mirror of
https://github.com/wassname/phaser.git
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Merge branch 'gamepadsupport' of https://github.com/karlmacklin/phaser into karlmacklin-gamepadsupport
Conflicts: README.md
This commit is contained in:
@@ -0,0 +1,543 @@
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/**
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* @author @karlmacklin <tacklemcclean@gmail.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Gamepad class handles looking after gamepad input for your game.
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* Remember to call gamepad.start(); expecting input!
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*
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* HTML5 GAMEPAD API SUPPORT IS AT AN EXPERIMENTAL STAGE!
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* At moment of writing this (end of 2013) only Chrome supports parts of it out of the box. Firefox supports it
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* via prefs flags (about:config, search gamepad). The browsers map the same controllers differently.
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* This class has constans for Windows 7 Chrome mapping of
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* XBOX 360 controller.
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*
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* @class Phaser.Gamepad
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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*/
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Phaser.Gamepad = function (game) {
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/**
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* @property {Phaser.Game} game - Local reference to game.
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*/
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this.game = game;
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/**
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* @property {Array} _gamepads - The four Phaser Gamepads.
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* @private
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*/
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this._gamepads = [
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new Phaser.SinglePad(game,this),
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new Phaser.SinglePad(game,this),
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new Phaser.SinglePad(game,this),
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new Phaser.SinglePad(game,this)
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];
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/**
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* @property {Object} _gamepadIndexMap - Maps the browsers gamepad indices to our Phaser Gamepads
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* @private
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*/
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this._gamepadIndexMap = {};
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/**
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* @property {Array} _rawPads - The raw state of the gamepads from the browser
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* @private
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*/
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this._rawPads = [];
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/**
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* @property {boolean} _active - Private flag for whether or not the API is polled
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* @private
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*/
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||||
this._active = false;
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/**
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* You can disable all Gamepad Input by setting disabled to true. While true all new input related events will be ignored.
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* @property {boolean} disabled - The disabled state of the Gamepad.
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* @default
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*/
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this.disabled = false;
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/**
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* Whether or not gamepads are supported* in current browser. * = This check is actually not accurate at all due to poor implementation.
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* @property {boolean} _gamepadSupportAvailable - Gamepad supported in this browser or not.
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* @private
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* @default
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*/
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this._gamepadSupportAvailable = !!navigator.webkitGetGamepads || !!navigator.webkitGamepads || (navigator.userAgent.indexOf('Firefox/') != -1);
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/**
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* Used to check for differences between earlier polls and current state of gamepads.
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* @property {Array} _prevRawGamepadTypes
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* @private
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* @default
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*/
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this._prevRawGamepadTypes = [];
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/**
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* Used to check for differences between earlier polls and current state of gamepads.
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* @property {Array} _prevTimestamps
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* @private
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* @default
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*/
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this._prevTimestamps = [];
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/**
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* @property {Object} callbackContext - The context under which the callbacks are run.
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*/
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this.callbackContext = this;
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/**
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* @property {function} onConnectCallback - This callback is invoked every time any gamepad is connected
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*/
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this.onConnectCallback = null;
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/**
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* @property {function} onDisconnectCallback - This callback is invoked every time any gamepad is disconnected
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*/
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this.onDisconnectCallback = null;
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/**
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* @property {function} onDownCallback - This callback is invoked every time any gamepad button is pressed down.
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*/
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this.onDownCallback = null;
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/**
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* @property {function} onUpCallback - This callback is invoked every time any gamepad button is released.
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*/
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this.onUpCallback = null;
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/**
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* @property {function} onAxisCallback - This callback is invoked every time any gamepad axis is changed.
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*/
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this.onAxisCallback = null;
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/**
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* @property {function} onFloatCallback - This callback is invoked every time any gamepad button is changed to a value where value > 0 and value < 1.
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||||
*/
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this.onFloatCallback = null;
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/**
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||||
* @property {function} _ongamepadconnected - Private callback for Firefox gamepad connection handling
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* @private
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*/
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this._ongamepadconnected = null;
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/**
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* @property {function} _gamepaddisconnected - Private callback for Firefox gamepad connection handling
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* @private
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*/
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||||
this._gamepaddisconnected = null;
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};
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Phaser.Gamepad.prototype = {
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||||
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/**
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* Add callbacks to the main Gamepad handler to handle connect/disconnect/button down/button up/axis change/float value buttons
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* @method Phaser.Gamepad#addCallbacks
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* @param {Object} context - The context under which the callbacks are run.
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* @param {Object} callbacks - Object that takes six different callbak methods:
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* onConnectCallback, onDisconnectCallback, onDownCallback, onUpCallback, onAxisCallback, onFloatCallback
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*/
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||||
addCallbacks: function (context, callbacks) {
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||||
|
||||
if (typeof callbacks !== 'undefined') {
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||||
this.onConnectCallback = (typeof callbacks.onConnect === 'function') ? callbacks.onConnect : this.onConnectCallback;
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||||
this.onDisconnectCallback = (typeof callbacks.onDisconnect === 'function') ? callbacks.onDisconnect : this.onDisconnectCallback;
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||||
this.onDownCallback = (typeof callbacks.onDown === 'function') ? callbacks.onDown : this.onDownCallback;
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this.onUpCallback = (typeof callbacks.onUp === 'function') ? callbacks.onUp : this.onUpCallback;
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this.onAxisCallback = (typeof callbacks.onAxis === 'function') ? callbacks.onAxis : this.onAxisCallback;
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this.onFloatCallback = (typeof callbacks.onFloat === 'function') ? callbacks.onFloat : this.onFloatCallback;
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||||
}
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},
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||||
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// /**
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||||
// * Removes a Button object from the Gamepad manager.
