mirror of
https://github.com/wassname/phaser.git
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Adding docs.
This commit is contained in:
+253
-63
@@ -1,71 +1,174 @@
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/**
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* @author Richard Davey <rich@photonstorm.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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* @module Phaser.InputHandler
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*/
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/**
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* Constructor for Phaser InputHandler.
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* @class Phaser.InputHandler
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* @classdesc Description.
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* @constructor
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* @param {Phaser.Sprite} game - Description.
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*/
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Phaser.InputHandler = function (sprite) {
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
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this.game = sprite.game;
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/**
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* @property {Phaser.Sprite} sprite - Description.
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*/
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this.sprite = sprite;
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/**
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* @property {bool} enabled - Description.
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* @default
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*/
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this.enabled = false;
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// Linked list references
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/**
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* @property {Description} parent - Description.
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* @default
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*/
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this.parent = null;
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/**
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* @property {Description} next - Description.
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* @default
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*/
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this.next = null;
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/**
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* @property {Description} prev - Description.
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* @default
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*/
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this.prev = null;
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/**
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* @property {Description} last - Description.
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* @default
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*/
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this.last = this;
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/**
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* @property {Description} first - Description.
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* @default
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*/
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this.first = this;
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/**
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* The PriorityID controls which Sprite receives an Input event first if they should overlap.
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*/
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/**
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* @property {number} priorityID - The PriorityID controls which Sprite receives an Input event first if they should overlap.
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* @default
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*/
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this.priorityID = 0;
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/**
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* @property {bool} useHandCursor - Description.
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* @default
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*/
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this.useHandCursor = false;
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/**
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* @property {bool} isDragged - Description.
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* @default
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*/
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this.isDragged = false;
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/**
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* @property {bool} allowHorizontalDrag - Description.
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* @default
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*/
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this.allowHorizontalDrag = true;
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/**
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* @property {bool} allowVerticalDrag - Description.
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* @default
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*/
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this.allowVerticalDrag = true;
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/**
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* @property {bool} bringToTop - Description.
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* @default
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*/
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this.bringToTop = false;
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/**
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* @property {Description} snapOffset - Description.
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* @default
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*/
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this.snapOffset = null;
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/**
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* @property {bool} snapOnDrag - Description.
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* @default
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*/
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this.snapOnDrag = false;
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/**
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* @property {bool} snapOnRelease - Description.
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* @default
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*/
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this.snapOnRelease = false;
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/**
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* @property {number} snapX - Description.
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* @default
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*/
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this.snapX = 0;
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/**
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* @property {number} snapY - Description.
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* @default
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*/
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this.snapY = 0;
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/**
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* Should we use pixel perfect hit detection? Warning: expensive. Only enable if you really need it!
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* @default false
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*/
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/**
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* @property {number} pixelPerfect - Should we use pixel perfect hit detection? Warning: expensive. Only enable if you really need it!
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* @default
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*/
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this.pixelPerfect = false;
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/**
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* The alpha tolerance threshold. If the alpha value of the pixel matches or is above this value, it's considered a hit.
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* @default 255
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* @property {number} pixelPerfectAlpha - The alpha tolerance threshold. If the alpha value of the pixel matches or is above this value, it's considered a hit.
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* @default
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*/
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this.pixelPerfectAlpha = 255;
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/**
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* Is this sprite allowed to be dragged by the mouse? true = yes, false = no
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* @default false
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* @property {bool} draggable - Is this sprite allowed to be dragged by the mouse? true = yes, false = no
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* @default
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*/
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this.draggable = false;
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/**
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* A region of the game world within which the sprite is restricted during drag
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* @default null
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* @property {Description} boundsRect - A region of the game world within which the sprite is restricted during drag.
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* @default
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*/
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this.boundsRect = null;
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/**
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* An Sprite the bounds of which this sprite is restricted during drag
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* @default null
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* @property {Description} boundsSprite - A Sprite the bounds of which this sprite is restricted during drag.
