Adding docs.

This commit is contained in:
Richard Davey
2013-10-01 13:54:29 +01:00
parent fa15f8015d
commit 305b12d76b
64 changed files with 6268 additions and 2682 deletions
+197 -102
View File
@@ -1,14 +1,35 @@
/**
* Phaser.Input
*
* A game specific Input manager that looks after the mouse, keyboard and touch objects.
* @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
*/
/**
* Constructor for Phaser Input.
* @class Phaser.Input
* @classdesc A game specific Input manager that looks after the mouse, keyboard and touch objects.
* This is updated by the core game loop.
* @constructor
* @param {Phaser.Game} game - Current game instance.
*/
Phaser.Input = function (game) {
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {Description} hitCanvas - Description.
* @default
*/
this.hitCanvas = null;
/**
* @property {Description} hitContext - Description.
* @default
*/
this.hitContext = null;
};
@@ -19,124 +40,141 @@ Phaser.Input.MOUSE_TOUCH_COMBINE = 2;
Phaser.Input.prototype = {
/**
* @property {Phaser.Game} game
*/
game: null,
/**
* How often should the input pointers be checked for updates?
* A value of 0 means every single frame (60fps), a value of 1 means every other frame (30fps) and so on.
* @type {number}
* @property {number} pollRate
* @default
*/
pollRate: 0,
/**
* @property {number} _pollCounter - Description.
* @private
* @default
*/
_pollCounter: 0,
/**
* A vector object representing the previous position of the Pointer.
* @property vector
* @type {Vec2}
* @property {Vec2} vector
* @default
**/
_oldPosition: null,
/**
* X coordinate of the most recent Pointer event
* @type {Number}
* @property {number} _x
* @private
* @default
*/
_x: 0,
/**
* X coordinate of the most recent Pointer event
* @type {Number}
* Y coordinate of the most recent Pointer event
* @property {number} _y
* @private
* @default
*/
_y: 0,
/**
* You can disable all Input by setting Input.disabled: true. While set all new input related events will be ignored.
* If you need to disable just one type of input, for example mouse, use Input.mouse.disabled: true instead
* @type {bool}
* @property {bool} disabled
* @default
*/
disabled: false,
/**
* Controls the expected behaviour when using a mouse and touch together on a multi-input device
* Controls the expected behaviour when using a mouse and touch together on a multi-input device.
* @property {Description} multiInputOverride
*/
multiInputOverride: Phaser.Input.MOUSE_TOUCH_COMBINE,
/**
* A vector object representing the current position of the Pointer.
* @property vector
* @type {Vec2}
* @property {Vec2} 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 vector
* @type {Vec2}
* @property {Vec2} 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
* @type {Circle}
* @property {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.
* @type {Vec2}
* @property {Vec2} scale
* @default
*/
scale: null,
/**
* The maximum number of Pointers allowed to be active at any one time.
* For lots of games it's useful to set this to 1
* @type {Number}
* For lots of games it's useful to set this to 1.
* @property {number} maxPointers
* @default
*/
maxPointers: 10,
/**
* The current number of active Pointers.
* @type {Number}
* @property {number} currentPointers
* @default
*/
currentPointers: 0,
/**
* The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or click
* @property tapRate
* @type {Number}
* 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 doubleTapRate
* @type {Number}
* @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 holdRate
* @type {Number}
* @property {number} holdRate
* @default
**/
holdRate: 2000,
/**
* The number of milliseconds below which the Pointer is considered justPressed
* @property justPressedRate
* @type {Number}
* @property {number} justPressedRate
* @default
**/
justPressedRate: 200,
/**
* The number of milliseconds below which the Pointer is considered justReleased
* @property justReleasedRate
* @type {Number}
* The number of milliseconds below which the Pointer is considered justReleased
* @property {number} justReleasedRate
* @default
**/
justReleasedRate: 200,
@@ -144,120 +182,162 @@ Phaser.Input.prototype = {
* Sets if the Pointer objects should record a history of x/y coordinates they have passed through.