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// *
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||||
// * @method Phaser.Gamepad#removeKey
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// * @param {number} buttoncode - The buttoncode of the button to remove, i.e. Phaser.Gamepad.0 or Phaser.Gamepad.1
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||||
// */
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||||
// removeButton: function (buttoncode) {
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//
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||||
// delete (this._hotbuttons[buttoncode]);
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||||
//
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||||
// },
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||||
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/**
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||||
* Starts the Gamepad event handling.
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||||
* This MUST be called manually before Phaser will start polling the Gamepad API.
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||||
*
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||||
* @method Phaser.Gamepad#start
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||||
*/
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||||
start: function () {
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||||
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||||
this._active = true;
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var _this = this;
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||||
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||||
this._ongamepadconnected = function(event) {
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var newPad = event.gamepad;
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_this._rawPads.push(newPad);
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_this._gamepads[newPad.index].connect(newPad);
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};
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window.addEventListener('gamepadconnected', this._ongamepadconnected, false);
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this._ongamepaddisconnected = function(event) {
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var removedPad = event.gamepad;
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||||
for (var i in _this._rawPads) {
|
||||
if(_this._rawPads[i].index === removedPad.index) {
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||||
_this._rawPads.splice(i,1);
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||||
}
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||||
}
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_this._gamepads[removedPad.index].disconnect();
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};
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window.addEventListener('gamepaddisconnected', this._ongamepaddisconnected, false);
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},
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/**
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* Main gamepad update loop. Should not be called manually.
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* @method Phaser.Gamepad#update
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*/
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||||
update: function () {
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||||
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||||
this._pollGamepads();
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||||
for (var i = 0; i < this._gamepads.length; i += 1) {
|
||||
if(this._gamepads[i]._connected) {
|
||||
this._gamepads[i].pollStatus();
|
||||
}
|
||||
}
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||||
},
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||||
|
||||
/**
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* Updating connected gamepads (for Google Chrome).
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* Should not be called manually.
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* @method Phaser.Gamepad#_pollGamepads
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||||
*/
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||||
_pollGamepads: function () {
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var rawGamepads = (navigator.webkitGetGamepads && navigator.webkitGetGamepads()) || navigator.webkitGamepads;
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|
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if(rawGamepads) {
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this._rawPads = [];
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||||
|
||||
var gamepadsChanged = false;
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for (var i = 0; i < rawGamepads.length; i += 1) {
|
||||
if (typeof rawGamepads[i] !== this._prevRawGamepadTypes[i]) {
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gamepadsChanged = true;
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this._prevRawGamepadTypes[i] = typeof rawGamepads[i];
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||||
}
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||||
if (rawGamepads[i]) {
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this._rawPads.push(rawGamepads[i]);
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||||
}
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||||
// Support max 4 pads at the moment
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if(i === 3) {
|
||||
break;
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||||
}
|
||||
}
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||||
|
||||
if(gamepadsChanged) {
|
||||
|
||||
var validConnections = {rawIndices:{},padIndices:{}};
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var singlePad;
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|
||||
for (var j = 0; j < this._gamepads.length; j += 1) {
|
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singlePad = this._gamepads[j];
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if(singlePad.connected) {
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for(var k = 0; k < this._rawPads.length; k += 1) {
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||||
if(this._rawPads[k].index === singlePad.index) {
|
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validConnections.rawIndices[singlePad.index] = true;
|
||||
validConnections.padIndices[j] = true;
|
||||
}
|
||||
}
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||||
}
|
||||
}
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|
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for (var l = 0; l < this._gamepads.length; l += 1) {
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||||
singlePad = this._gamepads[l];
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|
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if(validConnections.padIndices[l]) {
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continue;
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}
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|
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if(this._rawPads.length < 1) {
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singlePad.disconnect();
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}
|
||||
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||||
for (var m = 0; m < this._rawPads.length; m +=1) {
|
||||
if(validConnections.padIndices[l]) {
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break;
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||||
}
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||||
var rawPad = this._rawPads[m];
|
||||
if (rawPad) {
|
||||
if(validConnections.rawIndices[rawPad.index]) {
|
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singlePad.disconnect();
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continue;
|
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} else {
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singlePad.connect(rawPad);
|
||||
validConnections.rawIndices[rawPad.index] = true;
|
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validConnections.padIndices[l] = true;
|
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}
|
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} else {
|
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singlePad.disconnect();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
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/**
|
||||
* Sets the deadZone variable for all four gamepads
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* @method Phaser.Gamepad#setDeadZones
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*/
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setDeadZones: function (value) {
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for(var i = 0; i < this._gamepads.length; i += 1) {
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this._gamepads[i].deadZone = value;
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||||
}
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},
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/**
|
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* Stops the Gamepad event handling.
|
||||
*
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||||
* @method Phaser.Gamepad#stop
|
||||
*/
|
||||
stop: function () {
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||||
|
||||
this._active = false;
|
||||
var _this = this;
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||||
|
||||
window.removeEventListener('gamepadconnected', this._ongamepadconnected);
|
||||
window.removeEventListener('gamepaddisconnected', this._ongamepaddisconnected);
|
||||
|
||||
},
|
||||
|
||||
|
||||
/**
|
||||
* Reset all buttons/axes of all gamepads
|
||||
* @method Phaser.Gamepad#reset
|
||||
*/
|
||||
reset: function () {
|
||||
this.update();
|
||||
for(var i = 0; i < this._gamepads.length; i += 1) {
|
||||
this._gamepads[i].reset();
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* Returns the "just pressed" state of a button from ANY gamepad connected. Just pressed is considered true if the button was pressed down within the duration given (default 250ms).
|
||||
* @method Phaser.Gamepad#justPressed
|
||||
* @param {number} buttonCode - The buttonCode of the button to check for.
|
||||
* @param {number} [duration=250] - The duration below which the button is considered as being just pressed.
|
||||
* @return {boolean} True if the button is just pressed otherwise false.