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* @default
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*/
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this.boundsSprite = null;
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/**
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* If this object is set to consume the pointer event then it will stop all propogation from this object on.
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* For example if you had a stack of 6 sprites with the same priority IDs and one consumed the event, none of the others would receive it.
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* @type {bool}
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* @property {bool} consumePointerEvent
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* @default
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*/
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this.consumePointerEvent = false;
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/**
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* @property {Phaser.Point} _tempPoint - Description.
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* @private
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*/
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this._tempPoint = new Phaser.Point;
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this._pointerData = [];
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@@ -90,6 +193,13 @@ Phaser.InputHandler = function (sprite) {
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Phaser.InputHandler.prototype = {
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/**
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* Description.
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* @method start
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* @param {number} priority - Description.
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* @param {bool} useHandCursor - Description.
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* @return {Phaser.Sprite} Description.
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*/
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start: function (priority, useHandCursor) {
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priority = priority || 0;
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@@ -141,6 +251,10 @@ Phaser.InputHandler.prototype = {
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},
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/**
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* Description.
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* @method reset
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*/
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reset: function () {
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this.enabled = false;
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@@ -165,6 +279,10 @@ Phaser.InputHandler.prototype = {
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}
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},
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/**
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* Description.
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* @method stop
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*/
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stop: function () {
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// Turning off
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@@ -182,8 +300,9 @@ Phaser.InputHandler.prototype = {
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},
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/**
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* Clean up memory.
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*/
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* Clean up memory.
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* @method destroy
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*/
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destroy: function () {
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if (this.enabled)
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@@ -198,7 +317,9 @@ Phaser.InputHandler.prototype = {
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/**
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* The x coordinate of the Input pointer, relative to the top-left of the parent Sprite.
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* This value is only set when the pointer is over this Sprite.
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* @type {number}
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* @method pointerX
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* @param {Pointer} pointer
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* @return {number} The x coordinate of the Input pointer.
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*/
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pointerX: function (pointer) {
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@@ -211,7 +332,9 @@ Phaser.InputHandler.prototype = {
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/**
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* The y coordinate of the Input pointer, relative to the top-left of the parent Sprite
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* This value is only set when the pointer is over this Sprite.
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* @type {number}
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* @method pointerY
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* @param {Pointer} pointer
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* @return {number} The y coordinate of the Input pointer.
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*/
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pointerY: function (pointer) {
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@@ -222,10 +345,11 @@ Phaser.InputHandler.prototype = {
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},
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/**
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* If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true
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* @property isDown
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* @type {bool}
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**/
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* If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true.
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* @method pointerDown
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* @param {Pointer} pointer
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* @return {bool}
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*/
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pointerDown: function (pointer) {
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pointer = pointer || 0;
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@@ -236,9 +360,10 @@ Phaser.InputHandler.prototype = {
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/**
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* If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true
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* @property isUp
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* @type {bool}
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**/
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* @method pointerUp
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* @param {Pointer} pointer
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* @return {bool}
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*/
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pointerUp: function (pointer) {
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pointer = pointer || 0;
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@@ -249,9 +374,10 @@ Phaser.InputHandler.prototype = {
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/**
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* A timestamp representing when the Pointer first touched the touchscreen.
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* @property timeDown
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* @type {Number}
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**/
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* @method pointerTimeDown
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* @param {Pointer} pointer
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* @return {number}
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*/
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pointerTimeDown: function (pointer) {
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pointer = pointer || 0;
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@@ -262,9 +388,10 @@ Phaser.InputHandler.prototype = {
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/**
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* A timestamp representing when the Pointer left the touchscreen.
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* @property timeUp
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* @type {Number}
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**/
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* @method pointerTimeUp
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* @param {Pointer} pointer
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* @return {number}
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*/
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pointerTimeUp: function (pointer) {
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pointer = pointer || 0;
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@@ -274,10 +401,11 @@ Phaser.InputHandler.prototype = {
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},
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/**
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* Is the Pointer over this Sprite
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* @property isOver
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* @type {bool}
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**/
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* Is the Pointer over this Sprite?
