mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 21:24:09 +00:00
990 lines
26 KiB
HTML
990 lines
26 KiB
HTML
<!DOCTYPE html>
|
|
|
|
<html lang="en">
|
|
<head>
|
|
<meta charset="utf-8">
|
|
<title>Phaser Source: input/Pointer.js</title>
|
|
|
|
<!--[if lt IE 9]>
|
|
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
|
|
<![endif]-->
|
|
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
|
|
|
|
|
|
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
|
|
|
|
</head>
|
|
|
|
<body>
|
|
<div class="container-fluid">
|
|
<div class="navbar navbar-fixed-top navbar-inverse">
|
|
<div class="navbar-inner">
|
|
<a class="brand" href="index.html">Phaser</a>
|
|
<ul class="nav">
|
|
|
|
<li class="dropdown">
|
|
<a href="modules.list.html" class="dropdown-toggle" data-toggle="dropdown">Modules<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li>
|
|
<a href="module-Phaser.html">Phaser</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li>
|
|
<a href="Phaser.Animation.html">Animation</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Animation.Frame.html">Frame</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Animation.FrameData.html">FrameData</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Animation.Parser.html">Parser</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.AnimationManager.html">AnimationManager</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Cache.html">Cache</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Camera.html">Camera</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Canvas.html">Canvas</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Circle.html">Circle</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Device.html">Device</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Game.html">Game</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Group.html">Group</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Input.html">Input</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.InputHandler.html">InputHandler</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Key.html">Key</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Keyboard.html">Keyboard</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.LinkedList.html">LinkedList</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Loader.html">Loader</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Loader.Parser.html">Parser</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Math.html">Math</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Mouse.html">Mouse</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.MSPointer.html">MSPointer</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Net.html">Net</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Particles.html">Particles</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Plugin.html">Plugin</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.PluginManager.html">PluginManager</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Point.html">Point</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Pointer.html">Pointer</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.QuadTree.html">QuadTree</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Rectangle.html">Rectangle</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Signal.html">Signal</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Sound.html">Sound</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.SoundManager.html">SoundManager</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Stage.html">Stage</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.State.html">State</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.StateManager.html">StateManager</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Touch.html">Touch</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.World.html">World</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="SignalBinding.html">SignalBinding</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
</ul>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="row-fluid">
|
|
|
|
|
|
<div class="span12">
|
|
|
|
<div id="main">
|
|
|
|
|
|
|
|
<h1 class="page-title">Source: input/Pointer.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2013 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* Phaser - Pointer constructor.
|
|
*
|
|
* @class Phaser.Pointer
|
|
* @classdesc A Pointer object is used by the Mouse, Touch and MSPoint managers and represents a single finger on the touch screen.
|
|
* @constructor
|
|
* @param {Phaser.Game} game - A reference to the currently running game.
|
|
* @param {Description} id - Description.
|
|
*/
|
|
Phaser.Pointer = function (game, id) {
|
|
|
|
/**
|
|
* @property {Phaser.Game} game - Local reference to game.
|
|
*/
|
|
this.game = game;
|
|
|
|
/**
|
|
* @property {Description} id - Description.
|
|
*/
|
|
this.id = id;
|
|
|
|
/**
|
|
* Local private variable to store the status of dispatching a hold event.
|
|
* @property {boolean} _holdSent
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._holdSent = false;
|
|
|
|
/**
|
|
* Local private variable storing the short-term history of pointer movements.
|
|
* @property {array} _history
|
|
* @private
|
|
*/
|
|
this._history = [];
|
|
|
|
/**
|
|
* Local private variable storing the time at which the next history drop should occur
|
|
* @property {number} _lastDrop
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._nextDrop = 0;
|
|
|
|
/**
|
|
* Monitor events outside of a state reset loop.
|
|
* @property {boolean} _stateReset
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._stateReset = false;
|
|
|
|
/**
|
|
* A Vector object containing the initial position when the Pointer was engaged with the screen.
