Input and keyboard docs.

This commit is contained in:
Richard Davey
2013-10-02 13:18:58 +01:00
parent 852e82d0ca
commit 1a2dc05609
52 changed files with 8935 additions and 284 deletions
+1 -1
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@@ -3,7 +3,7 @@
"allowUnknownTags": true
},
"source": {
"include": [ "../src/Phaser.js", "../src/animation/", "../src/core/", "../src/geom/" ],
"include": [ "../src/Phaser.js", "../src/animation/", "../src/core/", "../src/geom/", "../src/input/Input.js" ],
"exclude": [],
"includePattern": ".+\\.js(doc)?$",
"excludePattern": "(^|\\/|\\\\)_"
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@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -591,7 +595,7 @@ Phaser.Animation.generateFrameNames = function (prefix, min, max, suffix, zeroPa
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
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@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -540,7 +544,7 @@ Object.defineProperty(Phaser.AnimationManager.prototype, "frameName", {
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
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@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -520,7 +524,7 @@ Object.defineProperty(Phaser.Camera.prototype, "height", {
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+5 -1
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@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -638,7 +642,7 @@ Phaser.Circle.intersectsRectangle = function (c, r) {
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+5 -1
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@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -328,7 +332,7 @@ Phaser.Animation.Frame.prototype = {
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+5 -1
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@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -402,7 +406,7 @@ Object.defineProperty(Phaser.Animation.FrameData.prototype, "total", {
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+5 -1
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@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -643,7 +647,7 @@ Object.defineProperty(Phaser.Game.prototype, "paused", {
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+5 -1
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@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -1324,7 +1328,7 @@ Object.defineProperty(Phaser.Group.prototype, "visible", {
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
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<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -321,7 +325,7 @@ Phaser.LinkedList.prototype = {
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+5 -1
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@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -486,7 +490,7 @@ Phaser.Animation.Parser = {
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+5 -1
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@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -2680,7 +2684,7 @@
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
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+5 -1
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@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -1627,7 +1631,7 @@ The frames are returned in the output array, or if none is provided in a new Arr
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+5 -1
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@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -1134,7 +1138,7 @@
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
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+5 -1
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@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -2511,7 +2515,7 @@ You could use this function to generate those by doing: Phaser.Animation.generat
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+5 -1
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@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -2335,7 +2339,7 @@ The currentAnim property of the AnimationManager is automatically set to the ani
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+5 -1
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@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -2762,7 +2766,7 @@ without having to use game.camera.x and game.camera.y.</p>
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@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -4012,7 +4016,7 @@ This method checks the radius distances between the two Circle objects to see if
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+6 -2
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<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -1524,7 +1528,7 @@ providing quick access to common functions and handling the boot process.</p>
<td class="type">
<span class="param-type">Phaser.Input</span>
<span class="param-type"><a href="Phaser.Input.html">Phaser.Input</a></span>
@@ -4199,7 +4203,7 @@ When a game is paused the onPause event is dispatched. When it is resumed the on
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+5 -1
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@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -6125,7 +6129,7 @@ Group.subAll('x', 10) will minus 10 from the child.x value.</p>
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<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -1179,7 +1183,7 @@ The function must exist on the member.</p>
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+5 -1
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@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -1531,7 +1535,7 @@ It is only called if active is set to true.</p>
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+5 -1
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<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -4721,7 +4725,7 @@
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+5 -1
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@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -7062,7 +7066,7 @@ This method checks the x, y, width, and height properties of the Rectangles.</p>
