mirror of
https://github.com/wassname/phaser.git
synced 2026-08-05 13:21:00 +08:00
Brand new Gamepad API support fully implemented (thanks to Karl Macklin), with examples to show use.
This commit is contained in:
+192
-157
@@ -26,32 +26,33 @@ Phaser.Gamepad = function (game) {
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this.game = game;
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/**
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* @property {Array} _gamepads - The four Phaser Gamepads.
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* @private
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*/
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* @property {Array<Phaser.SinglePad>} _gamepads - The four Phaser Gamepads.
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* @private
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*/
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this._gamepads = [
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new Phaser.SinglePad(game,this),
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new Phaser.SinglePad(game,this),
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new Phaser.SinglePad(game,this),
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new Phaser.SinglePad(game,this)
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new Phaser.SinglePad(game, this),
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new Phaser.SinglePad(game, this),
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new Phaser.SinglePad(game, this),
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new Phaser.SinglePad(game, this)
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];
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/**
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* @property {Object} _gamepadIndexMap - Maps the browsers gamepad indices to our Phaser Gamepads
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* @private
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*/
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* @property {Object} _gamepadIndexMap - Maps the browsers gamepad indices to our Phaser Gamepads
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* @private
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*/
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this._gamepadIndexMap = {};
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/**
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* @property {Array} _rawPads - The raw state of the gamepads from the browser
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* @private
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*/
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* @property {Array} _rawPads - The raw state of the gamepads from the browser
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* @private
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*/
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this._rawPads = [];
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/**
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* @property {boolean} _active - Private flag for whether or not the API is polled
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* @private
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*/
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* @property {boolean} _active - Private flag for whether or not the API is polled
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* @private
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* @default
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*/
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this._active = false;
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/**
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@@ -62,28 +63,26 @@ Phaser.Gamepad = function (game) {
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this.disabled = false;
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/**
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* Whether or not gamepads are supported* in current browser. * = This check is actually not accurate at all due to poor implementation.
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* @property {boolean} _gamepadSupportAvailable - Gamepad supported in this browser or not.
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* @private
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* @default
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*/
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* 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.
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* @property {boolean} _gamepadSupportAvailable - Are gamepads supported in this browser or not?
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* @private
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*/
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this._gamepadSupportAvailable = !!navigator.webkitGetGamepads || !!navigator.webkitGamepads || (navigator.userAgent.indexOf('Firefox/') != -1);
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/**
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* Used to check for differences between earlier polls and current state of gamepads.
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* @property {Array} _prevRawGamepadTypes
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* @private
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* @default
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*/
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* Used to check for differences between earlier polls and current state of gamepads.
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* @property {Array} _prevRawGamepadTypes
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* @private
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* @default
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*/
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this._prevRawGamepadTypes = [];
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/**
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* Used to check for differences between earlier polls and current state of gamepads.
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* @property {Array} _prevTimestamps
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* @private
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* @default
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*/
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* Used to check for differences between earlier polls and current state of gamepads.
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* @property {Array} _prevTimestamps
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* @private
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* @default
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*/
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this._prevTimestamps = [];
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/**
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@@ -92,46 +91,45 @@ Phaser.Gamepad = function (game) {
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this.callbackContext = this;
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/**
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* @property {function} onConnectCallback - This callback is invoked every time any gamepad is connected
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*/
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* @property {function} onConnectCallback - This callback is invoked every time any gamepad is connected
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*/
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this.onConnectCallback = null;
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/**
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* @property {function} onDisconnectCallback - This callback is invoked every time any gamepad is disconnected
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*/
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* @property {function} onDisconnectCallback - This callback is invoked every time any gamepad is disconnected
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*/
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this.onDisconnectCallback = null;
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/**
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* @property {function} onDownCallback - This callback is invoked every time any gamepad button is pressed down.
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*/
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* @property {function} onDownCallback - This callback is invoked every time any gamepad button is pressed down.
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*/
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this.onDownCallback = null;
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/**
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* @property {function} onUpCallback - This callback is invoked every time any gamepad button is released.
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*/
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* @property {function} onUpCallback - This callback is invoked every time any gamepad button is released.
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*/
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this.onUpCallback = null;
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/**
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* @property {function} onAxisCallback - This callback is invoked every time any gamepad axis is changed.
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*/
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* @property {function} onAxisCallback - This callback is invoked every time any gamepad axis is changed.
