == false)
|
|
{
|
|
return this.pointer1.start(event);
|
|
}
|
|
else if (this.pointer2.active == false)
|
|
{
|
|
return this.pointer2.start(event);
|
|
}
|
|
else
|
|
{
|
|
for (var i = 3; i <= 10; i++)
|
|
{
|
|
if (this['pointer' + i] && this['pointer' + i].active == false)
|
|
{
|
|
return this['pointer' + i].start(event);
|
|
}
|
|
}
|
|
}
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Updates the matching Pointer object, passing in the event data. This is called automatically and should not normally need to be invoked.
|
|
* @method Phaser.Input#updatePointer
|
|
* @param {Any} event - The event data from the Touch event.
|
|
* @return {Phaser.Pointer} The Pointer object that was updated or null if no Pointer object is available.
|
|
*/
|
|
updatePointer: function (event) {
|
|
|
|
if (this.pointer1.active && this.pointer1.identifier == event.identifier)
|
|
{
|
|
return this.pointer1.move(event);
|
|
}
|
|
else if (this.pointer2.active && this.pointer2.identifier == event.identifier)
|
|
{
|
|
return this.pointer2.move(event);
|
|
}
|
|
else
|
|
{
|
|
for (var i = 3; i <= 10; i++)
|
|
{
|
|
if (this['pointer' + i] && this['pointer' + i].active && this['pointer' + i].identifier == event.identifier)
|
|
{
|
|
return this['pointer' + i].move(event);
|
|
}
|
|
}
|
|
}
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Stops the matching Pointer object, passing in the event data.
|
|
* @method Phaser.Input#stopPointer
|
|
* @param {Any} event - The event data from the Touch event.
|
|
* @return {Phaser.Pointer} The Pointer object that was stopped or null if no Pointer object is available.
|
|
*/
|
|
stopPointer: function (event) {
|
|
|
|
if (this.pointer1.active && this.pointer1.identifier == event.identifier)
|
|
{
|
|
return this.pointer1.stop(event);
|
|
}
|
|
else if (this.pointer2.active && this.pointer2.identifier == event.identifier)
|
|
{
|
|
return this.pointer2.stop(event);
|
|
}
|
|
else
|
|
{
|
|
for (var i = 3; i <= 10; i++)
|
|
{
|
|
if (this['pointer' + i] && this['pointer' + i].active && this['pointer' + i].identifier == event.identifier)
|
|
{
|
|
return this['pointer' + i].stop(event);
|
|
}
|
|
}
|
|
}
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Get the next Pointer object whos active property matches the given state
|
|
* @method Phaser.Input#getPointer
|
|
* @param {boolean} state - The state the Pointer should be in (false for inactive, true for active).
|
|
* @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested state.
|
|
*/
|
|
getPointer: function (state) {
|
|
|
|
state = state || false;
|
|
|
|
if (this.pointer1.active == state)
|
|
{
|
|
return this.pointer1;
|
|
}
|
|
else if (this.pointer2.active == state)
|
|
{
|
|
return this.pointer2;
|
|
}
|
|
else
|
|
{
|
|
for (var i = 3; i <= 10; i++)
|
|
{
|
|
if (this['pointer' + i] && this['pointer' + i].active == state)
|
|
{
|
|
return this['pointer' + i];
|
|
}
|
|
}
|
|
}
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Get the Pointer object whos identified property matches the given identifier value.
|
|
* @method Phaser.Input#getPointerFromIdentifier
|
|
* @param {number} identifier - The Pointer.identifier value to search for.
|
|
* @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested identifier.
|
|
*/
|
|
getPointerFromIdentifier: function (identifier) {
|
|
|
|
if (this.pointer1.identifier == identifier)
|
|
{
|
|
return this.pointer1;
|
|
}
|
|
else if (this.pointer2.identifier == identifier)
|
|
{
|
|
return this.pointer2;
|
|
}
|
|
else
|
|
{
|
|
for (var i = 3; i <= 10; i++)
|
|
{
|
|
if (this['pointer' + i] && this['pointer' + i].identifier == identifier)
|
|
{
|
|
return this['pointer' + i];
|
|
}
|
|
}
|
|
}
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Get the distance between two Pointer objects.