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+5 -1
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<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -2018,7 +2022,7 @@ already dispatched before.</p>
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+5 -1
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@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -1207,7 +1211,7 @@ focus handling, game resizing, scaling and the pause, boot and orientation scree
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<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -710,7 +714,7 @@ It provides quick access to common functions such as the camera, cache, input, m
<td class="type">
<span class="param-type">Phaser.Input</span>
<span class="param-type"><a href="Phaser.Input.html">Phaser.Input</a></span>
@@ -2298,7 +2302,7 @@ If you need to use the loader, you may need to use them here.</p>
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<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -3155,7 +3159,7 @@
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@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
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<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -1868,7 +1872,7 @@ the world at world-based coordinates. By default a world is created the same siz
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on Wed Oct 02 2013 12:09:55 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Wed Oct 02 2013 12:28:27 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
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+5 -1
View File
@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -209,7 +213,7 @@ PIXI.InteractionManager = function (dummy) {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
on Wed Oct 02 2013 12:09:54 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Wed Oct 02 2013 12:28:25 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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+5 -1
View File
@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -283,7 +287,7 @@ Phaser.Plugin.prototype = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
on Wed Oct 02 2013 12:09:54 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Wed Oct 02 2013 12:28:25 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -548,7 +552,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
on Wed Oct 02 2013 12:09:55 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Wed Oct 02 2013 12:28:26 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
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+5 -1
View File
@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -249,7 +253,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
on Wed Oct 02 2013 12:09:55 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Wed Oct 02 2013 12:28:26 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+5 -1
View File
@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -401,7 +405,7 @@ Phaser.PluginManager.prototype = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
on Wed Oct 02 2013 12:09:54 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Wed Oct 02 2013 12:28:25 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
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+5 -1
View File
@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -563,7 +567,7 @@ Phaser.Point.rotate = function (a, x, y, angle, asDegrees, distance) {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
on Wed Oct 02 2013 12:09:54 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Wed Oct 02 2013 12:28:25 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
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+5 -1
View File
@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -832,7 +836,7 @@ Phaser.Rectangle.union = function (a, b, out) {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
on Wed Oct 02 2013 12:09:54 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Wed Oct 02 2013 12:28:25 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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+5 -1
View File
@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -465,7 +469,7 @@ Phaser.Signal.prototype = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
on Wed Oct 02 2013 12:09:54 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Wed Oct 02 2013 12:28:25 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
+5 -1
View File
@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -465,7 +469,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
on Wed Oct 02 2013 12:09:55 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Wed Oct 02 2013 12:28:27 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
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+5 -1
View File
@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -330,7 +334,7 @@ Phaser.SignalBinding.prototype = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
on Wed Oct 02 2013 12:09:54 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Wed Oct 02 2013 12:28:25 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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+5 -1
View File
@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -314,7 +318,7 @@ Object.defineProperty(Phaser.Stage.prototype, "backgroundColor", {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
on Wed Oct 02 2013 12:09:54 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Wed Oct 02 2013 12:28:25 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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+5 -1
View File
@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -337,7 +341,7 @@ Phaser.State.prototype = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
on Wed Oct 02 2013 12:09:54 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Wed Oct 02 2013 12:28:25 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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+5 -1
View File