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* @method pointerOver
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* @param {Pointer} pointer
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* @return {bool
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*/
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pointerOver: function (pointer) {
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pointer = pointer || 0;
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@@ -287,10 +415,11 @@ Phaser.InputHandler.prototype = {
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},
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/**
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* Is the Pointer outside of this Sprite
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* @property isOut
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* @type {bool}
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**/
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* Is the Pointer outside of this Sprite?
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* @method pointerOut
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* @param {Pointer} pointer
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* @return {bool}
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*/
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pointerOut: function (pointer) {
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pointer = pointer || 0;
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@@ -301,9 +430,10 @@ Phaser.InputHandler.prototype = {
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/**
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* A timestamp representing when the Pointer first touched the touchscreen.
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* @property timeDown
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* @type {Number}
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**/
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* @method pointerTimeOver
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* @param {Pointer} pointer
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* @return {number}
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*/
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pointerTimeOver: function (pointer) {
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pointer = pointer || 0;
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@@ -314,9 +444,10 @@ Phaser.InputHandler.prototype = {
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/**
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* A timestamp representing when the Pointer left the touchscreen.
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* @property timeUp
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* @type {Number}
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**/
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* @method pointerTimeOut
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* @param {Pointer} pointer
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* @return {number}
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*/
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pointerTimeOut: function (pointer) {
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pointer = pointer || 0;
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@@ -327,7 +458,9 @@ Phaser.InputHandler.prototype = {
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/**
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* Is this sprite being dragged by the mouse or not?
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* @default false
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* @method pointerTimeOut
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* @param {Pointer} pointer
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* @return {number}
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*/
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pointerDragged: function (pointer) {
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@@ -339,6 +472,9 @@ Phaser.InputHandler.prototype = {
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/**
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* Checks if the given pointer is over this Sprite.
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* @method checkPointerOver
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* @param {Pointer} pointer
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* @return {bool}
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*/
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checkPointerOver: function (pointer) {
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@@ -372,6 +508,13 @@ Phaser.InputHandler.prototype = {
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},
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/**
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* Description.
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||||
* @method checkPixel
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||||
* @param {Description} x - Description.
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||||
* @param {Description} y - Description.
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||||
* @return {bool}
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*/
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checkPixel: function (x, y) {
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x += (this.sprite.texture.frame.width * this.sprite.anchor.x);
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@@ -399,7 +542,9 @@ Phaser.InputHandler.prototype = {
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||||
},
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||||
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||||
/**
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* Update
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||||
* Update.
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* @method update
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* @param {Pointer} pointer
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*/
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update: function (pointer) {
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@@ -429,6 +574,12 @@ Phaser.InputHandler.prototype = {
|
||||
}
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||||
},
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||||
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||||
/**
|
||||
* Description.
|
||||
* @method _pointerOverHandler
|
||||
* @private
|
||||
* @param {Pointer} pointer
|
||||
*/
|
||||
_pointerOverHandler: function (pointer) {
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if (this._pointerData[pointer.id].isOver == false)
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||||
@@ -448,6 +599,12 @@ Phaser.InputHandler.prototype = {
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* Description.
|
||||
* @method _pointerOutHandler
|
||||
* @private
|
||||
* @param {Pointer} pointer
|
||||
*/
|
||||
_pointerOutHandler: function (pointer) {
|
||||
|
||||
this._pointerData[pointer.id].isOver = false;
|
||||
@@ -463,6 +620,12 @@ Phaser.InputHandler.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Description.
|
||||
* @method _touchedHandler
|
||||
* @private
|
||||
* @param {Pointer} pointer
|
||||
*/
|
||||
_touchedHandler: function (pointer) {
|
||||
|
||||
if (this._pointerData[pointer.id].isDown == false && this._pointerData[pointer.id].isOver == true)
|
||||
@@ -489,6 +652,12 @@ Phaser.InputHandler.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Description.