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*/
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this.onAxisCallback = null;
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/**
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* @property {function} onFloatCallback - This callback is invoked every time any gamepad button is changed to a value where value > 0 and value < 1.
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*/
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* @property {function} onFloatCallback - This callback is invoked every time any gamepad button is changed to a value where value > 0 and value < 1.
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*/
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this.onFloatCallback = null;
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/**
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* @property {function} _ongamepadconnected - Private callback for Firefox gamepad connection handling
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* @private
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*/
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* @property {function} _ongamepadconnected - Private callback for Firefox gamepad connection handling
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* @private
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*/
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this._ongamepadconnected = null;
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/**
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* @property {function} _gamepaddisconnected - Private callback for Firefox gamepad connection handling
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* @private
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*/
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* @property {function} _gamepaddisconnected - Private callback for Firefox gamepad connection handling
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* @private
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*/
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this._gamepaddisconnected = null;
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};
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@@ -141,12 +139,13 @@ Phaser.Gamepad.prototype = {
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* Add callbacks to the main Gamepad handler to handle connect/disconnect/button down/button up/axis change/float value buttons
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* @method Phaser.Gamepad#addCallbacks
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* @param {Object} context - The context under which the callbacks are run.
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* @param {Object} callbacks - Object that takes six different callbak methods:
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* @param {Object} callbacks - Object that takes six different callback methods:
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* onConnectCallback, onDisconnectCallback, onDownCallback, onUpCallback, onAxisCallback, onFloatCallback
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*/
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addCallbacks: function (context, callbacks) {
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if (typeof callbacks !== 'undefined') {
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if (typeof callbacks !== 'undefined')
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{
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this.onConnectCallback = (typeof callbacks.onConnect === 'function') ? callbacks.onConnect : this.onConnectCallback;
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this.onDisconnectCallback = (typeof callbacks.onDisconnect === 'function') ? callbacks.onDisconnect : this.onDisconnectCallback;
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this.onDownCallback = (typeof callbacks.onDown === 'function') ? callbacks.onDown : this.onDownCallback;
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@@ -154,22 +153,9 @@ Phaser.Gamepad.prototype = {
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this.onAxisCallback = (typeof callbacks.onAxis === 'function') ? callbacks.onAxis : this.onAxisCallback;
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this.onFloatCallback = (typeof callbacks.onFloat === 'function') ? callbacks.onFloat : this.onFloatCallback;
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}
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},
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// /**
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// * Removes a Button object from the Gamepad manager.
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// *
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// * @method Phaser.Gamepad#removeKey
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// * @param {number} buttoncode - The buttoncode of the button to remove, i.e. Phaser.Gamepad.0 or Phaser.Gamepad.1
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// */
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// removeButton: function (buttoncode) {
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//
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// delete (this._hotbuttons[buttoncode]);
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//
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// },
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/**
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* Starts the Gamepad event handling.
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* This MUST be called manually before Phaser will start polling the Gamepad API.
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@@ -186,73 +172,97 @@ Phaser.Gamepad.prototype = {
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_this._rawPads.push(newPad);
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_this._gamepads[newPad.index].connect(newPad);
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};
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window.addEventListener('gamepadconnected', this._ongamepadconnected, false);
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this._ongamepaddisconnected = function(event) {
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var removedPad = event.gamepad;
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for (var i in _this._rawPads) {
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if(_this._rawPads[i].index === removedPad.index) {
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for (var i in _this._rawPads)
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{
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if (_this._rawPads[i].index === removedPad.index)
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{
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_this._rawPads.splice(i,1);
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}
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}
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_this._gamepads[removedPad.index].disconnect();
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};
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window.addEventListener('gamepaddisconnected', this._ongamepaddisconnected, false);
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},
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/**
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* Main gamepad update loop. Should not be called manually.
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* @method Phaser.Gamepad#update
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*/
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* Main gamepad update loop. Should not be called manually.
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* @method Phaser.Gamepad#update
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* @private
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*/
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update: function () {
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this._pollGamepads();
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for (var i = 0; i < this._gamepads.length; i += 1) {
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if(this._gamepads[i]._connected) {
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for (var i = 0; i < this._gamepads.length; i++)
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{
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if (this._gamepads[i]._connected)
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{
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this._gamepads[i].pollStatus();
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}
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}
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},
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/**
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* Updating connected gamepads (for Google Chrome).