@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -693,7 +697,7 @@ Phaser.StateManager.prototype = {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
on Wed Oct 02 2013 12:09:54 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Wed Oct 02 2013 12:28:25 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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+5 -1
View File
@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -410,7 +414,7 @@ Object.defineProperty(Phaser.World.prototype, "randomY", {
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
on Wed Oct 02 2013 12:09:54 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Wed Oct 02 2013 12:28:25 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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+8 -1
View File
@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -231,6 +235,9 @@
<dt><a href="Phaser.Group.html">Group</a></dt>
<dd></dd>
<dt><a href="Phaser.Input.html">Input</a></dt>
<dd></dd>
<dt><a href="Phaser.LinkedList.html">LinkedList</a></dt>
<dd></dd>
@@ -295,7 +302,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
on Wed Oct 02 2013 12:09:54 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Wed Oct 02 2013 12:28:25 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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+5 -1
View File
@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -185,7 +189,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
on Wed Oct 02 2013 12:09:54 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Wed Oct 02 2013 12:28:25 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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+5 -1
View File
@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -236,7 +240,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
on Wed Oct 02 2013 12:09:54 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Wed Oct 02 2013 12:28:25 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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+8 -1
View File
@@ -82,6 +82,10 @@
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
@@ -231,6 +235,9 @@
<dt><a href="Phaser.Group.html">Group</a></dt>
<dd></dd>
<dt><a href="Phaser.Input.html">Input</a></dt>
<dd></dd>
<dt><a href="Phaser.LinkedList.html">LinkedList</a></dt>
<dd></dd>
@@ -295,7 +302,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
on Wed Oct 02 2013 12:09:54 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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+146 -122
View File
@@ -2,7 +2,6 @@
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
* @module Phaser.Input
*/
/**
@@ -34,8 +33,22 @@ Phaser.Input = function (game) {
};
/**
* @constant
* @type {number}
*/
Phaser.Input.MOUSE_OVERRIDES_TOUCH = 0;
/**
* @constant
* @type {number}
*/
Phaser.Input.TOUCH_OVERRIDES_MOUSE = 1;
/**
* @constant
* @type {number}
*/
Phaser.Input.MOUSE_TOUCH_COMBINE = 2;
Phaser.Input.prototype = {
@@ -63,8 +76,9 @@ Phaser.Input.prototype = {
/**
* A vector object representing the previous position of the Pointer.
* @property {Vec2} vector
* @private
* @default
**/
*/
_oldPosition: null,
/**
@@ -99,31 +113,31 @@ Phaser.Input.prototype = {
/**
* A vector object representing the current position of the Pointer.
* @property {Vec2} position
* @property {Phaser.Point} position
* @default
**/
*/
position: null,
/**
* A vector object representing the speed of the Pointer. Only really useful in single Pointer games,
* otherwise see the Pointer objects directly.
* @property {Vec2} speed
* @property {Phaser.Point} speed
* @default
**/
*/
speed: null,
/**
* A Circle object centered on the x/y screen coordinates of the Input.
* Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything
* @property {Circle} circle
* Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything.
* @property {Phaser.Circle} circle
* @default
**/
*/
circle: null,
/**
* The scale by which all input coordinates are multiplied, calculated by the StageScaleMode.
* In an un-scaled game the values will be x: 1 and y: 1.
* @property {Vec2} scale
* @property {Phaser.Point} scale
* @default
*/
scale: null,
@@ -147,35 +161,35 @@ Phaser.Input.prototype = {
* The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or clicke
* @property {number} tapRate
* @default
**/
*/
tapRate: 200,
/**
* The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click
* @property {number} doubleTapRate
* @default
**/
*/
doubleTapRate: 300,
/**
* The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event
* @property {number} holdRate
* @default
**/
*/
holdRate: 2000,
/**
* The number of milliseconds below which the Pointer is considered justPressed
* @property {number} justPressedRate
* @default
**/
*/
justPressedRate: 200,
/**
* The number of milliseconds below which the Pointer is considered justReleased
* @property {number} justReleasedRate
* @default
**/
*/
justReleasedRate: 200,
/**
@@ -184,7 +198,7 @@ Phaser.Input.prototype = {
* The history is updated at the rate specified in Input.pollRate
* @property {boolean} recordPointerHistory
* @default
**/
*/
recordPointerHistory: false,
/**
@@ -204,142 +218,146 @@ Phaser.Input.prototype = {
/**
* A Pointer object
* @property {Pointer} pointer1
**/
* @property {Phaser.Pointer} pointer1
*/
pointer1: null,
/**
* A Pointer object
* @property {Pointer} pointer2
**/
* @property {Phaser.Pointer} pointer2
*/
pointer2: null,
/**
* A Pointer object
* @property {Pointer} pointer3
**/
* @property {Phaser.Pointer} pointer3
*/
pointer3: null,
/**
* A Pointer object
* @property {Pointer} pointer4
**/
* @property {Phaser.Pointer} pointer4
*/
pointer4: null,
/**
* A Pointer object
* @property {Pointer} pointer5
**/
* @property {Phaser.Pointer} pointer5
*/
pointer5: null,
/**
* A Pointer object
* @property {Pointer} pointer6
**/
* @property {Phaser.Pointer} pointer6
*/
pointer6: null,
/**
* A Pointer object
* @property {Pointer} pointer7
**/
* @property {Phaser.Pointer} pointer7
*/
pointer7: null,
/**
* A Pointer object
* @property {Pointer} pointer8
**/
* @property {Phaser.Pointer} pointer8
*/
pointer8: null,
/**
* A Pointer object
* @property {Pointer} pointer9
**/
* @property {Phaser.Pointer} pointer9
*/
pointer9: null,
/**
* A Pointer object.