|
|
* @property {Vec2} positionDown
|
|
* @default
|
|
**/
|
|
this.positionDown = null;
|
|
|
|
/**
|
|
* A Vector object containing the current position of the Pointer on the screen.
|
|
* @property {Vec2} position
|
|
* @default
|
|
**/
|
|
this.position = null;
|
|
|
|
/**
|
|
* A Circle object centered on the x/y screen coordinates of the Pointer.
|
|
* Default size of 44px (Apple's recommended "finger tip" size).
|
|
* @property {Circle} circle
|
|
* @default
|
|
**/
|
|
this.circle = null;
|
|
|
|
/**
|
|
* Description.
|
|
* @property {boolean} withinGame
|
|
*/
|
|
this.withinGame = false;
|
|
|
|
/**
|
|
* The horizontal coordinate of point relative to the viewport in pixels, excluding any scroll offset.
|
|
* @property {number} clientX
|
|
* @default
|
|
*/
|
|
this.clientX = -1;
|
|
|
|
/**
|
|
* The vertical coordinate of point relative to the viewport in pixels, excluding any scroll offset.
|
|
* @property {number} clientY
|
|
* @default
|
|
*/
|
|
this.clientY = -1;
|
|
|
|
/**
|
|
* The horizontal coordinate of point relative to the viewport in pixels, including any scroll offset.
|
|
* @property {number} pageX
|
|
* @default
|
|
*/
|
|
this.pageX = -1;
|
|
|
|
/**
|
|
* The vertical coordinate of point relative to the viewport in pixels, including any scroll offset.
|
|
* @property {number} pageY
|
|
* @default
|
|
*/
|
|
this.pageY = -1;
|
|
|
|
/**
|
|
* The horizontal coordinate of point relative to the screen in pixels.
|
|
* @property {number} screenX
|
|
* @default
|
|
*/
|
|
this.screenX = -1;
|
|
|
|
/**
|
|
* The vertical coordinate of point relative to the screen in pixels.
|
|
* @property {number} screenY
|
|
* @default
|
|
*/
|
|
this.screenY = -1;
|
|
|
|
/**
|
|
* The horizontal coordinate of point relative to the game element. This value is automatically scaled based on game size.
|
|
* @property {number} x
|
|
* @default
|
|
*/
|
|
this.x = -1;
|
|
|
|
/**
|
|
* The vertical coordinate of point relative to the game element. This value is automatically scaled based on game size.
|
|
* @property {number} y
|
|
* @default
|
|
*/
|
|
this.y = -1;
|
|
|
|
/**
|
|
* If the Pointer is a mouse this is true, otherwise false.
|
|
* @property {boolean} isMouse
|
|
* @type {boolean}
|
|
*/
|
|
this.isMouse = false;
|
|
|
|
/**
|
|
* If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true.
|
|
* @property {boolean} isDown
|
|
* @default
|
|
*/
|
|
this.isDown = false;
|
|
|
|
/**
|
|
* If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true.
|
|
* @property {boolean} isUp
|
|
* @default
|
|
*/
|
|
this.isUp = true;
|
|
|
|
/**
|
|
* A timestamp representing when the Pointer first touched the touchscreen.
|
|
* @property {number} timeDown
|
|
* @default
|
|
*/
|
|
this.timeDown = 0;
|
|
|
|
/**
|
|
* A timestamp representing when the Pointer left the touchscreen.
|
|
* @property {number} timeUp
|
|
* @default
|
|
*/
|
|
this.timeUp = 0;
|
|
|
|
/**
|
|
* A timestamp representing when the Pointer was last tapped or clicked.
|
|
* @property {number} previousTapTime
|
|
* @default
|
|
*/
|
|
this.previousTapTime = 0;
|
|
|
|
/**
|
|
* The total number of times this Pointer has been touched to the touchscreen.
|
|
* @property {number} totalTouches
|
|
* @default
|
|
*/
|
|
this.totalTouches = 0;
|
|
|
|
/**
|
|
* The number of miliseconds since the last click.
