Brand new Gamepad API support fully implemented (thanks to Karl Macklin), with examples to show use.

This commit is contained in:
photonstorm
2013-12-31 01:45:30 +00:00
parent 29d7cc36a0
commit 3b87ce9fc9
7 changed files with 562 additions and 456 deletions
+3
View File
@@ -69,6 +69,9 @@ module.exports = function (grunt) {
'src/input/Pointer.js',
'src/input/Touch.js',
'src/input/InputHandler.js',
'src/input/Gamepad.js',
'src/input/SinglePad.js',
'src/input/GamepadButton.js',
'src/gameobjects/Events.js',
'src/gameobjects/GameObjectFactory.js',
'src/gameobjects/BitmapData.js',
+2
View File
@@ -54,6 +54,7 @@ Significant API changes:
New features:
* Gamepad API support has been added with lots of new examples showing how to use it (thanks Karl Macklin)
* Phaser.Game constructor can now be passed a single object containing game settings + Stage settings, useful for advanced configurations.
* The width/height given to Phaser.Game can now be percentages, i.e. "100%" will set the width to the maximum window innerWidth.
* Added a stage.fullScreenScaleMode property to determine scaling when fullscreen (thanks oysterCrusher)
@@ -81,6 +82,7 @@ New Examples:
* Games - Matching Pairs by Patrick OReilly.
* Tweens - Example showing how to use the tween events, onStart, onLoop and onComplete.
* Display - Pixi Render Texture. A Phaser conversion of the Pixi.js Render Texture example.
* Input - 5 new examples showing how to use the Gamepad API (thanks Karl Macklin)
Updates:
+34 -26
View File
@@ -147,6 +147,32 @@
"title": "vertical collision"
}
],
"debug": [
{
"file": "debug+camera.js",
"title": "debug camera"
},
{
"file": "debug+display.js",
"title": "debug display"
},
{
"file": "debug+draw.js",
"title": "debug draw"
},
{
"file": "debug+input.js",
"title": "debug input"
},
{
"file": "debug+physics.js",
"title": "debug physics"
},
{
"file": "debug+sprite.js",
"title": "debug sprite"
}
],
"display": [
{
"file": "bitmapdata+wobble.js",
@@ -181,28 +207,6 @@
"title": "render texture trail"
}
],
"debug":[
{
"file": "debug+sprite.js",
"title": "Sprite data"
},
{
"file": "debug+display.js",
"title": "Sprite display"
},
{
"file": "debug+input.js",
"title": "Input"
},
{
"file": "debug+camera.js",
"title": "Camera"
},
{
"file": "debug+draw.js",
"title": "Draw"
}
],
"filters": [
{
"file": "blur.js",
@@ -282,10 +286,6 @@
"file": "add+a+sprite+to+group.js",
"title": "add a sprite to group"
},
{
"file": "bring+a+child+to+top.js",
"title": "bring a child to top"
},
{
"file": "bring+a+group+to+top.js",
"title": "bring a group to top"
@@ -364,6 +364,10 @@
}
],
"input": [
{
"file": "bring+a+child+to+top.js",
"title": "bring a child to top"
},
{
"file": "cursor+key+movement.js",
"title": "cursor key movement"
@@ -798,6 +802,10 @@
"file": "tween+loop+event.js",
"title": "tween loop event"
},
{
"file": "tween+relative.js",
"title": "tween relative"
},
{
"file": "tween+several+properties.js",
"title": "tween several properties"
+3
View File
@@ -81,6 +81,9 @@
<script src="../src/input/MSPointer.js"></script>
<script src="../src/input/Pointer.js"></script>
<script src="../src/input/Touch.js"></script>
<script src="../src/input/Gamepad.js"></script>
<script src="../src/input/SinglePad.js"></script>
<script src="../src/input/GamepadButton.js"></script>
<script src="../src/input/InputHandler.js"></script>
<script src="../src/gameobjects/Events.js"></script>
+192 -157
View File
@@ -26,32 +26,33 @@ Phaser.Gamepad = function (game) {
this.game = game;
/**
* @property {Array} _gamepads - The four Phaser Gamepads.