|
||||
*/
|
||||
justPressed: function (buttonCode, duration) {
|
||||
|
||||
for(var i = 0; i < this._gamepads.length; i += 1) {
|
||||
|
||||
if( this._gamepads[i].justPressed(buttonCode, duration) == true ) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Returns the "just released" state of a button from ANY gamepad connected. Just released is considered as being true if the button was released within the duration given (default 250ms).
|
||||
* @method Phaser.Gamepad#justPressed
|
||||
* @param {number} buttonCode - The buttonCode of the button to check for.
|
||||
* @param {number} [duration=250] - The duration below which the button is considered as being just released.
|
||||
* @return {boolean} True if the button is just released otherwise false.
|
||||
*/
|
||||
justReleased: function (buttonCode, duration) {
|
||||
|
||||
for(var i = 0; i < this._gamepads.length; i += 1) {
|
||||
|
||||
if( this._gamepads[i].justReleased(buttonCode, duration) == true ) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Returns true if the button is currently pressed down, on ANY gamepad.
|
||||
* @method Phaser.Gamepad#isDown
|
||||
* @param {number} buttonCode - The buttonCode of the button to check for.
|
||||
* @return {boolean} True if a button is currently down.
|
||||
*/
|
||||
isDown: function (buttonCode) {
|
||||
|
||||
for(var i = 0; i < this._gamepads.length; i += 1) {
|
||||
|
||||
if( this._gamepads[i].isDown(buttonCode) == true ) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* If the gamepad input is active or not - if not active it should not be updated from Input.js
|
||||
* @name Phaser.Gamepad#active
|
||||
* @property {boolean} active - If the gamepad input is active or not.
|
||||
* @readonly
|
||||
*/
|
||||
Object.defineProperty(Phaser.Gamepad.prototype, "active", {
|
||||
|
||||
get: function () {
|
||||
return this._active;
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* Whether or not gamepads are supported in current browser.
|
||||
* @name Phaser.Gamepad#supported
|
||||
* @property {boolean} supported - Whether or not gamepads are supported in current browser.
|
||||
* @readonly
|
||||
*/
|
||||
Object.defineProperty(Phaser.Gamepad.prototype, "supported", {
|
||||
|
||||
get: function () {
|
||||
return this._gamepadSupportAvailable;
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* How many live gamepads are currently connected.
|
||||
* @name Phaser.Gamepad#padsConnected
|
||||
* @property {boolean} padsConnected - How many live gamepads are currently connected.
|
||||
* @readonly
|
||||
*/
|
||||
Object.defineProperty(Phaser.Gamepad.prototype, "padsConnected", {
|
||||
|
||||
get: function () {
|
||||
return this._rawPads.length;
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* Gamepad #1
|
||||
* @name Phaser.Gamepad#pad1
|
||||
* @property {boolean} pad1 - Gamepad #1;
|
||||
* @readonly
|
||||
*/
|
||||
Object.defineProperty(Phaser.Gamepad.prototype, "pad1", {
|
||||
|
||||
get: function () {
|
||||
return this._gamepads[0];
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* Gamepad #2
|
||||
* @name Phaser.Gamepad#pad2
|
||||
* @property {boolean} pad2 - Gamepad #2
|
||||
* @readonly
|
||||
*/
|
||||
Object.defineProperty(Phaser.Gamepad.prototype, "pad2", {
|
||||
|
||||
get: function () {
|
||||
return this._gamepads[1];
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* Gamepad #3
|
||||
* @name Phaser.Gamepad#pad3
|
||||
* @property {boolean} pad3 - Gamepad #3
|
||||
* @readonly
|
||||
*/
|
||||
Object.defineProperty(Phaser.Gamepad.prototype, "pad3", {
|
||||
|
||||
get: function () {
|
||||
return this._gamepads[2];
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* Gamepad #4
|
||||
* @name Phaser.Gamepad#pad4
|
||||
* @property {boolean} pad4 - Gamepad #4
|
||||
* @readonly
|
||||
*/
|
||||
Object.defineProperty(Phaser.Gamepad.prototype, "pad4", {
|
||||
|
||||
get: function () {
|
||||
return this._gamepads[3];
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
|
||||
Phaser.Gamepad.BUTTON_0 = 0;
|
||||
Phaser.Gamepad.BUTTON_1 = 1;
|
||||
Phaser.Gamepad.BUTTON_2 = 2;
|
||||
Phaser.Gamepad.BUTTON_3 = 3;
|
||||
Phaser.Gamepad.BUTTON_4 = 4;
|
||||
Phaser.Gamepad.BUTTON_5 = 5;
|
||||
Phaser.Gamepad.BUTTON_6 = 6;
|
||||
Phaser.Gamepad.BUTTON_7 = 7;
|
||||
Phaser.Gamepad.BUTTON_8 = 8;
|
||||
Phaser.Gamepad.BUTTON_9 = 9;
|
||||
Phaser.Gamepad.BUTTON_10 = 10;
|
||||
Phaser.Gamepad.BUTTON_11 = 11;
|
||||
Phaser.Gamepad.BUTTON_12 = 12;
|
||||
Phaser.Gamepad.BUTTON_13 = 13;
|
||||
Phaser.Gamepad.BUTTON_14 = 14;
|
||||
Phaser.Gamepad.BUTTON_15 = 15;
|
||||
|
||||
Phaser.Gamepad.AXIS_0 = 0;
|
||||
Phaser.Gamepad.AXIS_1 = 1;
|
||||
Phaser.Gamepad.AXIS_2 = 2;
|
||||
Phaser.Gamepad.AXIS_3 = 3;
|
||||
Phaser.Gamepad.AXIS_4 = 4;
|
||||
Phaser.Gamepad.AXIS_5 = 5;
|
||||
Phaser.Gamepad.AXIS_6 = 6;
|
||||
Phaser.Gamepad.AXIS_7 = 7;
|
||||
Phaser.Gamepad.AXIS_8 = 8;
|
||||
Phaser.Gamepad.AXIS_9 = 9;
|
||||
|
||||
// Below mapping applies to XBOX 360 Wired and Wireless controller on Google Chrome (tested on Windows 7).