|
|
* @property {number} msSinceLastClick
|
|
* @default
|
|
*/
|
|
this.msSinceLastClick = Number.MAX_VALUE;
|
|
|
|
/**
|
|
* The Game Object this Pointer is currently over / touching / dragging.
|
|
* @property {Any} targetObject
|
|
* @default
|
|
*/
|
|
this.targetObject = null;
|
|
|
|
/**
|
|
* Description.
|
|
* @property {boolean} isDown - Description.
|
|
* @default
|
|
*/
|
|
this.active = false;
|
|
|
|
/**
|
|
* Description
|
|
* @property {Phaser.Point} position
|
|
*/
|
|
this.position = new Phaser.Point();
|
|
|
|
/**
|
|
* Description
|
|
* @property {Phaser.Point} positionDown
|
|
*/
|
|
this.positionDown = new Phaser.Point();
|
|
|
|
/**
|
|
* Description
|
|
* @property {Phaser.Circle} circle
|
|
*/
|
|
this.circle = new Phaser.Circle(0, 0, 44);
|
|
|
|
if (id == 0)
|
|
{
|
|
this.isMouse = true;
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.Pointer.prototype = {
|
|
|
|
/**
|
|
* Called when the Pointer is pressed onto the touchscreen.
|
|
* @method Phaser.Pointer#start
|
|
* @param {Any} event
|
|
*/
|
|
start: function (event) {
|
|
|
|
this.identifier = event.identifier;
|
|
this.target = event.target;
|
|
|
|
if (event.button)
|
|
{
|
|
this.button = event.button;
|
|
}
|
|
|
|
// Fix to stop rogue browser plugins from blocking the visibility state event
|
|
if (this.game.paused == true && this.game.stage.scale.incorrectOrientation == false)
|
|
{
|
|
this.game.paused = false;
|
|
return this;
|
|
}
|
|
|
|
this._history.length = 0;
|
|
this.active = true;
|
|
this.withinGame = true;
|
|
this.isDown = true;
|
|
this.isUp = false;
|
|
|
|
// Work out how long it has been since the last click
|
|
this.msSinceLastClick = this.game.time.now - this.timeDown;
|
|
this.timeDown = this.game.time.now;
|
|
this._holdSent = false;
|
|
|
|
// This sets the x/y and other local values
|
|
this.move(event);
|
|
|
|
// x and y are the old values here?
|
|
this.positionDown.setTo(this.x, this.y);
|
|
|
|
if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
|
|
{
|
|
this.game.input.x = this.x * this.game.input.scale.x;
|
|
this.game.input.y = this.y * this.game.input.scale.y;
|
|
this.game.input.position.setTo(this.x, this.y);
|
|
this.game.input.onDown.dispatch(this);
|
|
this.game.input.resetSpeed(this.x, this.y);
|
|
}
|
|
|
|
this._stateReset = false;
|
|
this.totalTouches++;
|
|
|
|
if (this.isMouse == false)
|
|
{
|
|
this.game.input.currentPointers++;
|
|
}
|
|
|
|
if (this.targetObject !== null)
|
|
{
|
|
this.targetObject._touchedHandler(this);
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Description.