* @private
*/
* @property {Array<Phaser.SinglePad>} _gamepads - The four Phaser Gamepads.
* @private
*/
this._gamepads = [
new Phaser.SinglePad(game,this),
new Phaser.SinglePad(game,this),
new Phaser.SinglePad(game,this),
new Phaser.SinglePad(game,this)
new Phaser.SinglePad(game, this),
new Phaser.SinglePad(game, this),
new Phaser.SinglePad(game, this),
new Phaser.SinglePad(game, this)
];
/**
* @property {Object} _gamepadIndexMap - Maps the browsers gamepad indices to our Phaser Gamepads
* @private
*/
* @property {Object} _gamepadIndexMap - Maps the browsers gamepad indices to our Phaser Gamepads
* @private
*/
this._gamepadIndexMap = {};
/**
* @property {Array} _rawPads - The raw state of the gamepads from the browser
* @private
*/
* @property {Array} _rawPads - The raw state of the gamepads from the browser
* @private
*/
this._rawPads = [];
/**
* @property {boolean} _active - Private flag for whether or not the API is polled
* @private
*/
* @property {boolean} _active - Private flag for whether or not the API is polled
* @private
* @default
*/
this._active = false;
/**
@@ -62,28 +63,26 @@ Phaser.Gamepad = function (game) {
this.disabled = false;
/**
* Whether or not gamepads are supported* in current browser. * = This check is actually not accurate at all due to poor implementation.
* @property {boolean} _gamepadSupportAvailable - Gamepad supported in this browser or not.
* @private
* @default
*/
* Whether or not gamepads are supported in the current browser. Note that as of Dec. 2013 this check is actually not accurate at all due to poor implementation.
* @property {boolean} _gamepadSupportAvailable - Are gamepads supported in this browser or not?
* @private
*/
this._gamepadSupportAvailable = !!navigator.webkitGetGamepads || !!navigator.webkitGamepads || (navigator.userAgent.indexOf('Firefox/') != -1);
/**
* Used to check for differences between earlier polls and current state of gamepads.
* @property {Array} _prevRawGamepadTypes
* @private
* @default
*/
* Used to check for differences between earlier polls and current state of gamepads.
* @property {Array} _prevRawGamepadTypes
* @private
* @default
*/
this._prevRawGamepadTypes = [];
/**
* Used to check for differences between earlier polls and current state of gamepads.
* @property {Array} _prevTimestamps
* @private
* @default
*/
* Used to check for differences between earlier polls and current state of gamepads.
* @property {Array} _prevTimestamps
* @private
* @default
*/
this._prevTimestamps = [];
/**
@@ -92,46 +91,45 @@ Phaser.Gamepad = function (game) {
this.callbackContext = this;
/**
* @property {function} onConnectCallback - This callback is invoked every time any gamepad is connected
*/
* @property {function} onConnectCallback - This callback is invoked every time any gamepad is connected
*/
this.onConnectCallback = null;
/**
* @property {function} onDisconnectCallback - This callback is invoked every time any gamepad is disconnected
*/
* @property {function} onDisconnectCallback - This callback is invoked every time any gamepad is disconnected
*/
this.onDisconnectCallback = null;
/**
* @property {function} onDownCallback - This callback is invoked every time any gamepad button is pressed down.
*/
* @property {function} onDownCallback - This callback is invoked every time any gamepad button is pressed down.
*/
this.onDownCallback = null;
/**
* @property {function} onUpCallback - This callback is invoked every time any gamepad button is released.
*/
* @property {function} onUpCallback - This callback is invoked every time any gamepad button is released.
*/
this.onUpCallback = null;
/**
* @property {function} onAxisCallback - This callback is invoked every time any gamepad axis is changed.
*/
* @property {function} onAxisCallback - This callback is invoked every time any gamepad axis is changed.
