mirror of
https://github.com/wassname/phaser.git
synced 2026-07-08 00:10:32 +08:00
Final body / physics / bounds fixes. Also updated various examples, optimised Sprite core loop and enhanced the Invaders example.
This commit is contained in:
+236
-37
@@ -4,21 +4,26 @@
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Create a new <code>Button</code> object.
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* Create a new `Button` object. A Button is a special type of Sprite that is set-up to handle Pointer events automatically. The four states a Button responds to are:
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* 'Over' - when the Pointer moves over the Button. This is also commonly known as 'hover'.
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* 'Out' - when the Pointer that was previously over the Button moves out of it.
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* 'Down' - when the Pointer is pressed down on the Button. I.e. touched on a touch enabled device or clicked with the mouse.
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* 'Up' - when the Pointer that was pressed down on the Button is released again.
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* You can set a unique texture frame and Sound for any of these states.
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*
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* @class Phaser.Button
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* @constructor
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*
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* @param {Phaser.Game} game Current game instance.
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* @param {number} [x] X position of the button.
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* @param {number} [y] Y position of the button.
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* @param {string} [key] The image key as defined in the Game.Cache to use as the texture for this button.
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* @param {function} [callback] The function to call when this button is pressed
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* @param {object} [callbackContext] The context in which the callback will be called (usually 'this')
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* @param {string|number} [overFrame] This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
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* @param {string|number} [outFrame] This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
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* @param {string|number} [downFrame] This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
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* @param {number} [x] - X position of the Button.
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* @param {number} [y] - Y position of the Button.
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* @param {string} [key] - The image key as defined in the Game.Cache to use as the texture for this Button.
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* @param {function} [callback] - The function to call when this Button is pressed.
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* @param {object} [callbackContext] - The context in which the callback will be called (usually 'this').
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* @param {string|number} [overFrame] - This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
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* @param {string|number} [outFrame] - This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
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* @param {string|number} [downFrame] - This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
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*/
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Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame) {
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@@ -31,87 +36,139 @@ Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame,
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Phaser.Sprite.call(this, game, x, y, key, outFrame);
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/**
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* @property {Description} type - Description.
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* @property {number} type - The Phaser Object Type.
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*/
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this.type = Phaser.BUTTON;
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/**
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* @property {Description} _onOverFrameName - Description.
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* @property {string} _onOverFrameName - Internal variable.
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* @private
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* @default
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*/
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this._onOverFrameName = null;
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/**
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* @property {Description} _onOutFrameName - Description.
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* @property {string} _onOutFrameName - Internal variable.
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* @private
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* @default
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*/
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this._onOutFrameName = null;
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/**
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* @property {Description} _onDownFrameName - Description.
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* @property {string} _onDownFrameName - Internal variable.
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* @private
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* @default
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*/
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this._onDownFrameName = null;
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/**
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* @property {Description} _onUpFrameName - Description.
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* @property {string} _onUpFrameName - Internal variable.
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* @private
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* @default
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*/
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this._onUpFrameName = null;
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/**
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* @property {Description} _onOverFrameID - Description.
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* @property {number} _onOverFrameID - Internal variable.
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* @private
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* @default
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*/
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this._onOverFrameID = null;
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/**
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* @property {Description} _onOutFrameID - Description.
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* @property {number} _onOutFrameID - Internal variable.
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* @private
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* @default
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*/
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this._onOutFrameID = null;
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/**
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* @property {Description} _onDownFrameID - Description.
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* @property {number} _onDownFrameID - Internal variable.
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* @private
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* @default
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*/
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this._onDownFrameID = null;
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/**
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* @property {Description} _onUpFrameID - Description.
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* @property {number} _onUpFrameID - Internal variable.
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* @private
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* @default
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*/
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this._onUpFrameID = null;
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// These are the signals the game will subscribe to
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/**
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* @property {Phaser.Sound} onOverSound - The Sound to be played when this Buttons Over state is activated.
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* @default
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*/
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this.onOverSound = null;
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/**
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* @property {Phaser.Sound} onOutSound - The Sound to be played when this Buttons Out state is activated.
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* @default
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*/
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this.onOutSound = null;
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/**
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* @property {Phaser.Sound} onDownSound - The Sound to be played when this Buttons Down state is activated.
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* @default
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*/
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this.onDownSound = null;
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/**
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* @property {Phaser.Sound} onUpSound - The Sound to be played when this Buttons Up state is activated.
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* @default
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*/
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this.onUpSound = null;
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/**
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* @property {string} onOverSoundMarker - The Sound Marker used in conjunction with the onOverSound.