* @property {Pointer} pointer10
**/
* @property {Phaser.Pointer} pointer10
*/
pointer10: null,
/**
* The most recently active Pointer object.
* When you've limited max pointers to 1 this will accurately be either the first finger touched or mouse.
* @property {Pointer} activePointer
* @property {Phaser.Pointer} activePointer
* @default
**/
*/
activePointer: null,
/**
* Description.
* The mouse has its own unique Phaser.Pointer object which you can use if making a desktop specific game.
* @property {Pointer} mousePointer
* @default
**/
*/
mousePointer: null,
/**
* Description.
* @property {Description} mouse
* The Mouse Input manager.
* @property {Phaser.Mouse} mouse - The Mouse Input manager.
* @default
**/
*/
mouse: null,
/**
* Description.
* @property {Description} keyboard
* The Keyboard Input manager.
* @property {Phaser.Keyboard} keyboard - The Keyboard Input manager.
* @default
**/
*/
keyboard: null,
/**
* Description.
* @property {Description} touch
* The Touch Input manager.
* @property {Phaser.Touch} touch - the Touch Input manager.
* @default
**/
*/
touch: null,
/**
* Description.
* @property {Description} mspointer
* The MSPointer Input manager.
* @property {Phaser.MSPointer} mspointer - The MSPointer Input manager.
* @default
**/
*/
mspointer: null,
/**
* Description.
* @property {Description} onDown
* A Signal that is dispatched each time a pointer is pressed down.
* @property {Phaser.Signal} onDown
* @default
**/
*/
onDown: null,
/**
* Description.
* @property {Description} onUp
* A Signal that is dispatched each time a pointer is released.
* @property {Phaser.Signal} onUp
* @default
**/
*/
onUp: null,
/**
* Description.
* @property {Description} onTap
* A Signal that is dispatched each time a pointer is tapped.
* @property {Phaser.Signal} onTap
* @default
**/
*/
onTap: null,
/**
* Description.
* @property {Description} onHold
* A Signal that is dispatched each time a pointer is held down.
* @property {Phaser.Signal} onHold
* @default
**/
*/
onHold: null,
// A linked list of interactive objects, the InputHandler components (belong to Sprites) register themselves with this
/**
* A linked list of interactive objects, the InputHandler components (belonging to Sprites) register themselves with this.
* @property {Phaser.LinkedList} interactiveItems
*/
interactiveItems: new Phaser.LinkedList(),
/**
* Starts the Input Manager running.
* @method start
**/
* @method Phaser.Input#boot
* @protected
*/
boot: function () {
this.mousePointer = new Phaser.Pointer(this.game, 0);
@@ -380,11 +398,11 @@ Phaser.Input.prototype = {
},
/**
* Add a new Pointer object to the Input Manager. By default Input creates 2 pointer objects for you. If you need more
* use this to create a new one, up to a maximum of 10.
* @method addPointer
* @return {Pointer} A reference to the new Pointer object.
**/
* 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;
@@ -412,8 +430,9 @@ Phaser.Input.prototype = {
/**
* Updates the Input Manager. Called by the core Game loop.