|
||||
* @method _releasedHandler
|
||||
* @private
|
||||
* @param {Pointer} pointer
|
||||
*/
|
||||
_releasedHandler: function (pointer) {
|
||||
|
||||
// If was previously touched by this Pointer, check if still is AND still over this item
|
||||
@@ -525,6 +694,9 @@ Phaser.InputHandler.prototype = {
|
||||
|
||||
/**
|
||||
* Updates the Pointer drag on this Sprite.
|
||||
* @method updateDrag
|
||||
* @param {Pointer} pointer
|
||||
* @return {bool}
|
||||
*/
|
||||
updateDrag: function (pointer) {
|
||||
|
||||
@@ -566,8 +738,10 @@ Phaser.InputHandler.prototype = {
|
||||
|
||||
/**
|
||||
* Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second)
|
||||
* @param delay The time below which the pointer is considered as just over.
|
||||
* @returns {bool}
|
||||
* @method justOver
|
||||
* @param {Pointer} pointer
|
||||
* @param {number} delay - The time below which the pointer is considered as just over.
|
||||
* @return {bool}
|
||||
*/
|
||||
justOver: function (pointer, delay) {
|
||||
|
||||
@@ -580,8 +754,10 @@ Phaser.InputHandler.prototype = {
|
||||
|
||||
/**
|
||||
* Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second)
|
||||
* @param delay The time below which the pointer is considered as just out.
|
||||
* @returns {bool}
|
||||
* @method justOut
|
||||
* @param {Pointer} pointer
|
||||
* @param {number} delay - The time below which the pointer is considered as just out.
|
||||
* @return {bool}
|
||||
*/
|
||||
justOut: function (pointer, delay) {
|
||||
|
||||
@@ -594,8 +770,10 @@ Phaser.InputHandler.prototype = {
|
||||
|
||||
/**
|
||||
* Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second)
|
||||
* @param delay The time below which the pointer is considered as just over.
|
||||
* @returns {bool}
|
||||
* @method justPressed
|
||||
* @param {Pointer} pointer
|
||||
* @param {number} delay - The time below which the pointer is considered as just over.
|
||||
* @return {bool}
|
||||
*/
|
||||
justPressed: function (pointer, delay) {
|
||||
|
||||
@@ -608,8 +786,10 @@ Phaser.InputHandler.prototype = {
|
||||
|
||||
/**
|
||||
* Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second)
|
||||
* @param delay The time below which the pointer is considered as just out.
|
||||
* @returns {bool}
|
||||
* @method justReleased
|
||||
* @param {Pointer} pointer
|
||||
* @param {number} delay - The time below which the pointer is considered as just out.
|
||||
* @return {bool}
|
||||
*/
|
||||
justReleased: function (pointer, delay) {
|
||||
|
||||
@@ -622,7 +802,9 @@ Phaser.InputHandler.prototype = {
|
||||
|
||||
/**
|
||||
* If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.
|
||||
* @returns {number} The number of milliseconds the pointer has been over the Sprite, or -1 if not over.
|
||||
* @method overDuration
|
||||
* @param {Pointer} pointer
|
||||
* @return {number} The number of milliseconds the pointer has been over the Sprite, or -1 if not over.
|
||||
*/
|
||||
overDuration: function (pointer) {
|
||||
|
||||
@@ -639,7 +821,9 @@ Phaser.InputHandler.prototype = {
|
||||
|
||||
/**
|
||||
* If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.
|
||||
* @returns {number} The number of milliseconds the pointer has been pressed down on the Sprite, or -1 if not over.
|
||||
* @method downDuration
|
||||
* @param {Pointer} pointer
|
||||
* @return {number} The number of milliseconds the pointer has been pressed down on the Sprite, or -1 if not over.