*/
this.onAxisCallback = null;
/**
* @property {function} onFloatCallback - This callback is invoked every time any gamepad button is changed to a value where value > 0 and value < 1.
*/
* @property {function} onFloatCallback - This callback is invoked every time any gamepad button is changed to a value where value > 0 and value < 1.
*/
this.onFloatCallback = null;
/**
* @property {function} _ongamepadconnected - Private callback for Firefox gamepad connection handling
* @private
*/
* @property {function} _ongamepadconnected - Private callback for Firefox gamepad connection handling
* @private
*/
this._ongamepadconnected = null;
/**
* @property {function} _gamepaddisconnected - Private callback for Firefox gamepad connection handling
* @private
*/
* @property {function} _gamepaddisconnected - Private callback for Firefox gamepad connection handling
* @private
*/
this._gamepaddisconnected = null;
};
@@ -141,12 +139,13 @@ Phaser.Gamepad.prototype = {
* Add callbacks to the main Gamepad handler 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:
* @param {Object} callbacks - Object that takes six different callback methods:
* onConnectCallback, onDisconnectCallback, onDownCallback, onUpCallback, onAxisCallback, onFloatCallback
*/
addCallbacks: function (context, callbacks) {
if (typeof callbacks !== 'undefined') {
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;
@@ -154,22 +153,9 @@ Phaser.Gamepad.prototype = {
this.onAxisCallback = (typeof callbacks.onAxis === 'function') ? callbacks.onAxis : this.onAxisCallback;
this.onFloatCallback = (typeof callbacks.onFloat === 'function') ? callbacks.onFloat : this.onFloatCallback;
}
},
// /**
// * Removes a Button object from the Gamepad manager.
// *
// * @method Phaser.Gamepad#removeKey
// * @param {number} buttoncode - The buttoncode of the button to remove, i.e. Phaser.Gamepad.0 or Phaser.Gamepad.1
// */
// removeButton: function (buttoncode) {
//
// delete (this._hotbuttons[buttoncode]);
//
// },
/**
* Starts the Gamepad event handling.
* This MUST be called manually before Phaser will start polling the Gamepad API.
@@ -186,73 +172,97 @@ Phaser.Gamepad.prototype = {
_this._rawPads.push(newPad);
_this._gamepads[newPad.index].connect(newPad);
};
window.addEventListener('gamepadconnected', this._ongamepadconnected, false);
this._ongamepaddisconnected = function(event) {
var removedPad = event.gamepad;
for (var i in _this._rawPads) {
if(_this._rawPads[i].index === removedPad.index) {
for (var i in _this._rawPads)
{
if (_this._rawPads[i].index === removedPad.index)
{
_this._rawPads.splice(i,1);
}
}
_this._gamepads[removedPad.index].disconnect();
};
window.addEventListener('gamepaddisconnected', this._ongamepaddisconnected, false);
},
/**
* Main gamepad update loop. Should not be called manually.
* @method Phaser.Gamepad#update
*/
* Main gamepad update loop. Should not be called manually.
* @method Phaser.Gamepad#update
* @private
*/
update: function () {
this._pollGamepads();
for (var i = 0; i < this._gamepads.length; i += 1) {
if(this._gamepads[i]._connected) {
for (var i = 0; i < this._gamepads.length; i++)
{
if (this._gamepads[i]._connected)
{
this._gamepads[i].pollStatus();
}
}
},
/**
* Updating connected gamepads (for Google Chrome).
* Should not be called manually.
* @method Phaser.Gamepad#_pollGamepads
*/
* Updating connected gamepads (for Google Chrome).
* Should not be called manually.