* @method update
**/
* @method Phaser.Input#update
* @protected
*/
update: function () {
if (this.pollRate > 0 && this._pollCounter < this.pollRate)
@@ -445,9 +464,9 @@ Phaser.Input.prototype = {
/**
* Reset all of the Pointers and Input states
* @method reset
* @param {boolean} hard - A soft reset (hard = false) won't reset any signals that might be bound. A hard reset will.
**/
* @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)
@@ -489,6 +508,12 @@ Phaser.Input.prototype = {
},
/**
* 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);
@@ -497,11 +522,11 @@ Phaser.Input.prototype = {
},
/**
* Find the first free Pointer object and start it, passing in the event data.
* @method startPointer
* 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 {Pointer} The Pointer object that was started or null if no Pointer object is available.
**/
* @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)
@@ -533,11 +558,11 @@ Phaser.Input.prototype = {
},
/**
* Updates the matching Pointer object, passing in the event data.
* @method updatePointer
* 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 {Pointer} The Pointer object that was updated or null if no Pointer object is available.
**/
* @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)
@@ -565,10 +590,10 @@ Phaser.Input.prototype = {
/**
* Stops the matching Pointer object, passing in the event data.
* @method stopPointer
* @method Phaser.Input#stopPointer
* @param {Any} event - The event data from the Touch event.
* @return {Pointer} The Pointer object that was stopped or null if no Pointer object is available.
**/
* @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)
@@ -596,10 +621,10 @@ Phaser.Input.prototype = {
/**
* Get the next Pointer object whos active property matches the given state
* @method getPointer
* @method Phaser.Input#getPointer
* @param {boolean} state - The state the Pointer should be in (false for inactive, true for active).
* @return {Pointer} A Pointer object or null if no Pointer object matches the requested state.
**/
* @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested state.
*/
getPointer: function (state) {
state = state || false;
@@ -629,10 +654,10 @@ Phaser.Input.prototype = {
/**
* Get the Pointer object whos identified property matches the given identifier value.
* @method getPointerFromIdentifier
* @method Phaser.Input#getPointerFromIdentifier
* @param {number} identifier - The Pointer.identifier value to search for.
* @return {Pointer} A Pointer object or null if no Pointer object matches the requested identifier.
**/
* @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested identifier.
*/
getPointerFromIdentifier: function (identifier) {
if (this.pointer1.identifier == identifier)
@@ -660,37 +685,32 @@ Phaser.Input.prototype = {
/**
* Get the distance between two Pointer objects.
* @method getDistance
* @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 getAngle
* @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);
}
};
// Getters / Setters
/**
* The X coordinate of the most recently active pointer.
* This value takes game scaling into account automatically. See Pointer.screenX/clientX for source values.
* @return {number}
*//**
* Set
* @param {number} value - Description.
* 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", {
@@ -705,12 +725,9 @@ Object.defineProperty(Phaser.Input.prototype, "x", {
});
/**
* The Y coordinate of the most recently active pointer.
* This value takes game scaling into account automatically. See Pointer.screenY/clientY for source values.
* @return {number}
*//**
* Set
* @param {number} value - Description.
* 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", {
@@ -725,8 +742,9 @@ Object.defineProperty(Phaser.Input.prototype, "y", {
});
/**
* Get
* @return {Description} Description.
* @name Phaser.Input#pollLocked
* @property {boolean} pollLocked - True if the Input is currently poll rate locked.
* @readonly
*/
Object.defineProperty(Phaser.Input.prototype, "pollLocked", {
@@ -737,8 +755,10 @@ Object.defineProperty(Phaser.Input.prototype, "pollLocked", {
});
/**
* Get the total number of inactive Pointers
* @return {number} The number of Pointers currently inactive.
* 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", {
@@ -749,8 +769,10 @@ Object.defineProperty(Phaser.Input.prototype, "totalInactivePointers", {
});
/**
* Recalculates the total number of active Pointers
* @return {number} The number of Pointers currently active.