|
||||
*/
|
||||
downDuration: function (pointer) {
|
||||
|
||||
@@ -656,7 +840,7 @@ Phaser.InputHandler.prototype = {
|
||||
|
||||
/**
|
||||
* Make this Sprite draggable by the mouse. You can also optionally set mouseStartDragCallback and mouseStopDragCallback
|
||||
*
|
||||
* @method enableDrag
|
||||
* @param lockCenter If false the Sprite will drag from where you click it minus the dragOffset. If true it will center itself to the tip of the mouse pointer.
|
||||
* @param bringToTop If true the Sprite will be bought to the top of the rendering list in its current Group.
|
||||
* @param pixelPerfect If true it will use a pixel perfect test to see if you clicked the Sprite. False uses the bounding box.
|
||||
@@ -697,6 +881,7 @@ Phaser.InputHandler.prototype = {
|
||||
|
||||
/**
|
||||
* Stops this sprite from being able to be dragged. If it is currently the target of an active drag it will be stopped immediately. Also disables any set callbacks.
|
||||
* @method disableDrag
|
||||
*/
|
||||
disableDrag: function () {
|
||||
|
||||
@@ -716,6 +901,7 @@ Phaser.InputHandler.prototype = {
|
||||
|
||||
/**
|
||||
* Called by Pointer when drag starts on this Sprite. Should not usually be called directly.
|
||||
* @method startDrag
|
||||
*/
|
||||
startDrag: function (pointer) {
|
||||
|
||||
@@ -746,6 +932,7 @@ Phaser.InputHandler.prototype = {
|
||||
|
||||
/**
|
||||
* Called by Pointer when drag is stopped on this Sprite. Should not usually be called directly.
|
||||
* @method stopDrag
|
||||
*/
|
||||
stopDrag: function (pointer) {
|
||||
|
||||
@@ -766,7 +953,7 @@ Phaser.InputHandler.prototype = {
|
||||
|
||||
/**
|
||||
* Restricts this sprite to drag movement only on the given axis. Note: If both are set to false the sprite will never move!
|
||||
*
|
||||
* @method setDragLock
|
||||
* @param allowHorizontal To enable the sprite to be dragged horizontally set to true, otherwise false
|
||||
* @param allowVertical To enable the sprite to be dragged vertically set to true, otherwise false
|
||||
*/
|
||||
@@ -783,7 +970,7 @@ Phaser.InputHandler.prototype = {
|
||||
/**
|
||||
* Make this Sprite snap to the given grid either during drag or when it's released.
|
||||
* For example 16x16 as the snapX and snapY would make the sprite snap to every 16 pixels.
|
||||
*
|
||||
* @method enableSnap
|
||||
* @param snapX The width of the grid cell in pixels
|
||||
* @param snapY The height of the grid cell in pixels
|
||||
* @param onDrag If true the sprite will snap to the grid while being dragged
|
||||
@@ -803,6 +990,7 @@ Phaser.InputHandler.prototype = {
|
||||
|
||||
/**
|
||||
* Stops the sprite from snapping to a grid during drag or release.
|
||||
* @method disableSnap
|
||||
*/
|
||||
disableSnap: function () {
|
||||
|
||||
@@ -813,6 +1001,7 @@ Phaser.InputHandler.prototype = {
|
||||
|
||||
/**
|
||||
* Bounds Rect check for the sprite drag
|
||||
* @method checkBoundsRect
|
||||
*/
|
||||
checkBoundsRect: function () {
|
||||
|
||||
@@ -837,7 +1026,8 @@ Phaser.InputHandler.prototype = {
|
||||
},
|
||||
|
||||
/**
|
||||
* Parent Sprite Bounds check for the sprite drag
|
||||
* Parent Sprite Bounds check for the sprite drag.
|
||||
* @method checkBoundsSprite
|
||||
*/
|
||||
checkBoundsSprite: function () {
|
||||
|
||||
|
||||
Reference in New Issue
Block a user