|
||||
// - Firefox uses different map! Separate amount of buttons and axes. DPAD = axis and not a button.
|
||||
// In other words - discrepancies when using gamepads.
|
||||
|
||||
Phaser.Gamepad.XBOX360_A = 0;
|
||||
Phaser.Gamepad.XBOX360_B = 1;
|
||||
Phaser.Gamepad.XBOX360_X = 2;
|
||||
Phaser.Gamepad.XBOX360_Y = 3;
|
||||
Phaser.Gamepad.XBOX360_LEFT_BUMPER = 4;
|
||||
Phaser.Gamepad.XBOX360_RIGHT_BUMPER = 5;
|
||||
Phaser.Gamepad.XBOX360_LEFT_TRIGGER = 6;
|
||||
Phaser.Gamepad.XBOX360_RIGHT_TRIGGER = 7;
|
||||
Phaser.Gamepad.XBOX360_BACK = 8;
|
||||
Phaser.Gamepad.XBOX360_START = 9;
|
||||
Phaser.Gamepad.XBOX360_STICK_LEFT_BUTTON = 10;
|
||||
Phaser.Gamepad.XBOX360_STICK_RIGHT_BUTTON = 11;
|
||||
|
||||
Phaser.Gamepad.XBOX360_DPAD_LEFT = 14;
|
||||
Phaser.Gamepad.XBOX360_DPAD_RIGHT = 15;
|
||||
Phaser.Gamepad.XBOX360_DPAD_UP = 12;
|
||||
Phaser.Gamepad.XBOX360_DPAD_DOWN = 13;
|
||||
|
||||
Phaser.Gamepad.XBOX360_STICK_LEFT_X = 0;
|
||||
Phaser.Gamepad.XBOX360_STICK_LEFT_Y = 1;
|
||||
Phaser.Gamepad.XBOX360_STICK_RIGHT_X = 2;
|
||||
Phaser.Gamepad.XBOX360_STICK_RIGHT_Y = 3;
|
||||
@@ -0,0 +1,172 @@
|
||||
/**
|
||||
* @author @karlmacklin <tacklemcclean@gmail.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
/**
|
||||
* @class Phaser.GamepadButton
|
||||
* @classdesc If you need more fine-grained control over the handling of specific buttons you can create and use Phaser.GamepadButton objects.
|
||||
* @constructor
|
||||
* @param {Phaser.Game} game - Current game instance.
|
||||
* @param {number} buttoncode - The button code this GamepadButton is responsible for.
|
||||
*/
|
||||
Phaser.GamepadButton = function (game, buttoncode) {
|
||||
|
||||
/**
|
||||
* @property {Phaser.Game} game - A reference to the currently running game.
|
||||
*/
|
||||
this.game = game;
|
||||
|
||||
/**
|
||||
* @property {boolean} isDown - The "down" state of the button.
|
||||
* @default
|
||||
*/
|
||||
this.isDown = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} isUp - The "up" state of the button.
|
||||
* @default
|
||||
*/
|
||||
this.isUp = false;
|
||||
|
||||
/**
|
||||
* @property {number} timeDown - The timestamp when the button was last pressed down.
|
||||
* @default
|
||||
*/
|
||||
this.timeDown = 0;
|
||||
|
||||
/**
|
||||
* If the button is down this value holds the duration of that button press and is constantly updated.
|
||||
* If the button is up it holds the duration of the previous down session.
|
||||
* @property {number} duration - The number of milliseconds this button has been held down for.
|
||||
* @default
|
||||
*/
|
||||
this.duration = 0;
|
||||
|
||||
/**
|
||||
* @property {number} timeUp - The timestamp when the button was last released.
|
||||
* @default
|
||||
*/
|
||||
this.timeUp = 0;
|
||||
|
||||
/**
|
||||
* @property {number} repeats - If a button is held down this holds down the number of times the button has 'repeated'.
|
||||
* @default
|
||||
*/
|
||||
this.repeats = 0;
|
||||
|
||||
/**
|
||||
* @property {number} value - Button value. Mainly useful for checking analog buttons (like shoulder triggers)
|
||||
* @default
|
||||
*/
|
||||
this.value = 0;
|
||||
|
||||
/**
|
||||
* @property {number} buttonCode - The buttoncode of this button.
|
||||
*/
|
||||
this.buttonCode = buttoncode;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Signal} onDown - This Signal is dispatched every time this GamepadButton is pressed down. It is only dispatched once (until the button is released again).
|
||||
*/
|
||||
this.onDown = new Phaser.Signal();
|
||||
|
||||
/**
|
||||
* @property {Phaser.Signal} onUp - This Signal is dispatched every time this GamepadButton is pressed down. It is only dispatched once (until the button is released again).
|
||||
*/
|
||||
this.onUp = new Phaser.Signal();
|
||||
|
||||
/**
|
||||
* @property {Phaser.Signal} onFloat - This Signal is dispatched every time this GamepadButton changes floating value (between (but not exactly) 0 and 1)
|
||||
*/
|
||||
this.onFloat = new Phaser.Signal();
|
||||
|
||||
};
|
||||
|
||||
Phaser.GamepadButton.prototype = {
|
||||
|
||||
/**
|
||||
* Called automatically by Phaser.SinglePad.
|
||||
* @method Phaser.GamepadButton#processButtonDown
|
||||
* @param {Object} value - Button value
|
||||
* @protected
|
||||
*/
|
||||
processButtonDown: function (value) {
|
||||
|
||||
if (this.isDown) {
|
||||
this.duration = this.game.time.now - this.timeDown;
|
||||
this.repeats++;
|
||||
}
|
||||
else {
|
||||
this.isDown = true;
|
||||
this.isUp = false;
|
||||
this.timeDown = this.game.time.now;
|
||||
this.duration = 0;
|
||||
this.repeats = 0;
|
||||
this.value = value;
|
||||
|
||||
this.onDown.dispatch(this, value);
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* Called automatically by Phaser.SinglePad.