* 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", {
@@ -773,8 +795,9 @@ Object.defineProperty(Phaser.Input.prototype, "totalActivePointers", {
});
/**
* Get
* @return {Description}
* 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", {
@@ -785,8 +808,9 @@ Object.defineProperty(Phaser.Input.prototype, "worldX", {
});
/**
* Get
* @return {Description}
* 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", {
+73 -44
View File
@@ -1,73 +1,92 @@
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* @class Phaser.Key
* @classdesc If you need more fine-grained control over the handling of specific keys you can create and use Phaser.Key objects.
* @constructor
* @param {Phaser.Game} game - Current game instance.
* @param {number} keycode - The key code this Key is responsible for.
*/
Phaser.Key = function (game, keycode) {
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
*
* @property isDown
* @type Boolean
**/
* @property {boolean} isDown - The "down" state of the key.
* @default
*/
this.isDown = false;
/**
*
* @property isUp
* @type Boolean
**/
* @property {boolean} isUp - The "up" state of the key.
* @default
*/
this.isUp = false;
/**
*
* @property altKey
* @type Boolean
**/
* @property {boolean} altKey - The down state of the ALT key, if pressed at the same time as this key.
* @default
*/
this.altKey = false;
/**
*
* @property ctrlKey
* @type Boolean
**/
* @property {boolean} ctrlKey - The down state of the CTRL key, if pressed at the same time as this key.
* @default
*/
this.ctrlKey = false;
/**
*
* @property shiftKey
* @type Boolean
**/
* @property {boolean} shiftKey - The down state of the SHIFT key, if pressed at the same time as this key.
* @default
*/
this.shiftKey = false;
/**
*
* @property timeDown
* @type Number
**/
* @property {number} timeDown - The timestamp when the key was last pressed down.
* @default
*/
this.timeDown = 0;
/**
*
* @property duration
* @type Number
**/
* If the key is down this value holds the duration of that key press and is constantly updated.
* If the key is up it holds the duration of the previous down session.
* @property {number} duration - The number of milliseconds this key has been held down for.
* @default
*/
this.duration = 0;
/**
*
* @property timeUp
* @type Number
**/
* @property {number} timeUp - The timestamp when the key was last released.
* @default
*/
this.timeUp = 0;
/**
*
* @property repeats
* @type Number
**/
* @property {number} repeats - If a key is held down this holds down the number of times the key has 'repeated'.
* @default
*/
this.repeats = 0;
/**
* @property {number} keyCode - The keycode of this key.
*/
this.keyCode = keycode;
/**
* @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).
*/
this.onDown = new Phaser.Signal();
/**
* @property {Phaser.Signal} onUp - This Signal is dispatched every time this Key is pressed down. It is only dispatched once (until the key is released again).
*/
this.onUp = new Phaser.Signal();
};
@@ -75,10 +94,10 @@ Phaser.Key = function (game, keycode) {
Phaser.Key.prototype = {
/**
*
* @method update
* Called automatically by Phaser.Keyboard.
* @method Phaser.Key#processKeyDown
* @param {KeyboardEvent} event.
* @return {}
* @protected
*/
processKeyDown: function (event) {
@@ -105,6 +124,12 @@ Phaser.Key.prototype = {
},
/**
* Called automatically by Phaser.Keyboard.
* @method Phaser.Key#processKeyUp
* @param {KeyboardEvent} event.
* @protected
*/
processKeyUp: function (event) {
this.isDown = false;
@@ -116,8 +141,10 @@ Phaser.Key.prototype = {
},
/**
* @param {number} [duration]
* @return {boolean}
* Returns the "just pressed" state of the Key. Just pressed is considered true if the key was pressed down within the duration given (default 250ms)
* @method Phaser.Key#justPressed
* @param {number} [duration=250] - The duration below which the key is considered as being just pressed.
* @return {boolean} True if the key is just pressed otherwise false.