|
|
* @method Phaser.Input#getDistance
|
|
* @param {Pointer} pointer1
|
|
* @param {Pointer} pointer2
|
|
* @return {Description} Description.
|
|
*/
|
|
getDistance: function (pointer1, pointer2) {
|
|
// return Phaser.Vec2Utils.distance(pointer1.position, pointer2.position);
|
|
},
|
|
|
|
/**
|
|
* Get the angle between two Pointer objects.
|
|
* @method Phaser.Input#getAngle
|
|
* @param {Pointer} pointer1
|
|
* @param {Pointer} pointer2
|
|
* @return {Description} Description.
|
|
*/
|
|
getAngle: function (pointer1, pointer2) {
|
|
// return Phaser.Vec2Utils.angle(pointer1.position, pointer2.position);
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* The X coordinate of the most recently active pointer. This value takes game scaling into account automatically. See Pointer.screenX/clientX for source values.
|
|
* @name Phaser.Input#x
|
|
* @property {number} x - The X coordinate of the most recently active pointer.
|
|
*/
|
|
Object.defineProperty(Phaser.Input.prototype, "x", {
|
|
|
|
get: function () {
|
|
return this._x;
|
|
},
|
|
|
|
set: function (value) {
|
|
this._x = Math.floor(value);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The Y coordinate of the most recently active pointer. This value takes game scaling into account automatically. See Pointer.screenY/clientY for source values.
|
|
* @name Phaser.Input#y
|
|
* @property {number} y - The Y coordinate of the most recently active pointer.
|
|
*/
|
|
Object.defineProperty(Phaser.Input.prototype, "y", {
|
|
|
|
get: function () {
|
|
return this._y;
|
|
},
|
|
|
|
set: function (value) {
|
|
this._y = Math.floor(value);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Input#pollLocked
|
|
* @property {boolean} pollLocked - True if the Input is currently poll rate locked.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Input.prototype, "pollLocked", {
|
|
|
|
get: function () {
|
|
return (this.pollRate > 0 && this._pollCounter < this.pollRate);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The total number of inactive Pointers
|
|
* @name Phaser.Input#totalInactivePointers
|
|
* @property {number} totalInactivePointers - The total number of inactive Pointers.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Input.prototype, "totalInactivePointers", {
|
|
|
|
get: function () {
|
|
return 10 - this.currentPointers;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The total number of active Pointers
|
|
* @name Phaser.Input#totalActivePointers
|
|
* @property {number} totalActivePointers - The total number of active Pointers.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Input.prototype, "totalActivePointers", {
|
|
|
|
get: function () {
|
|
|
|
this.currentPointers = 0;
|
|
|
|
for (var i = 1; i <= 10; i++)
|
|
{
|
|
if (this['pointer' + i] && this['pointer' + i].active)
|
|
{
|
|
this.currentPointers++;
|
|
}
|
|
}
|
|
|
|
return this.currentPointers;
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The world X coordinate of the most recently active pointer.
|
|
* @name Phaser.Input#worldX
|
|
* @property {number} worldX - The world X coordinate of the most recently active pointer.
|
|
*/
|
|
Object.defineProperty(Phaser.Input.prototype, "worldX", {
|
|
|
|
get: function () {
|
|
return this.game.camera.view.x + this.x;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The world Y coordinate of the most recently active pointer.
|
|
* @name Phaser.Input#worldY
|
|
* @property {number} worldY - The world Y coordinate of the most recently active pointer.
|
|
*/
|
|
Object.defineProperty(Phaser.Input.prototype, "worldY", {
|
|
|
|
get: function () {
|
|
return this.game.camera.view.y + this.y;
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
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|
|
<div class="clearfix"></div>
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<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
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</span>
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<br />
|
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<span class="jsdoc-message">
|
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
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on Thu Oct 03 2013 01:18:41 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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