* @method Phaser.Gamepad#_pollGamepads
* @private
*/
_pollGamepads: function () {
var rawGamepads = (navigator.webkitGetGamepads && navigator.webkitGetGamepads()) || navigator.webkitGamepads;
if(rawGamepads) {
if (rawGamepads)
{
this._rawPads = [];
var gamepadsChanged = false;
for (var i = 0; i < rawGamepads.length; i += 1) {
if (typeof rawGamepads[i] !== this._prevRawGamepadTypes[i]) {
for (var i = 0; i < rawGamepads.length; i++)
{
if (typeof rawGamepads[i] !== this._prevRawGamepadTypes[i])
{
gamepadsChanged = true;
this._prevRawGamepadTypes[i] = typeof rawGamepads[i];
}
if (rawGamepads[i]) {
if (rawGamepads[i])
{
this._rawPads.push(rawGamepads[i]);
}
// Support max 4 pads at the moment
if(i === 3) {
if (i === 3)
{
break;
}
}
if(gamepadsChanged) {
var validConnections = {rawIndices:{},padIndices:{}};
if (gamepadsChanged)
{
var validConnections = { rawIndices: {}, padIndices: {} };
var singlePad;
for (var j = 0; j < this._gamepads.length; j += 1) {
for (var j = 0; j < this._gamepads.length; j++)
{
singlePad = this._gamepads[j];
if(singlePad.connected) {
for(var k = 0; k < this._rawPads.length; k += 1) {
if(this._rawPads[k].index === singlePad.index) {
if (singlePad.connected)
{
for (var k = 0; k < this._rawPads.length; k++)
{
if (this._rawPads[k].index === singlePad.index)
{
validConnections.rawIndices[singlePad.index] = true;
validConnections.padIndices[j] = true;
}
@@ -260,32 +270,45 @@ Phaser.Gamepad.prototype = {
}
}
for (var l = 0; l < this._gamepads.length; l += 1) {
for (var l = 0; l < this._gamepads.length; l++)
{
singlePad = this._gamepads[l];
if(validConnections.padIndices[l]) {
if (validConnections.padIndices[l])
{
continue;
}
if(this._rawPads.length < 1) {
if (this._rawPads.length < 1)
{
singlePad.disconnect();
}
for (var m = 0; m < this._rawPads.length; m +=1) {
if(validConnections.padIndices[l]) {
for (var m = 0; m < this._rawPads.length; m++)
{
if (validConnections.padIndices[l])
{
break;
}
var rawPad = this._rawPads[m];
if (rawPad) {
if(validConnections.rawIndices[rawPad.index]) {
if (rawPad)
{
if (validConnections.rawIndices[rawPad.index])
{
singlePad.disconnect();
continue;
} else {
}
else
{
singlePad.connect(rawPad);
validConnections.rawIndices[rawPad.index] = true;
validConnections.padIndices[l] = true;
}
} else {
}
else
{
singlePad.disconnect();
}
}
@@ -295,13 +318,16 @@ Phaser.Gamepad.prototype = {
},
/**
* Sets the deadZone variable for all four gamepads
* @method Phaser.Gamepad#setDeadZones
*/
* Sets the deadZone variable for all four gamepads
* @method Phaser.Gamepad#setDeadZones
*/
setDeadZones: function (value) {
for(var i = 0; i < this._gamepads.length; i += 1) {
for (var i = 0; i < this._gamepads.length; i++)
{
this._gamepads[i].deadZone = value;
}
},
/**
@@ -312,23 +338,25 @@ Phaser.Gamepad.prototype = {
stop: function () {
this._active = false;
var _this = this;
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) {
for (var i = 0; i < this._gamepads.length; i++)
{
this._gamepads[i].reset();
}
},
/**
@@ -340,12 +368,14 @@ Phaser.Gamepad.prototype = {
*/
justPressed: function (buttonCode, duration) {
for(var i = 0; i < this._gamepads.length; i += 1) {
if( this._gamepads[i].justPressed(buttonCode, duration) == true ) {
for (var i = 0; i < this._gamepads.length; i++)
{
if (this._gamepads[i].justPressed(buttonCode, duration) === true)
{
return true;
}
}
return false;
},
@@ -359,41 +389,47 @@ Phaser.Gamepad.prototype = {
*/
justReleased: function (buttonCode, duration) {
for(var i = 0; i < this._gamepads.length; i += 1) {
if( this._gamepads[i].justReleased(buttonCode, duration) == true ) {
for (var i = 0; i < this._gamepads.length; i++)
{
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.