*/
justPressed: function (duration) {
@@ -128,8 +155,10 @@ Phaser.Key.prototype = {
},
/**
* @param {number} [duration]
* @return {boolean}
* Returns the "just released" state of the Key. Just released is considered as being true if the key was released within the duration given (default 250ms)
* @method Phaser.Key#justPressed
* @param {number} [duration=250] - The duration below which the key is considered as being just released.
* @return {boolean} True if the key is just released otherwise false.
*/
justReleased: function (duration) {
@@ -139,4 +168,4 @@ Phaser.Key.prototype = {
}
};
};
+92 -69
View File
@@ -2,10 +2,8 @@
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
* @module Phaser.Keyboard
*/
/**
* Phaser - Keyboard constructor.
*
@@ -39,45 +37,53 @@ Phaser.Keyboard = function (game) {
*/
this._capture = {};
this.callbackContext = this;
this.onDownCallback = null;
this.onUpCallback = null;
/**
* You can disable all Keyboard Input by setting disabled to true. While true all new input related events will be ignored.
* @property {boolean} disabled - The disabled state of the Keyboard.
* @default
*/
disabled: false,
this.onDown = new Phaser.Signal();
this.onUp = new Phaser.Signal();
/**
* @property {function} _onKeyDown
* @private
* @default
*/
_onKeyDown: null,
/**
* @property {function} _onKeyUp
* @private
* @default
*/
_onKeyUp: null,
/**
* @property {Object} callbackContext - The context under which the callbacks are run.
*/
this.callbackContext = this;
/**
* @property {function} onDownCallback - This callback is invoked every time a key is pressed down.
*/
this.onDownCallback = null;
/**
* @property {function} onUpCallback - This callback is invoked every time a key is released.
*/
this.onUpCallback = null;
};
Phaser.Keyboard.prototype = {
/**
* @property {Phaser.Game} game - Local reference to game.
*/
game: null,
/**
* You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
* @default
* @property {boolean} disabled
* Add callbacks to the Keyboard handler so that each time a key is pressed down or releases the callbacks are activated.
* @method Phaser.Keyboard#addCallbacks
* @param {Object} context - The context under which the callbacks are run.
* @param {function} onDown - This callback is invoked every time a key is pressed down.
* @param {function} [onUp=null] - This callback is invoked every time a key is released.
*/
disabled: false,
/**
* Description.
* @property {Description} _onKeyDown
* @private
* @default
*/
_onKeyDown: null,
/**
* Description.
* @property {Description} _onKeyUp
* @private
* @default
*/
_onKeyUp: null,
addCallbacks: function (context, onDown, onUp) {
this.callbackContext = context;
@@ -90,6 +96,14 @@ Phaser.Keyboard.prototype = {
},
/**
* If you need more fine-grained control over a Key you can create a new Phaser.Key object via this method.
* The Key object can then be polled, have events attached to it, etc.
*
* @method Phaser.Keyboard#addKey
* @param {number} keycode - The keycode of the key, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACE_BAR
* @return {Phaser.Key} The Key object which you can store locally and reference directly.
*/
addKey: function (keycode) {
this._hotkeys[keycode] = new Phaser.Key(this.game, keycode);
@@ -97,16 +111,24 @@ Phaser.Keyboard.prototype = {
},
/**
* Removes a Key object from the Keyboard manager.
*
* @method Phaser.Keyboard#removeKey
* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACE_BAR
*/
removeKey: function (keycode) {
delete (this._hotkeys[keycode]);
},
/**
* Description.
* @method start
*/
/**
* Starts the Keyboard event listeners running (keydown and keyup). They are attached to the document.body.
* This is called automatically by Phaser.Input and should not normally be invoked directly.
*
* @method Phaser.Keyboard#start
*/
start: function () {
var _this = this;
@@ -124,10 +146,11 @@ Phaser.Keyboard.prototype = {
},
/**
* Description.
* @method stop
*/
/**
* Stops the Keyboard event listeners from running (keydown and keyup). They are removed from the document.body.