|
|
* @method Phaser.Pointer#update
|
|
*/
|
|
update: function () {
|
|
|
|
if (this.active)
|
|
{
|
|
if (this._holdSent == false && this.duration >= this.game.input.holdRate)
|
|
{
|
|
if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
|
|
{
|
|
this.game.input.onHold.dispatch(this);
|
|
}
|
|
|
|
this._holdSent = true;
|
|
}
|
|
|
|
// Update the droppings history
|
|
if (this.game.input.recordPointerHistory && this.game.time.now >= this._nextDrop)
|
|
{
|
|
this._nextDrop = this.game.time.now + this.game.input.recordRate;
|
|
|
|
this._history.push({
|
|
x: this.position.x,
|
|
y: this.position.y
|
|
});
|
|
|
|
if (this._history.length > this.game.input.recordLimit)
|
|
{
|
|
this._history.shift();
|
|
}
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Called when the Pointer is moved
|
|
* @method Phaser.Pointer#move
|
|
* @param {Any} event
|
|
*/
|
|
move: function (event) {
|
|
|
|
if (this.game.input.pollLocked)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (event.button)
|
|
{
|
|
this.button = event.button;
|
|
}
|
|
|
|
this.clientX = event.clientX;
|
|
this.clientY = event.clientY;
|
|
|
|
this.pageX = event.pageX;
|
|
this.pageY = event.pageY;
|
|
|
|
this.screenX = event.screenX;
|
|
this.screenY = event.screenY;
|
|
|
|
this.x = (this.pageX - this.game.stage.offset.x) * this.game.input.scale.x;
|
|
this.y = (this.pageY - this.game.stage.offset.y) * this.game.input.scale.y;
|
|
|
|
this.position.setTo(this.x, this.y);
|
|
this.circle.x = this.x;
|
|
this.circle.y = this.y;
|
|
|
|
if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
|
|
{
|
|
this.game.input.activePointer = this;
|
|
this.game.input.x = this.x;
|
|
this.game.input.y = this.y;
|
|
this.game.input.position.setTo(this.game.input.x, this.game.input.y);
|
|
this.game.input.circle.x = this.game.input.x;
|
|
this.game.input.circle.y = this.game.input.y;
|
|
}
|
|
|
|
// If the game is paused we don't process any target objects
|
|
if (this.game.paused)
|
|
{
|
|
return this;
|
|
}
|
|
|
|
// Easy out if we're dragging something and it still exists
|
|
if (this.targetObject !== null && this.targetObject.isDragged == true)
|
|
{
|
|
if (this.targetObject.update(this) == false)
|
|
{
|
|
this.targetObject = null;
|
|
}
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
// Work out which object is on the top
|
|
this._highestRenderOrderID = -1;
|
|
this._highestRenderObject = null;
|
|
this._highestInputPriorityID = -1;
|
|
|
|
// Just run through the linked list
|
|
if (this.game.input.interactiveItems.total > 0)
|
|
{
|
|
var currentNode = this.game.input.interactiveItems.next;
|
|
|
|
do
|
|
{
|
|
// If the object is using pixelPerfect checks, or has a higher InputManager.PriorityID OR if the priority ID is the same as the current highest AND it has a higher renderOrderID, then set it to the top
|
|
if (currentNode.pixelPerfect || currentNode.priorityID > this._highestInputPriorityID || (currentNode.priorityID == this._highestInputPriorityID && currentNode.sprite.renderOrderID > this._highestRenderOrderID))
|
|
{
|
|
if (currentNode.checkPointerOver(this))
|
|
{
|
|
// console.log('HRO set', currentNode.sprite.name);
|
|
this._highestRenderOrderID = currentNode.sprite.renderOrderID;
|
|
this._highestInputPriorityID = currentNode.priorityID;
|
|
this._highestRenderObject = currentNode;
|
|
}
|
|
}
|
|
currentNode = currentNode.next;
|
|
}
|
|
while (currentNode != null)
|
|
}
|
|
|
|
if (this._highestRenderObject == null)
|
|
{
|
|
// console.log("HRO null");
|
|
|
|
// The pointer isn't currently over anything, check if we've got a lingering previous target
|
|
if (this.targetObject)
|
|
{
|
|
// console.log("The pointer isn't currently over anything, check if we've got a lingering previous target");
|
|
this.targetObject._pointerOutHandler(this);
|
|
this.targetObject = null;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (this.targetObject == null)
|
|
{
|
|
// And now set the new one
|
|
// console.log('And now set the new one');
|
|
this.targetObject = this._highestRenderObject;
|
|
this._highestRenderObject._pointerOverHandler(this);
|
|
}
|
|
else
|
|
{
|
|
// We've got a target from the last update
|
|
// console.log("We've got a target from the last update");
|
|
if (this.targetObject == this._highestRenderObject)
|
|
{
|
|
// Same target as before, so update it
|
|
// console.log("Same target as before, so update it");
|
|
if (this._highestRenderObject.update(this) == false)
|
|
{
|
|
this.targetObject = null;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// The target has changed, so tell the old one we've left it
|
|
// console.log("The target has changed, so tell the old one we've left it");
|
|
this.targetObject._pointerOutHandler(this);
|
|
|
|
// And now set the new one
|
|
this.targetObject = this._highestRenderObject;
|
|
this.targetObject._pointerOverHandler(this);
|
|
}
|
|
}
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Called when the Pointer leaves the target area.