*/
* 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 ) {
for (var i = 0; i < this._gamepads.length; i++)
{
if (this._gamepads[i].isDown(buttonCode) === true)
{
return true;
}
}
return false;
}
};
Phaser.Gamepad.prototype.constructor = Phaser.Gamepad;
/**
* 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
*/
* 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 () {
@@ -403,11 +439,11 @@ Object.defineProperty(Phaser.Gamepad.prototype, "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
*/
* 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 () {
@@ -417,11 +453,11 @@ Object.defineProperty(Phaser.Gamepad.prototype, "supported", {
});
/**
* How many live gamepads are currently connected.
* @name Phaser.Gamepad#padsConnected
* @property {boolean} padsConnected - How many live gamepads are currently connected.
* @readonly
*/
* 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 () {
@@ -431,11 +467,11 @@ Object.defineProperty(Phaser.Gamepad.prototype, "padsConnected", {
});
/**
* Gamepad #1
* @name Phaser.Gamepad#pad1
* @property {boolean} pad1 - Gamepad #1;
* @readonly
*/
* Gamepad #1
* @name Phaser.Gamepad#pad1
* @property {boolean} pad1 - Gamepad #1;
* @readonly
*/
Object.defineProperty(Phaser.Gamepad.prototype, "pad1", {
get: function () {
@@ -445,11 +481,11 @@ Object.defineProperty(Phaser.Gamepad.prototype, "pad1", {
});
/**
* Gamepad #2
* @name Phaser.Gamepad#pad2
* @property {boolean} pad2 - Gamepad #2
* @readonly
*/
* Gamepad #2
* @name Phaser.Gamepad#pad2
* @property {boolean} pad2 - Gamepad #2
* @readonly
*/
Object.defineProperty(Phaser.Gamepad.prototype, "pad2", {
get: function () {
@@ -459,11 +495,11 @@ Object.defineProperty(Phaser.Gamepad.prototype, "pad2", {
});
/**
* Gamepad #3
* @name Phaser.Gamepad#pad3
* @property {boolean} pad3 - Gamepad #3
* @readonly
*/
* Gamepad #3
* @name Phaser.Gamepad#pad3
* @property {boolean} pad3 - Gamepad #3
* @readonly
*/
Object.defineProperty(Phaser.Gamepad.prototype, "pad3", {
get: function () {
@@ -473,11 +509,11 @@ Object.defineProperty(Phaser.Gamepad.prototype, "pad3", {
});
/**
* Gamepad #4
* @name Phaser.Gamepad#pad4
* @property {boolean} pad4 - Gamepad #4
* @readonly
*/
* Gamepad #4
* @name Phaser.Gamepad#pad4
* @property {boolean} pad4 - Gamepad #4
* @readonly
*/
Object.defineProperty(Phaser.Gamepad.prototype, "pad4", {
get: function () {
@@ -486,7 +522,6 @@ Object.defineProperty(Phaser.Gamepad.prototype, "pad4", {
});
Phaser.Gamepad.BUTTON_0 = 0;
Phaser.Gamepad.BUTTON_1 = 1;
Phaser.Gamepad.BUTTON_2 = 2;
@@ -540,4 +575,4 @@ 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;
Phaser.Gamepad.XBOX360_STICK_RIGHT_Y = 3;
+81 -78
View File
@@ -1,85 +1,85 @@
/**
* @author @karlmacklin <tacklemcclean@gmail.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
* @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.
*/
* @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.
*/
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {boolean} isDown - The "down" state of the button.
* @default
*/
* @property {boolean} isDown - The "down" state of the button.
* @default
*/
this.isDown = false;
/**
* @property {boolean} isUp - The "up" state of the button.
* @default
*/
* @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
*/
* @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
*/
* 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
*/
* @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
*/
* @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
*/
* @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.
*/
* @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).
*/
* @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).