*
* @method Phaser.Keyboard#stop
*/
stop: function () {
document.body.removeEventListener('keydown', this._onKeyDown);
@@ -140,7 +163,7 @@ Phaser.Keyboard.prototype = {
* There are some keys this can be annoying for, like the arrow keys or space bar, which make the browser window scroll.
* You can use addKeyCapture to consume the keyboard event for specific keys so it doesn't bubble up to the the browser.
* Pass in either a single keycode or an array/hash of keycodes.
* @method addKeyCapture
* @method Phaser.Keyboard#addKeyCapture
* @param {Any} keycode
*/
addKeyCapture: function (keycode) {
@@ -159,8 +182,8 @@ Phaser.Keyboard.prototype = {
},
/**
* Description.
* @method removeKeyCapture
* Removes an existing key capture.
* @method Phaser.Keyboard#removeKeyCapture
* @param {number} keycode
*/
removeKeyCapture: function (keycode) {
@@ -170,8 +193,8 @@ Phaser.Keyboard.prototype = {
},
/**
* Description.
* @method clearCaptures
* Clear all set key captures.
* @method Phaser.Keyboard#clearCaptures
*/
clearCaptures: function () {
@@ -180,9 +203,10 @@ Phaser.Keyboard.prototype = {
},
/**
* Description.
* @method processKeyDown
* Process the keydown event.
* @method Phaser.Keyboard#processKeyDown
* @param {KeyboardEvent} event
* @protected
*/
processKeyDown: function (event) {
@@ -235,9 +259,10 @@ Phaser.Keyboard.prototype = {
},
/**
* Description.
* @method processKeyUp
* Process the keyup event.
* @method Phaser.Keyboard#processKeyUp
* @param {KeyboardEvent} event
* @protected
*/
processKeyUp: function (event) {
@@ -267,8 +292,8 @@ Phaser.Keyboard.prototype = {
},
/**
* Description.
* @method reset
* Reset the "isDown" state of all keys.
* @method Phaser.Keyboard#reset
*/
reset: function () {
@@ -279,12 +304,12 @@ Phaser.Keyboard.prototype = {
},
/**
* Description.
* @method justPressed
* @param {number} keycode
* @param {number} [duration]
* @return {boolean}
/**
* Returns the "just pressed" state of the key. Just pressed is considered true if the key was pressed down within the duration given (default 250ms)
* @method Phaser.Keyboard#justPressed
* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACE_BAR
* @param {number} [duration=250] - The duration below which the key is considered as being just pressed.
* @return {boolean} True if the key is just pressed otherwise false.
*/
justPressed: function (keycode, duration) {
@@ -300,11 +325,11 @@ Phaser.Keyboard.prototype = {
},
/**
* Description.
* @method justReleased
* @param {number} keycode
* @param {number} [duration]
* @return {boolean}
* Returns the "just released" state of the Key. Just released is considered as being true if the key was released within the duration given (default 250ms)
* @method Phaser.Keyboard#justPressed
* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACE_BAR
* @param {number} [duration=250] - The duration below which the key is considered as being just released.
* @return {boolean} True if the key is just released otherwise false.
*/
justReleased: function (keycode, duration) {
@@ -320,10 +345,10 @@ Phaser.Keyboard.prototype = {
},
/**
* Description.
* @method isDown
* @param {number} keycode
* @return {boolean}
* Returns true of the key is currently pressed down. Note that it can only detect key presses on the web browser.
* @method Phaser.Keyboard#isDown
* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACE_BAR
* @return {boolean} True if the key is currently down.
*/
isDown: function (keycode) {
@@ -338,8 +363,6 @@ Phaser.Keyboard.prototype = {
};
// Statics
Phaser.Keyboard.A = "A".charCodeAt(0);
Phaser.Keyboard.B = "B".charCodeAt(0);
Phaser.Keyboard.C = "C".charCodeAt(0);