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* @default
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*/
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this.onOverSoundMarker = '';
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/**
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* @property {string} onOutSoundMarker - The Sound Marker used in conjunction with the onOutSound.
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* @default
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*/
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this.onOutSoundMarker = '';
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/**
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* @property {string} onDownSoundMarker - The Sound Marker used in conjunction with the onDownSound.
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* @default
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*/
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this.onDownSoundMarker = '';
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/**
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* @property {string} onUpSoundMarker - The Sound Marker used in conjunction with the onUpSound.
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* @default
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*/
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this.onUpSoundMarker = '';
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/**
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* @property {Phaser.Signal} onInputOver - Description.
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* @property {Phaser.Signal} onInputOver - The Signal (or event) dispatched when this Button is in an Over state.
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*/
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this.onInputOver = new Phaser.Signal;
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/**
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* @property {Phaser.Signal} onInputOut - Description.
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* @property {Phaser.Signal} onInputOut - The Signal (or event) dispatched when this Button is in an Out state.
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*/
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this.onInputOut = new Phaser.Signal;
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/**
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* @property {Phaser.Signal} onInputDown - Description.
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* @property {Phaser.Signal} onInputDown - The Signal (or event) dispatched when this Button is in an Down state.
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*/
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this.onInputDown = new Phaser.Signal;
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/**
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* @property {Phaser.Signal} onInputUp - Description.
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* @property {Phaser.Signal} onInputUp - The Signal (or event) dispatched when this Button is in an Up state.
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*/
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this.onInputUp = new Phaser.Signal;
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/**
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* @property {boolean} freezeFrames - When true the Button will cease to change texture frame on all events (over, out, up, down).
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*/
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this.freezeFrames = false;
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this.setFrames(overFrame, outFrame, downFrame);
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if (callback !== null)
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@@ -119,8 +176,6 @@ Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame,
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this.onInputUp.add(callback, callbackContext);
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}
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this.freezeFrames = false;
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this.input.start(0, true);
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// Redirect the input events to here so we can handle animation updates, etc
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@@ -216,10 +271,131 @@ Phaser.Button.prototype.setFrames = function (overFrame, outFrame, downFrame) {
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};
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/**
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* Description.
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* Sets the sounds to be played whenever this Button is interacted with. Sounds can be either full Sound objects, or markers pointing to a section of a Sound object.
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* The most common forms of sounds are 'hover' effects and 'click' effects, which is why the order of the parameters is overSound then downSound.
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* Call this function with no parameters at all to reset all sounds on this Button.
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*
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* @method Phaser.Button.prototype.setSounds
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* @param {Phaser.Sound} [overSound] - Over Button Sound.
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* @param {string} [overMarker] - Over Button Sound Marker.
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* @param {Phaser.Sound} [downSound] - Down Button Sound.
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* @param {string} [downMarker] - Down Button Sound Marker.
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* @param {Phaser.Sound} [outSound] - Out Button Sound.
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* @param {string} [outMarker] - Out Button Sound Marker.
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* @param {Phaser.Sound} [upSound] - Up Button Sound.
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* @param {string} [upMarker] - Up Button Sound Marker.
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*/
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Phaser.Button.prototype.setSounds = function (overSound, overMarker, downSound, downMarker, outSound, outMarker, upSound, upMarker) {
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this.setOverSound(overSound, overMarker);
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this.setOutSound(outSound, outMarker);
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this.setUpSound(upSound, upMarker);
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this.setDownSound(downSound, downMarker);
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}
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/**
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* The Sound to be played when a Pointer moves over this Button.
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*
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* @method Phaser.Button.prototype.setOverSound
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* @param {Phaser.Sound} sound - The Sound that will be played.
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* @param {string} [marker] - A Sound Marker that will be used in the playback.
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*/
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Phaser.Button.prototype.setOverSound = function (sound, marker) {
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this.onOverSound = null;
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this.onOverSoundMarker = '';
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if (sound instanceof Phaser.Sound)
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{
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this.onOverSound = sound;
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}
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if (typeof marker === 'string')
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{
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this.onOverSoundMarker = marker;
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}
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}
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/**
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* The Sound to be played when a Pointer moves out of this Button.
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*
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* @method Phaser.Button.prototype.setOutSound
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* @param {Phaser.Sound} sound - The Sound that will be played.
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* @param {string} [marker] - A Sound Marker that will be used in the playback.