*/
* @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)
*/
* @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();
};
@@ -87,18 +87,20 @@ Phaser.GamepadButton = function (game, buttoncode) {
Phaser.GamepadButton.prototype = {
/**
* Called automatically by Phaser.SinglePad.
* @method Phaser.GamepadButton#processButtonDown
* @param {Object} value - Button value
* @protected
*/
* Called automatically by Phaser.SinglePad.
* @method Phaser.GamepadButton#processButtonDown
* @param {Object} value - Button value
* @protected
*/
processButtonDown: function (value) {
if (this.isDown) {
if (this.isDown)
{
this.duration = this.game.time.now - this.timeDown;
this.repeats++;
}
else {
else
{
this.isDown = true;
this.isUp = false;
this.timeDown = this.game.time.now;
@@ -108,14 +110,15 @@ Phaser.GamepadButton.prototype = {
this.onDown.dispatch(this, value);
}
},
/**
* Called automatically by Phaser.SinglePad.
* @method Phaser.GamepadButton#processButtonUp
* @param {Object} value - Button value
* @protected
*/
* Called automatically by Phaser.SinglePad.
* @method Phaser.GamepadButton#processButtonUp
* @param {Object} value - Button value
* @protected
*/
processButtonUp: function (value) {
this.isDown = false;
@@ -128,45 +131,45 @@ Phaser.GamepadButton.prototype = {
},
/**
* Called automatically by Phaser.Gamepad.
* @method Phaser.GamepadButton#processButtonFloat
* @param {Object} value - Button value
* @protected
*/
* 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.
*/
* 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;
}
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.
*/
* 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;
}
if (typeof duration === "undefined") { duration = 250; }
return (this.isDown === false && (this.game.time.now - this.timeUp < duration));
}
};
};
Phaser.GamepadButton.prototype.constructor = Phaser.GamepadButton;
+247 -195
View File
@@ -1,114 +1,114 @@
/**
* @author @karlmacklin <tacklemcclean@gmail.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
* @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)
*/
* @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.
*/
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* @property {Phaser.Gamepad} padParent - Main Phaser Gamepad object
*/
* @property {Phaser.Gamepad} padParent - Main Phaser Gamepad object
*/
this._padParent = padParent;
/**
* @property {number} index - The gamepad index as per browsers data
* @default
*/
* @property {number} index - The gamepad index as per browsers data
* @default
*/
this._index = null;
/**
* @property {Object} _rawPad - The 'raw' gamepad data.
* @private
*/
* @property {Object} _rawPad - The 'raw' gamepad data.
* @private
*/
this._rawPad = null;
/**
* @property {boolean} _connected - Is this pad connected or not.
* @private
*/
* @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
*/
* @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
*/
* @property {Array} _rawButtons - The 'raw' button state.
* @private
*/
this._rawButtons = [];
/**
* @property {Array} _buttons - Current Phaser state of the buttons.
* @private
*/
* @property {Array} _buttons - Current Phaser state of the buttons.
* @private
*/
this._buttons = [];
/**
* @property {Array} _axes - Current axes state.
* @private
*/
* @property {Array} _axes - Current axes state.
* @private
*/
this._axes = [];
/**
* @property {Array} _hotkeys - Hotkey buttons.
* @private
*/
* @property {Array} _hotkeys - Hotkey buttons.
* @private
*/
this._hotkeys = [];
/**
* @property {Object} callbackContext - The context under which the callbacks are run.
*/
* @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
*/
* @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
*/
* @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.
*/
* @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.
*/
* @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.
*/
* @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.
*/
* @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.
*/
* @property {number} deadZone - Dead zone for axis feedback - within this value you won't trigger updates.
*/
this.deadZone = 0.26;
};
@@ -116,15 +116,16 @@ Phaser.SinglePad = function (game, padParent) {
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
*/
* 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') {
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;
@@ -136,13 +137,13 @@ Phaser.SinglePad.prototype = {
},
/**
* If you need more fine-grained control over a Key you can create a new Phaser.Key object via this method.