* The history is cleared each time the Pointer is pressed down.
* The history is updated at the rate specified in Input.pollRate
* @property recordPointerHistory
* @type {bool}
* @property {bool} recordPointerHistory
* @default
**/
recordPointerHistory: false,
/**
* The rate in milliseconds at which the Pointer objects should update their tracking history
* @property recordRate
* @type {Number}
* @property {number} recordRate
* @default
*/
recordRate: 100,
/**
* The total number of entries that can be recorded into the Pointer objects tracking history.
* If the Pointer is tracking one event every 100ms, then a trackLimit of 100 would store the last 10 seconds worth of history.
* @property recordLimit
* @type {Number}
* @property {number} recordLimit
* @default
*/
recordLimit: 100,
/**
* A Pointer object
* @property pointer1
* @type {Pointer}
* @property {Pointer} pointer1
**/
pointer1: null,
/**
* A Pointer object
* @property pointer2
* @type {Pointer}
* @property {Pointer} pointer2
**/
pointer2: null,
/**
* A Pointer object
* @property pointer3
* @type {Pointer}
* A Pointer object
* @property {Pointer} pointer3
**/
pointer3: null,
/**
* A Pointer object
* @property pointer4
* @type {Pointer}
* @property {Pointer} pointer4
**/
pointer4: null,
/**
* A Pointer object
* @property pointer5
* @type {Pointer}
* @property {Pointer} pointer5
**/
pointer5: null,
/**
* A Pointer object
* @property pointer6
* @type {Pointer}
* @property {Pointer} pointer6
**/
pointer6: null,
/**
* A Pointer object
* @property pointer7
* @type {Pointer}
* A Pointer object
* @property {Pointer} pointer7
**/
pointer7: null,
/**
* A Pointer object
* @property pointer8
* @type {Pointer}
* @property {Pointer} pointer8
**/
pointer8: null,
/**
* A Pointer object
* @property pointer9
* @type {Pointer}
**/
* @property {Pointer} pointer9
**/
pointer9: null,
/**
* A Pointer object
* @property pointer10
* @type {Pointer}
* A Pointer object.
* @property {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 activePointer
* @type {Pointer}
* @property {Pointer} activePointer
* @default
**/
activePointer: null,
/**
* Description.
* @property {Pointer} mousePointer
* @default
**/
mousePointer: null,
/**
* Description.
* @property {Description} mouse
* @default
**/
mouse: null,
/**
* Description.
* @property {Description} keyboard
* @default
**/
keyboard: null,
/**
* Description.
* @property {Description} touch
* @default
**/
touch: null,
/**
* Description.
* @property {Description} mspointer
* @default
**/
mspointer: null,
/**
* Description.
* @property {Description} onDown
* @default
**/
onDown: null,
/**
* Description.
* @property {Description} onUp
* @default
**/
onUp: null,
/**
* Description.
* @property {Description} onTap
* @default
**/
onTap: null,
/**
* Description.
* @property {Description} onHold
* @default
**/
onHold: null,
// A linked list of interactive objects, the InputHandler components (belong to Sprites) register themselves with this
interactiveItems: new Phaser.LinkedList(),
/**
* Starts the Input Manager running
* Starts the Input Manager running.
* @method start
**/
boot: function () {
@@ -303,7 +383,7 @@ 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
* @return {Pointer} A reference to the new Pointer object.
**/
addPointer: function () {
@@ -361,13 +441,12 @@ Phaser.Input.prototype = {
if (this.pointer10) { this.pointer10.update(); }
this._pollCounter = 0;
},
/**
* Reset all of the Pointers and Input states
* @method reset
* @param hard {bool} A soft reset (hard = false) won't reset any signals that might be bound. A hard reset will.
* @param {bool} hard - A soft reset (hard = false) won't reset any signals that might be bound. A hard reset will.
**/
reset: function (hard) {
@@ -420,8 +499,8 @@ Phaser.Input.prototype = {
/**
* Find the first free Pointer object and start it, passing in the event data.