|
||||
* @method Phaser.GamepadButton#processButtonUp
|
||||
* @param {Object} value - Button value
|
||||
* @protected
|
||||
*/
|
||||
processButtonUp: function (value) {
|
||||
|
||||
this.isDown = false;
|
||||
this.isUp = true;
|
||||
this.timeUp = this.game.time.now;
|
||||
this.value = value;
|
||||
|
||||
this.onUp.dispatch(this, value);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Called automatically by Phaser.Gamepad.
|
||||
* @method Phaser.GamepadButton#processButtonFloat
|
||||
* @param {Object} value - Button value
|
||||
* @protected
|
||||
*/
|
||||
processButtonFloat: function (value) {
|
||||
this.value = value;
|
||||
this.onFloat.dispatch(this, value);
|
||||
},
|
||||
|
||||
|
||||
/**
|
||||
* Returns the "just pressed" state of this button. Just pressed is considered true if the button was pressed down within the duration given (default 250ms).
|
||||
* @method Phaser.GamepadButton#justPressed
|
||||
* @param {number} [duration=250] - The duration below which the button is considered as being just pressed.
|
||||
* @return {boolean} True if the button is just pressed otherwise false.
|
||||
*/
|
||||
justPressed: function (duration) {
|
||||
|
||||
if (typeof duration === "undefined") {
|
||||
duration = 250;
|
||||
}
|
||||
|
||||
return (this.isDown && this.duration < duration);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Returns the "just released" state of this button. Just released is considered as being true if the button was released within the duration given (default 250ms).
|
||||
* @method Phaser.GamepadButton#justPressed
|
||||
* @param {number} [duration=250] - The duration below which the button is considered as being just released.
|
||||
* @return {boolean} True if the button is just pressed otherwise false.
|
||||
*/
|
||||
justReleased: function (duration) {
|
||||
|
||||
if (typeof duration === "undefined") {
|
||||
duration = 250;
|
||||
}
|
||||
|
||||
return (this.isDown === false && (this.game.time.now - this.timeUp < duration));
|
||||
}
|
||||
};
|
||||
@@ -306,6 +306,13 @@ Phaser.Input.prototype = {
|
||||
*/
|
||||
mspointer: null,
|
||||
|
||||
/**
|
||||
* The Gamepad Input manager.
|
||||
* @property {Phaser.Gamepad} gamepad - The Gamepad Input manager.
|
||||
* @default
|
||||
*/
|
||||
gamepad: null,
|
||||
|
||||
/**
|
||||
* A Signal that is dispatched each time a pointer is pressed down.
|
||||
* @property {Phaser.Signal} onDown
|
||||
@@ -355,6 +362,7 @@ Phaser.Input.prototype = {
|
||||
this.keyboard = new Phaser.Keyboard(this.game);
|
||||
this.touch = new Phaser.Touch(this.game);
|
||||
this.mspointer = new Phaser.MSPointer(this.game);
|
||||
this.gamepad = new Phaser.Gamepad(this.game);
|
||||
|
||||
this.onDown = new Phaser.Signal();
|
||||
this.onUp = new Phaser.Signal();
|
||||
@@ -394,6 +402,7 @@ Phaser.Input.prototype = {
|
||||
this.keyboard.stop();
|
||||
this.touch.stop();
|
||||
this.mspointer.stop();
|
||||
this.gamepad.stop();
|
||||
|
||||
},
|
||||
|
||||
@@ -447,6 +456,8 @@ Phaser.Input.prototype = {
|
||||
this._oldPosition.copyFrom(this.position);
|
||||
this.mousePointer.update();
|
||||
|
||||
if (this.gamepad.active) { this.gamepad.update(); }
|
||||
|
||||
this.pointer1.update();
|
||||
this.pointer2.update();
|
||||
|
||||
@@ -478,6 +489,7 @@ Phaser.Input.prototype = {
|
||||
|
||||
this.keyboard.reset();
|
||||
this.mousePointer.reset();
|
||||
this.gamepad.reset();
|
||||
|
||||
for (var i = 1; i <= 10; i++)
|
||||
{
|
||||
|
||||
@@ -0,0 +1,517 @@
|
||||
/**
|
||||
* @author @karlmacklin <tacklemcclean@gmail.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
/**
|
||||
* @class Phaser.SinglePad
|
||||
* @classdesc A single Phaser Gamepad
|
||||
* @constructor
|
||||
* @param {Phaser.Game} game - Current game instance.
|
||||
* @param {Object} padParent - The parent Phaser.Gamepad object (all gamepads reside under this)
|
||||
*/
|
||||
Phaser.SinglePad = function (game, padParent) {
|
||||
|
||||
/**
|
||||
* @property {Phaser.Game} game - Local reference to game.
|
||||
*/
|
||||
this.game = game;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Gamepad} padParent - Main Phaser Gamepad object
|
||||
*/
|
||||
this._padParent = padParent;
|
||||
|
||||
/**
|
||||
* @property {number} index - The gamepad index as per browsers data
|
||||
* @default
|
||||
*/
|
||||
this._index = null;
|
||||
|
||||
/**
|
||||
* @property {Object} _rawPad - The 'raw' gamepad data.
|
||||
* @private
|
||||
*/
|
||||
this._rawPad = null;
|
||||
|
||||
/**
|
||||
* @property {boolean} _connected - Is this pad connected or not.
|
||||
* @private
|
||||
*/
|
||||
this._connected = false;
|
||||
|
||||
/**
|
||||
* @property {number} _prevTimestamp - Used to check for differences between earlier polls and current state of gamepads.