* The Key object can then be polled, have events attached to it, etc.
*
* @method Phaser.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.
*/
* 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);
@@ -151,49 +152,66 @@ Phaser.SinglePad.prototype = {
},
/**
* Main update function, should be called by Phaser.Gamepad
* @method Phaser.SinglePad#pollStatus
*/
* Main update function, should be called by Phaser.Gamepad
* @method Phaser.SinglePad#pollStatus
*/
pollStatus: function () {
if (this._rawPad.timestamp && (this._rawPad.timestamp == this._prevTimestamp)) {
if (this._rawPad.timestamp && (this._rawPad.timestamp == this._prevTimestamp))
{
return;
}
for (var i = 0; i < this._rawPad.buttons.length; i += 1) {
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) {
if (this._rawButtons[i] !== buttonValue)
{
if (buttonValue === 1)
{
this.processButtonDown(i, buttonValue);
}
else if (buttonValue === 0) {
else if (buttonValue === 0)
{
this.processButtonUp(i, buttonValue);
} else {
}
else
{
this.processButtonFloat(i, buttonValue);
}
this._rawButtons[i] = buttonValue;
}
}
var axes = this._rawPad.axes;
for (var j = 0; j < axes.length; j += 1) {
for (var j = 0; j < axes.length; j += 1)
{
var axis = axes[j];
if (axis > 0 && axis > this.deadZone ||
axis < 0 && axis < -this.deadZone) {
if (axis > 0 && axis > this.deadZone || axis < 0 && axis < -this.deadZone)
{
this.processAxisChange({axis: j, value: axis});
} else {
}
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
*/
* 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;
@@ -202,20 +220,24 @@ Phaser.SinglePad.prototype = {
this._rawButtons = rawPad.buttons;
this._axes = rawPad.axes;
if (triggerCallback && this._padParent.onConnectCallback) {
if (triggerCallback && this._padParent.onConnectCallback)
{
this._padParent.onConnectCallback.call(this._padParent.callbackContext, this._index);
}
if (triggerCallback && this.onConnectCallback) {
if (triggerCallback && this.onConnectCallback)
{
this.onConnectCallback.call(this.callbackContext);
}
},
/**
* Gamepad disconnect function, should be called by Phaser.Gamepad
* @method Phaser.SinglePad#disconnect
*/
* 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;
@@ -224,64 +246,81 @@ Phaser.SinglePad.prototype = {
var disconnectingIndex = this._index;
this._index = null;
if (triggerCallback && this._padParent.onDisconnectCallback) {
if (triggerCallback && this._padParent.onDisconnectCallback)
{
this._padParent.onDisconnectCallback.call(this._padParent.callbackContext, disconnectingIndex);
}
if (triggerCallback && this.onDisconnectCallback) {
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
*/
* 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) {
if (this.game.input.disabled || this.game.input.gamepad.disabled)
{
return;
}
if (this._axes[axisState.axis] === axisState.value) {
if (this._axes[axisState.axis] === axisState.value)
{
return;
}
this._axes[axisState.axis] = axisState.value;
if (this._padParent.onAxisCallback) {
if (this._padParent.onAxisCallback)
{
this._padParent.onAxisCallback.call(this._padParent.callbackContext, axisState, this._index);
}
if (this.onAxisCallback) {
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
*/
* 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) {
if (this.game.input.disabled || this.game.input.gamepad.disabled)
{
return;
}
if (this._padParent.onDownCallback) {
if (this._padParent.onDownCallback)
{
this._padParent.onDownCallback.call(this._padParent.callbackContext, buttonCode, value, this._index);
}
if (this.onDownCallback) {
if (this.onDownCallback)
{
this.onDownCallback.call(this.callbackContext, buttonCode, value);
}
if (this._buttons[buttonCode] && this._buttons[buttonCode].isDown) {
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]) {
else
{
if (!this._buttons[buttonCode])
{
// Not used this button before, so register it
this._buttons[buttonCode] = {
isDown: true,
@@ -291,7 +330,8 @@ Phaser.SinglePad.prototype = {
value: value
};
}
else {
else
{
// Button used before but freshly down