|
|
* @method Phaser.Pointer#leave
|
|
* @param {Any} event
|
|
*/
|
|
leave: function (event) {
|
|
|
|
this.withinGame = false;
|
|
this.move(event);
|
|
|
|
},
|
|
|
|
/**
|
|
* Called when the Pointer leaves the touchscreen.
|
|
* @method Phaser.Pointer#stop
|
|
* @param {Any} event
|
|
*/
|
|
stop: function (event) {
|
|
|
|
if (this._stateReset)
|
|
{
|
|
event.preventDefault();
|
|
return;
|
|
}
|
|
|
|
this.timeUp = this.game.time.now;
|
|
|
|
if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
|
|
{
|
|
this.game.input.onUp.dispatch(this);
|
|
|
|
// Was it a tap?
|
|
if (this.duration >= 0 && this.duration <= this.game.input.tapRate)
|
|
{
|
|
// Was it a double-tap?
|
|
if (this.timeUp - this.previousTapTime < this.game.input.doubleTapRate)
|
|
{
|
|
// Yes, let's dispatch the signal then with the 2nd parameter set to true
|
|
this.game.input.onTap.dispatch(this, true);
|
|
}
|
|
else
|
|
{
|
|
// Wasn't a double-tap, so dispatch a single tap signal
|
|
this.game.input.onTap.dispatch(this, false);
|
|
}
|
|
|
|
this.previousTapTime = this.timeUp;
|
|
}
|
|
}
|
|
|
|
// Mouse is always active
|
|
if (this.id > 0)
|
|
{
|
|
this.active = false;
|
|
}
|
|
|
|
this.withinGame = false;
|
|
this.isDown = false;
|
|
this.isUp = true;
|
|
|
|
if (this.isMouse == false)
|
|
{
|
|
this.game.input.currentPointers--;
|
|
}
|
|
|
|
if (this.game.input.interactiveItems.total > 0)
|
|
{
|
|
var currentNode = this.game.input.interactiveItems.next;
|
|
|
|
do
|
|
{
|
|
if (currentNode)
|
|
{
|
|
currentNode._releasedHandler(this);
|
|
}
|
|
|
|
currentNode = currentNode.next;
|
|
}
|
|
while (currentNode != null)
|
|
}
|
|
|
|
if (this.targetObject)
|
|
{
|
|
this.targetObject._releasedHandler(this);
|
|
}
|
|
|
|
this.targetObject = null;
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* The Pointer is considered justPressed if the time it was pressed onto the touchscreen or clicked is less than justPressedRate.
|
|
* @method Phaser.Pointer#justPressed
|
|
* @param {number} [duration]
|
|
* @return {boolean}
|
|
*/
|
|
justPressed: function (duration) {
|
|
|
|
duration = duration || this.game.input.justPressedRate;
|
|
|
|
return (this.isDown === true && (this.timeDown + duration) > this.game.time.now);
|
|
|
|
},
|
|
|
|
/**
|
|
* The Pointer is considered justReleased if the time it left the touchscreen is less than justReleasedRate.