|
||||
* @private
|
||||
*/
|
||||
this._prevTimestamp = null;
|
||||
|
||||
/**
|
||||
* @property {Array} _rawButtons - The 'raw' button state.
|
||||
* @private
|
||||
*/
|
||||
this._rawButtons = [];
|
||||
|
||||
/**
|
||||
* @property {Array} _buttons - Current Phaser state of the buttons.
|
||||
* @private
|
||||
*/
|
||||
this._buttons = [];
|
||||
|
||||
/**
|
||||
* @property {Array} _axes - Current axes state.
|
||||
* @private
|
||||
*/
|
||||
this._axes = [];
|
||||
|
||||
/**
|
||||
* @property {Array} _hotkeys - Hotkey buttons.
|
||||
* @private
|
||||
*/
|
||||
this._hotkeys = [];
|
||||
|
||||
/**
|
||||
* @property {Object} callbackContext - The context under which the callbacks are run.
|
||||
*/
|
||||
this.callbackContext = this;
|
||||
|
||||
/**
|
||||
* @property {function} onConnectCallback - This callback is invoked every time this gamepad is connected
|
||||
*/
|
||||
this.onConnectCallback = null;
|
||||
|
||||
/**
|
||||
* @property {function} onDisconnectCallback - This callback is invoked every time this gamepad is disconnected
|
||||
*/
|
||||
this.onDisconnectCallback = null;
|
||||
|
||||
/**
|
||||
* @property {function} onDownCallback - This callback is invoked every time a button is pressed down.
|
||||
*/
|
||||
this.onDownCallback = null;
|
||||
|
||||
/**
|
||||
* @property {function} onUpCallback - This callback is invoked every time a gamepad button is released.
|
||||
*/
|
||||
this.onUpCallback = null;
|
||||
|
||||
/**
|
||||
* @property {function} onAxisCallback - This callback is invoked every time an axis is changed.
|
||||
*/
|
||||
this.onAxisCallback = null;
|
||||
|
||||
/**
|
||||
* @property {function} onFloatCallback - This callback is invoked every time a button is changed to a value where value > 0 and value < 1.
|
||||
*/
|
||||
this.onFloatCallback = null;
|
||||
|
||||
/**
|
||||
* @property {number} deadZone - Dead zone for axis feedback - within this value you won't trigger updates.
|
||||
*/
|
||||
this.deadZone = 0.26;
|
||||
|
||||
};
|
||||
|
||||
Phaser.SinglePad.prototype = {
|
||||
|
||||
/**
|
||||
* Add callbacks to the this Gamepad to handle connect/disconnect/button down/button up/axis change/float value buttons
|
||||
* @method Phaser.Gamepad#addCallbacks
|
||||
* @param {Object} context - The context under which the callbacks are run.
|
||||
* @param {Object} callbacks - Object that takes six different callbak methods:
|
||||
* onConnectCallback, onDisconnectCallback, onDownCallback, onUpCallback, onAxisCallback, onFloatCallback
|
||||
*/
|
||||
addCallbacks: function (context, callbacks) {
|
||||
|
||||
if (typeof callbacks !== 'undefined') {
|
||||
this.onConnectCallback = (typeof callbacks.onConnect === 'function') ? callbacks.onConnect : this.onConnectCallback;
|
||||
this.onDisconnectCallback = (typeof callbacks.onDisconnect === 'function') ? callbacks.onDisconnect : this.onDisconnectCallback;
|
||||
this.onDownCallback = (typeof callbacks.onDown === 'function') ? callbacks.onDown : this.onDownCallback;
|
||||
this.onUpCallback = (typeof callbacks.onUp === 'function') ? callbacks.onUp : this.onUpCallback;
|
||||
this.onAxisCallback = (typeof callbacks.onAxis === 'function') ? callbacks.onAxis : this.onAxisCallback;
|
||||
this.onFloatCallback = (typeof callbacks.onFloat === 'function') ? callbacks.onFloat : this.onFloatCallback;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* 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.SinglePad#addButton
|
||||
* @param {number} buttonCode - The buttonCode of the button, i.e. Phaser.Gamepad.BUTTON_0 or Phaser.Gamepad.BUTTON_1
|
||||
* @return {Phaser.GamepadButton} The GamepadButton object which you can store locally and reference directly.