* @method 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
* @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.
**/
startPointer: function (event) {
@@ -456,8 +535,8 @@ Phaser.Input.prototype = {
/**
* Updates the matching Pointer object, passing in the event data.
* @method 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
* @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.
**/
updatePointer: function (event) {
@@ -487,8 +566,8 @@ Phaser.Input.prototype = {
/**
* Stops the matching Pointer object, passing in the event data.
* @method 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
* @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.
**/
stopPointer: function (event) {
@@ -518,7 +597,7 @@ Phaser.Input.prototype = {
/**
* Get the next Pointer object whos active property matches the given state
* @method getPointer
* @param {bool} state The state the Pointer should be in (false for inactive, true for active)
* @param {bool} 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.
**/
getPointer: function (state) {
@@ -549,9 +628,9 @@ Phaser.Input.prototype = {
},
/**
* Get the Pointer object whos identified property matches the given identifier value
* Get the Pointer object whos identified property matches the given identifier value.
* @method getPointerFromIdentifier
* @param {Number} identifier The Pointer.identifier value to search for
* @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.
**/
getPointerFromIdentifier: function (identifier) {
@@ -580,20 +659,22 @@ Phaser.Input.prototype = {
},
/**
* Get the distance between two Pointer objects
* Get the distance between two Pointer objects.
* @method 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
* Get the angle between two Pointer objects.
* @method getAngle
* @param {Pointer} pointer1
* @param {Pointer} pointer2
* @return {Description} Description.
**/
getAngle: function (pointer1, pointer2) {
// return Phaser.Vec2Utils.angle(pointer1.position, pointer2.position);
@@ -603,14 +684,16 @@ Phaser.Input.prototype = {
// 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.
*/
Object.defineProperty(Phaser.Input.prototype, "x", {
/**
* The X coordinate of the most recently active pointer.
* This value takes game scaling into account automatically. See Pointer.screenX/clientX for source values.
* @property x
* @type {Number}
**/
get: function () {
return this._x;
},
@@ -621,14 +704,16 @@ 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.
*/
Object.defineProperty(Phaser.Input.prototype, "y", {
/**
* The Y coordinate of the most recently active pointer.
* This value takes game scaling into account automatically. See Pointer.screenY/clientY for source values.
* @property y
* @type {Number}
**/
get: function () {
return this._y;
},
@@ -639,6 +724,10 @@ Object.defineProperty(Phaser.Input.prototype, "y", {
});
/**
* Get
* @return {Description} Description.
*/
Object.defineProperty(Phaser.Input.prototype, "pollLocked", {
get: function () {
@@ -647,26 +736,24 @@ Object.defineProperty(Phaser.Input.prototype, "pollLocked", {
});
/**
* Get the total number of inactive Pointers
* @return {number} The number of Pointers currently inactive.
*/
Object.defineProperty(Phaser.Input.prototype, "totalInactivePointers", {
/**
* Get the total number of inactive Pointers
* @method totalInactivePointers
* @return {Number} The number of Pointers currently inactive
**/
get: function () {
return 10 - this.currentPointers;
}
});
/**
* Recalculates the total number of active Pointers
* @return {number} The number of Pointers currently active.
*/
Object.defineProperty(Phaser.Input.prototype, "totalActivePointers", {
/**
* Recalculates the total number of active Pointers
* @method totalActivePointers
* @return {Number} The number of Pointers currently active
**/
get: function () {
this.currentPointers = 0;
@@ -685,6 +772,10 @@ Object.defineProperty(Phaser.Input.prototype, "totalActivePointers", {
});
/**
* Get
* @return {Description}
*/
Object.defineProperty(Phaser.Input.prototype, "worldX", {
get: function () {
@@ -693,6 +784,10 @@ Object.defineProperty(Phaser.Input.prototype, "worldX", {
});
/**
* Get
* @return {Description}
*/
Object.defineProperty(Phaser.Input.prototype, "worldY", {
get: function () {