this._buttons[buttonCode].isDown = true;
this._buttons[buttonCode].timeDown = this.game.time.now;
@@ -300,42 +340,50 @@ Phaser.SinglePad.prototype = {
}
}
if (this._hotkeys[buttonCode]) {
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
*/
* 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) {
if (this.game.input.disabled || this.game.input.gamepad.disabled)
{
return;
}
if (this._padParent.onUpCallback) {
if (this._padParent.onUpCallback)
{
this._padParent.onUpCallback.call(this._padParent.callbackContext, buttonCode, value, this._index);
}
if (this.onUpCallback) {
if (this.onUpCallback)
{
this.onUpCallback.call(this.callbackContext, buttonCode, value);
}
if (this._hotkeys[buttonCode]) {
if (this._hotkeys[buttonCode])
{
this._hotkeys[buttonCode].processButtonUp(value);
}
if (this._buttons[buttonCode]) {
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
else
{
// Not used this button before, so register it
this._buttons[buttonCode] = {
isDown: false,
timeDown: this.game.time.now,
@@ -344,68 +392,77 @@ Phaser.SinglePad.prototype = {
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
*/
* 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) {
if (this.game.input.disabled || this.game.input.gamepad.disabled)
{
return;
}
if (this._padParent.onFloatCallback) {
if (this._padParent.onFloatCallback)
{
this._padParent.onFloatCallback.call(this._padParent.callbackContext, buttonCode, value, this._index);
}
if (this.onFloatCallback) {
if (this.onFloatCallback)
{
this.onFloatCallback.call(this.callbackContext, buttonCode, value);
}
if (!this._buttons[buttonCode]) {
if (!this._buttons[buttonCode])
{
// Not used this button before, so register it
this._buttons[buttonCode] = {
value: value
};
this._buttons[buttonCode] = { value: value };
}
else {
else
{
// Button used before but freshly down
this._buttons[buttonCode].value = value;
}
if (this._hotkeys[buttonCode]) {
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
*/
* 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]) {
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.
*/
* 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]) {
if (this._buttons[buttonCode])
{
return this._buttons[buttonCode].isDown;
}
@@ -413,59 +470,47 @@ Phaser.SinglePad.prototype = {
},
/**
* 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.
*/
* 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 (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;
return (this._buttons[buttonCode] && this._buttons[buttonCode].isDown === false && (this.game.time.now - this._buttons[buttonCode].timeUp < duration));
},
/**
* 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.
*/
* 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 (typeof duration === "undefined") { duration = 250; }
if (this._buttons[buttonCode] && this._buttons[buttonCode].isDown && this._buttons[buttonCode].duration < duration) {
return true;
}
return false;
return (this._buttons[buttonCode] && this._buttons[buttonCode].isDown && this._buttons[buttonCode].duration < duration);
},
/**
* 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.
*/
* 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]) {
if (this._buttons[buttonCode])
{
return this._buttons[buttonCode].value;
}
@@ -474,20 +519,27 @@ Phaser.SinglePad.prototype = {
},
/**
* Reset all buttons/axes of this gamepad
* @method Phaser.SinglePad#reset
*/
* Reset all buttons/axes of this gamepad
* @method Phaser.SinglePad#reset
*/
reset: function () {
for (var i = 0; i < this._buttons.length; i += 1) {
for (var i = 0; i < this._buttons.length; i++)
{
this._buttons[i] = 0;
}
for (var j = 0; j < this._axes.length; j += 1) {
for (var j = 0; j < this._axes.length; j++)
{
this._axes[j] = 0;
}
}
};
Phaser.SinglePad.prototype.constructor = Phaser.SinglePad;
/**
* Whether or not this particular gamepad is connected or not.
* @name Phaser.SinglePad#connected
@@ -514,4 +566,4 @@ Object.defineProperty(Phaser.SinglePad.prototype, "index", {
return this._index;
}
});
});