|
||||
*/
|
||||
addButton: function (buttonCode) {
|
||||
|
||||
this._hotkeys[buttonCode] = new Phaser.GamepadButton(this.game, buttonCode);
|
||||
return this._hotkeys[buttonCode];
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Main update function, should be called by Phaser.Gamepad
|
||||
* @method Phaser.SinglePad#pollStatus
|
||||
*/
|
||||
pollStatus: function () {
|
||||
if (this._rawPad.timestamp && (this._rawPad.timestamp == this._prevTimestamp)) {
|
||||
return;
|
||||
}
|
||||
for (var i = 0; i < this._rawPad.buttons.length; i += 1) {
|
||||
var buttonValue = this._rawPad.buttons[i];
|
||||
if (this._rawButtons[i] !== buttonValue) {
|
||||
if (buttonValue === 1) {
|
||||
this.processButtonDown(i, buttonValue);
|
||||
}
|
||||
else if (buttonValue === 0) {
|
||||
this.processButtonUp(i, buttonValue);
|
||||
} else {
|
||||
this.processButtonFloat(i, buttonValue);
|
||||
}
|
||||
this._rawButtons[i] = buttonValue;
|
||||
}
|
||||
}
|
||||
|
||||
var axes = this._rawPad.axes;
|
||||
|
||||
for (var j = 0; j < axes.length; j += 1) {
|
||||
var axis = axes[j];
|
||||
if (axis > 0 && axis > this.deadZone ||
|
||||
axis < 0 && axis < -this.deadZone) {
|
||||
this.processAxisChange({axis: j, value: axis});
|
||||
} else {
|
||||
this.processAxisChange({axis: j, value: 0});
|
||||
}
|
||||
}
|
||||
this._prevTimestamp = this._rawPad.timestamp;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Gamepad connect function, should be called by Phaser.Gamepad
|
||||
* @param {Object} rawPad - The raw gamepad object
|
||||
* @method Phaser.SinglePad#connect
|
||||
*/
|
||||
connect: function (rawPad) {
|
||||
var triggerCallback = !this._connected;
|
||||
|
||||
this._index = rawPad.index;
|
||||
this._connected = true;
|
||||
this._rawPad = rawPad;
|
||||
this._rawButtons = rawPad.buttons;
|
||||
this._axes = rawPad.axes;
|
||||
|
||||
if (triggerCallback && this._padParent.onConnectCallback) {
|
||||
this._padParent.onConnectCallback.call(this._padParent.callbackContext, this._index);
|
||||
}
|
||||
if (triggerCallback && this.onConnectCallback) {
|
||||
this.onConnectCallback.call(this.callbackContext);
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Gamepad disconnect function, should be called by Phaser.Gamepad
|
||||
* @method Phaser.SinglePad#disconnect
|
||||
*/
|
||||
disconnect: function () {
|
||||
var triggerCallback = this._connected;
|
||||
this._connected = false;
|
||||
this._rawPad = undefined;
|
||||
this._rawButtons = [];
|
||||
this._buttons = [];
|
||||
var disconnectingIndex = this._index;
|
||||
this._index = null;
|
||||
|
||||
if (triggerCallback && this._padParent.onDisconnectCallback) {
|
||||
this._padParent.onDisconnectCallback.call(this._padParent.callbackContext, disconnectingIndex);
|
||||
}
|
||||
if (triggerCallback && this.onDisconnectCallback) {
|
||||
this.onDisconnectCallback.call(this.callbackContext);
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* Handles changes in axis
|
||||
* @param {Object} axisState - State of the relevant axis
|
||||
* @method Phaser.SinglePad#processAxisChange
|
||||
*/
|
||||
processAxisChange: function (axisState) {
|
||||
|
||||
if (this.game.input.disabled || this.game.input.gamepad.disabled) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (this._axes[axisState.axis] === axisState.value) {
|
||||
return;
|
||||
}
|
||||
this._axes[axisState.axis] = axisState.value;
|
||||
if (this._padParent.onAxisCallback) {
|
||||
this._padParent.onAxisCallback.call(this._padParent.callbackContext, axisState, this._index);
|
||||
}
|
||||
if (this.onAxisCallback) {
|
||||
this.onAxisCallback.call(this.callbackContext, axisState);
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
|
||||
/**
|
||||
* Handles button down press
|
||||
* @param {number} buttonCode - Which buttonCode of this button
|
||||
* @param {Object} value - Button value
|
||||
* @method Phaser.SinglePad#processButtonDown
|
||||
*/
|
||||
processButtonDown: function (buttonCode, value) {
|
||||
if (this.game.input.disabled || this.game.input.gamepad.disabled) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (this._padParent.onDownCallback) {
|
||||
this._padParent.onDownCallback.call(this._padParent.callbackContext, buttonCode, value, this._index);
|
||||
}
|
||||
|
||||
if (this.onDownCallback) {
|
||||
this.onDownCallback.call(this.callbackContext, buttonCode, value);
|
||||
}
|
||||
|
||||
if (this._buttons[buttonCode] && this._buttons[buttonCode].isDown) {
|
||||
// Key already down and still down, so update
|
||||
this._buttons[buttonCode].duration = this.game.time.now - this._buttons[buttonCode].timeDown;
|
||||
}
|
||||
else {
|
||||
if (!this._buttons[buttonCode]) {
|
||||
// Not used this button before, so register it
|
||||
this._buttons[buttonCode] = {
|
||||
isDown: true,
|
||||
timeDown: this.game.time.now,
|
||||
timeUp: 0,
|
||||
duration: 0,
|
||||
value: value
|
||||
};
|
||||
}
|
||||
else {
|
||||
// Button used before but freshly down
|
||||
this._buttons[buttonCode].isDown = true;
|
||||
this._buttons[buttonCode].timeDown = this.game.time.now;
|
||||
this._buttons[buttonCode].duration = 0;
|
||||
this._buttons[buttonCode].value = value;
|
||||
}
|
||||
}
|
||||
|
||||
if (this._hotkeys[buttonCode]) {
|
||||
this._hotkeys[buttonCode].processButtonDown(value);
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Handles button release
|
||||
* @param {number} buttonCode - Which buttonCode of this button
|
||||
* @param {Object} value - Button value
|
||||
* @method Phaser.SinglePad#processButtonUp
|
||||
*/
|
||||
processButtonUp: function (buttonCode, value) {
|
||||
if (this.game.input.disabled || this.game.input.gamepad.disabled) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (this._padParent.onUpCallback) {
|
||||
this._padParent.onUpCallback.call(this._padParent.callbackContext, buttonCode, value, this._index);
|
||||
}
|
||||
|
||||
if (this.onUpCallback) {
|
||||
this.onUpCallback.call(this.callbackContext, buttonCode, value);
|
||||
}
|
||||
|
||||
if (this._hotkeys[buttonCode]) {
|
||||
this._hotkeys[buttonCode].processButtonUp(value);
|
||||
}
|
||||
|
||||
if (this._buttons[buttonCode]) {
|
||||
this._buttons[buttonCode].isDown = false;
|
||||
this._buttons[buttonCode].timeUp = this.game.time.now;
|
||||
this._buttons[buttonCode].value = value;
|
||||
}
|
||||
else {
|
||||
// Not used this key before, so register it
|
||||
this._buttons[buttonCode] = {
|
||||
isDown: false,
|
||||
timeDown: this.game.time.now,
|
||||
timeUp: this.game.time.now,
|
||||
duration: 0,
|
||||
value: value
|
||||
};
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* Handles buttons with floating values (like analog buttons that acts almost like an axis but still registers like a button)
|
||||
* @param {number} buttonCode - Which buttonCode of this button
|
||||
* @param {Object} value - Button value (will range somewhere between 0 and 1, but not specifically 0 or 1.