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*/
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Phaser.Button.prototype.setOutSound = function (sound, marker) {
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this.onOutSound = null;
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this.onOutSoundMarker = '';
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if (sound instanceof Phaser.Sound)
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{
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this.onOutSound = sound;
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}
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if (typeof marker === 'string')
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{
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this.onOutSoundMarker = marker;
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}
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}
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/**
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* The Sound to be played when a Pointer clicks on this Button.
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*
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* @method Phaser.Button.prototype.setUpSound
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* @param {Phaser.Sound} sound - The Sound that will be played.
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* @param {string} [marker] - A Sound Marker that will be used in the playback.
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*/
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Phaser.Button.prototype.setUpSound = function (sound, marker) {
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this.onUpSound = null;
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this.onUpSoundMarker = '';
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if (sound instanceof Phaser.Sound)
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{
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this.onUpSound = sound;
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}
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if (typeof marker === 'string')
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{
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this.onUpSoundMarker = marker;
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}
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}
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/**
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* The Sound to be played when a Pointer clicks on this Button.
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*
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* @method Phaser.Button.prototype.setDownSound
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* @param {Phaser.Sound} sound - The Sound that will be played.
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* @param {string} [marker] - A Sound Marker that will be used in the playback.
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*/
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Phaser.Button.prototype.setDownSound = function (sound, marker) {
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this.onDownSound = null;
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this.onDownSoundMarker = '';
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if (sound instanceof Phaser.Sound)
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{
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this.onDownSound = sound;
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}
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if (typeof marker === 'string')
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{
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this.onDownSoundMarker = marker;
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}
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}
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/**
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* Internal function that handles input events.
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*
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* @protected
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* @method Phaser.Button.prototype.onInputOverHandler
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* @param {Description} pointer - Description.
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* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
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*/
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Phaser.Button.prototype.onInputOverHandler = function (pointer) {
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@@ -235,6 +411,11 @@ Phaser.Button.prototype.onInputOverHandler = function (pointer) {
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}
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}
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if (this.onOverSound)
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{
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this.onOverSound.play(this.onOverSoundMarker);
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}
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if (this.onInputOver)
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{
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this.onInputOver.dispatch(this, pointer);
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@@ -242,10 +423,11 @@ Phaser.Button.prototype.onInputOverHandler = function (pointer) {
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};
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/**
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* Description.
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* Internal function that handles input events.
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*
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* @method Phaser.Button.prototype.onInputOutHandler
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* @param {Description} pointer - Description.
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* @protected
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* @method Phaser.Button.prototype.onInputOverHandler
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* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
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*/
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Phaser.Button.prototype.onInputOutHandler = function (pointer) {
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@@ -261,6 +443,11 @@ Phaser.Button.prototype.onInputOutHandler = function (pointer) {
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}
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}
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if (this.onOutSound)
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{
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this.onOutSound.play(this.onOutSoundMarker);
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}
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if (this.onInputOut)
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{
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this.onInputOut.dispatch(this, pointer);
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@@ -268,10 +455,11 @@ Phaser.Button.prototype.onInputOutHandler = function (pointer) {
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};
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/**
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* Description.
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* Internal function that handles input events.
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*
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* @method Phaser.Button.prototype.onInputDownHandler
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* @param {Description} pointer - Description.
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* @protected
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* @method Phaser.Button.prototype.onInputOverHandler
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* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
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*/
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Phaser.Button.prototype.onInputDownHandler = function (pointer) {
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@@ -287,6 +475,11 @@ Phaser.Button.prototype.onInputDownHandler = function (pointer) {
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}
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}
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if (this.onDownSound)
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{
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this.onDownSound.play(this.onDownSoundMarker);
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}
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if (this.onInputDown)
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{
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this.onInputDown.dispatch(this, pointer);
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@@ -294,10 +487,11 @@ Phaser.Button.prototype.onInputDownHandler = function (pointer) {
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};
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/**
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* Description.
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* Internal function that handles input events.
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*
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* @method Phaser.Button.prototype.onInputUpHandler
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* @param {Description} pointer - Description.
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* @protected
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* @method Phaser.Button.prototype.onInputOverHandler
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* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
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*/
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Phaser.Button.prototype.onInputUpHandler = function (pointer) {
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@@ -313,6 +507,11 @@ Phaser.Button.prototype.onInputUpHandler = function (pointer) {
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}
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}
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if (this.onUpSound)
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{
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this.onUpSound.play(this.onUpSoundMarker);
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}
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if (this.onInputUp)
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{
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this.onInputUp.dispatch(this, pointer);
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Reference in New Issue
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