|
|
* @method Phaser.Pointer#justReleased
|
|
* @param {number} [duration]
|
|
* @return {boolean}
|
|
*/
|
|
justReleased: function (duration) {
|
|
|
|
duration = duration || this.game.input.justReleasedRate;
|
|
|
|
return (this.isUp === true && (this.timeUp + duration) > this.game.time.now);
|
|
|
|
},
|
|
|
|
/**
|
|
* Resets the Pointer properties. Called by InputManager.reset when you perform a State change.
|
|
* @method Phaser.Pointer#reset
|
|
*/
|
|
reset: function () {
|
|
|
|
if (this.isMouse == false)
|
|
{
|
|
this.active = false;
|
|
}
|
|
|
|
this.identifier = null;
|
|
this.isDown = false;
|
|
this.isUp = true;
|
|
this.totalTouches = 0;
|
|
this._holdSent = false;
|
|
this._history.length = 0;
|
|
this._stateReset = true;
|
|
|
|
if (this.targetObject)
|
|
{
|
|
this.targetObject._releasedHandler(this);
|
|
}
|
|
|
|
this.targetObject = null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns a string representation of this object.
|
|
* @method Phaser.Pointer#toString
|
|
* @return {string} A string representation of the instance.
|
|
**/
|
|
toString: function () {
|
|
return "[{Pointer (id=" + this.id + " identifer=" + this.identifier + " active=" + this.active + " duration=" + this.duration + " withinGame=" + this.withinGame + " x=" + this.x + " y=" + this.y + " clientX=" + this.clientX + " clientY=" + this.clientY + " screenX=" + this.screenX + " screenY=" + this.screenY + " pageX=" + this.pageX + " pageY=" + this.pageY + ")}]";
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* How long the Pointer has been depressed on the touchscreen. If not currently down it returns -1.
|
|
* @name Phaser.Pointer#duration
|
|
* @property {number} duration - How long the Pointer has been depressed on the touchscreen. If not currently down it returns -1.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Pointer.prototype, "duration", {
|
|
|
|
get: function () {
|
|
|
|
if (this.isUp)
|
|
{
|
|
return -1;
|
|
}
|
|
|
|
return this.game.time.now - this.timeDown;
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Gets the X value of this Pointer in world coordinates based on the world camera.
|
|
* @name Phaser.Pointer#worldX
|
|
* @property {number} duration - The X value of this Pointer in world coordinates based on the world camera.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Pointer.prototype, "worldX", {
|
|
|
|
get: function () {
|
|
|
|
return this.game.world.camera.x + this.x;
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Gets the Y value of this Pointer in world coordinates based on the world camera.
|
|
* @name Phaser.Pointer#worldY
|
|
* @property {number} duration - The Y value of this Pointer in world coordinates based on the world camera.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Pointer.prototype, "worldY", {
|
|
|
|
get: function () {
|
|
|
|
return this.game.world.camera.y + this.y;
|
|
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
|
on Thu Oct 03 2013 01:18:41 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
|
</span>
|
|
</footer>
|
|
</div>
|
|
|
|
|
|
<br clear="both">
|
|
</div>
|
|
|
|
</div>
|
|
<script src="scripts/sunlight.js"></script>
|
|
<script src="scripts/sunlight.javascript.js"></script>
|
|
<script src="scripts/sunlight-plugin.doclinks.js"></script>
|
|
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
|
|
<script src="scripts/sunlight-plugin.menu.js"></script>
|
|
<script src="scripts/jquery.min.js"></script>
|
|
<script src="scripts/jquery.scrollTo.js"></script>
|
|
<script src="scripts/jquery.localScroll.js"></script>
|
|
<script src="scripts/bootstrap-dropdown.js"></script>
|
|
<script src="scripts/toc.js"></script>
|
|
|
|
|
|
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
|
|
|
|
<script>
|
|
$( function () {
|
|
$( "#toc" ).toc( {
|
|
selectors : "h1,h2,h3,h4",
|
|
showAndHide : false,
|
|
scrollTo : 60
|
|
} );
|
|
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
|
|
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
|
|
|
|
} );
|
|
</script>
|
|
|
|
|
|
|
|
</body>
|
|
</html>
|