|
||||
* @method Phaser.SinglePad#processButtonFloat
|
||||
*/
|
||||
processButtonFloat: function (buttonCode, value) {
|
||||
if (this.game.input.disabled || this.game.input.gamepad.disabled) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (this._padParent.onFloatCallback) {
|
||||
this._padParent.onFloatCallback.call(this._padParent.callbackContext, buttonCode, value, this._index);
|
||||
}
|
||||
|
||||
if (this.onFloatCallback) {
|
||||
this.onFloatCallback.call(this.callbackContext, buttonCode, value);
|
||||
}
|
||||
|
||||
|
||||
if (!this._buttons[buttonCode]) {
|
||||
// Not used this button before, so register it
|
||||
this._buttons[buttonCode] = {
|
||||
value: value
|
||||
};
|
||||
}
|
||||
else {
|
||||
// Button used before but freshly down
|
||||
this._buttons[buttonCode].value = value;
|
||||
}
|
||||
|
||||
if (this._hotkeys[buttonCode]) {
|
||||
this._hotkeys[buttonCode].processButtonFloat(value);
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Returns value of requested axis
|
||||
* @method Phaser.SinglePad#isDown
|
||||
* @param {number} axisCode - The index of the axis to check
|
||||
* @return {number} Axis value if available otherwise false
|
||||
*/
|
||||
axis: function (axisCode) {
|
||||
if (this._axes[axisCode]) {
|
||||
return this._axes[axisCode];
|
||||
}
|
||||
|
||||
return false;
|
||||
},
|
||||
|
||||
/**
|
||||
* Returns true if the button is currently pressed down.
|
||||
* @method Phaser.SinglePad#isDown
|
||||
* @param {number} buttonCode - The buttonCode of the key to check.
|
||||
* @return {boolean} True if the key is currently down.
|
||||
*/
|
||||
isDown: function (buttonCode) {
|
||||
|
||||
if (this._buttons[buttonCode]) {
|
||||
return this._buttons[buttonCode].isDown;
|
||||
}
|
||||
|
||||
return false;
|
||||
|
||||
},
|
||||
|
||||
|
||||
/**
|
||||
* Returns the "just released" state of a button from this gamepad. Just released is considered as being true if the button was released within the duration given (default 250ms).
|
||||
* @method Phaser.SinglePad#justPressed
|
||||
* @param {number} buttonCode - The buttonCode of the button to check for.
|
||||
* @param {number} [duration=250] - The duration below which the button is considered as being just released.
|
||||
* @return {boolean} True if the button is just released otherwise false.
|
||||
*/
|
||||
justReleased: function (buttonCode, duration) {
|
||||
|
||||
if (typeof duration === "undefined") {
|
||||
duration = 250;
|
||||
}
|
||||
|
||||
if (this._buttons[buttonCode] && this._buttons[buttonCode].isDown === false && (this.game.time.now - this._buttons[buttonCode].timeUp < duration)) {
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Returns the "just pressed" state of a button from this gamepad. Just pressed is considered true if the button was pressed down within the duration given (default 250ms).
|
||||
* @method Phaser.SinglePad#justPressed
|
||||
* @param {number} buttonCode - The buttonCode of the button to check for.
|
||||
* @param {number} [duration=250] - The duration below which the button is considered as being just pressed.
|
||||
* @return {boolean} True if the button is just pressed otherwise false.
|
||||
*/
|
||||
justPressed: function (buttonCode, duration) {
|
||||
|
||||
if (typeof duration === "undefined") {
|
||||
duration = 250;
|
||||
}
|
||||
|
||||
if (this._buttons[buttonCode] && this._buttons[buttonCode].isDown && this._buttons[buttonCode].duration < duration) {
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Returns the value of a gamepad button. Intended mainly for cases when you have floating button values, for example
|
||||
* analog trigger buttons on the XBOX 360 controller
|
||||
* @method Phaser.SinglePad#buttonValue
|
||||
* @param {number} buttonCode - The buttonCode of the button to check.
|
||||
* @return {boolean} Button value if available otherwise false.
|
||||
*/
|
||||
buttonValue: function (buttonCode) {
|
||||
|
||||
if (this._buttons[buttonCode]) {
|
||||
return this._buttons[buttonCode].value;
|
||||
}
|
||||
|
||||
return false;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Reset all buttons/axes of this gamepad
|
||||
* @method Phaser.SinglePad#reset
|
||||
*/
|
||||
reset: function () {
|
||||
for (var i = 0; i < this._buttons.length; i += 1) {
|
||||
this._buttons[i] = 0;
|
||||
}
|
||||
for (var j = 0; j < this._axes.length; j += 1) {
|
||||
this._axes[j] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Whether or not this particular gamepad is connected or not.
|
||||
* @name Phaser.SinglePad#connected
|
||||
* @property {boolean} connected - Whether or not this particular gamepad is connected or not.
|
||||
* @readonly
|
||||
*/
|
||||
Object.defineProperty(Phaser.SinglePad.prototype, "connected", {
|
||||
|
||||
get: function () {
|
||||
return this._connected;
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* Gamepad index as per browser data
|
||||
* @name Phaser.SinglePad#index
|
||||
* @property {number} index - The gamepad index, used to identify specific gamepads in the browser
|
||||
* @readonly
|
||||
*/
|
||||
Object.defineProperty(Phaser.SinglePad.prototype, "index", {
|
||||
|
||||
get: function () {
|
||||
return this._index;
|
||||
}
|
||||
|
||||
});
|
||||
Reference in New Issue
Block a user