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* Should not be called manually.
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* @method Phaser.Gamepad#_pollGamepads
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*/
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* Updating connected gamepads (for Google Chrome).
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* Should not be called manually.
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* @method Phaser.Gamepad#_pollGamepads
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* @private
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*/
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_pollGamepads: function () {
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var rawGamepads = (navigator.webkitGetGamepads && navigator.webkitGetGamepads()) || navigator.webkitGamepads;
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if(rawGamepads) {
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if (rawGamepads)
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{
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this._rawPads = [];
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var gamepadsChanged = false;
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for (var i = 0; i < rawGamepads.length; i += 1) {
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if (typeof rawGamepads[i] !== this._prevRawGamepadTypes[i]) {
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for (var i = 0; i < rawGamepads.length; i++)
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{
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if (typeof rawGamepads[i] !== this._prevRawGamepadTypes[i])
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{
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gamepadsChanged = true;
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this._prevRawGamepadTypes[i] = typeof rawGamepads[i];
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}
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if (rawGamepads[i]) {
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if (rawGamepads[i])
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{
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this._rawPads.push(rawGamepads[i]);
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}
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// Support max 4 pads at the moment
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if(i === 3) {
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if (i === 3)
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{
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break;
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}
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}
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if(gamepadsChanged) {
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var validConnections = {rawIndices:{},padIndices:{}};
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if (gamepadsChanged)
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{
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var validConnections = { rawIndices: {}, padIndices: {} };
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var singlePad;
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for (var j = 0; j < this._gamepads.length; j += 1) {
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for (var j = 0; j < this._gamepads.length; j++)
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{
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singlePad = this._gamepads[j];
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if(singlePad.connected) {
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for(var k = 0; k < this._rawPads.length; k += 1) {
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if(this._rawPads[k].index === singlePad.index) {
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if (singlePad.connected)
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{
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for (var k = 0; k < this._rawPads.length; k++)
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{
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if (this._rawPads[k].index === singlePad.index)
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{
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validConnections.rawIndices[singlePad.index] = true;
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validConnections.padIndices[j] = true;
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}
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@@ -260,32 +270,45 @@ Phaser.Gamepad.prototype = {
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}
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}
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for (var l = 0; l < this._gamepads.length; l += 1) {
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for (var l = 0; l < this._gamepads.length; l++)
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{
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singlePad = this._gamepads[l];
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if(validConnections.padIndices[l]) {
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if (validConnections.padIndices[l])
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{
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continue;
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}
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if(this._rawPads.length < 1) {
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if (this._rawPads.length < 1)
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{
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singlePad.disconnect();
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}
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for (var m = 0; m < this._rawPads.length; m +=1) {
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if(validConnections.padIndices[l]) {
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for (var m = 0; m < this._rawPads.length; m++)
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{
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if (validConnections.padIndices[l])
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{
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break;
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}
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var rawPad = this._rawPads[m];
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if (rawPad) {
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if(validConnections.rawIndices[rawPad.index]) {
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if (rawPad)
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{
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if (validConnections.rawIndices[rawPad.index])
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{
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singlePad.disconnect();
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continue;
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} else {
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}
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else
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{
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singlePad.connect(rawPad);
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validConnections.rawIndices[rawPad.index] = true;
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validConnections.padIndices[l] = true;
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}
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} else {
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}
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else
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{
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singlePad.disconnect();
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}
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}
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@@ -295,13 +318,16 @@ Phaser.Gamepad.prototype = {
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},
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/**
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* Sets the deadZone variable for all four gamepads
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* @method Phaser.Gamepad#setDeadZones
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*/
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* Sets the deadZone variable for all four gamepads
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* @method Phaser.Gamepad#setDeadZones
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*/
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setDeadZones: function (value) {
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for(var i = 0; i < this._gamepads.length; i += 1) {
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for (var i = 0; i < this._gamepads.length; i++)
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{
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this._gamepads[i].deadZone = value;
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}
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},
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/**
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@@ -312,23 +338,25 @@ Phaser.Gamepad.prototype = {
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stop: function () {
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this._active = false;
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var _this = this;
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window.removeEventListener('gamepadconnected', this._ongamepadconnected);
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window.removeEventListener('gamepaddisconnected', this._ongamepaddisconnected);
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},
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/**
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* Reset all buttons/axes of all gamepads
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* @method Phaser.Gamepad#reset
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*/
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reset: function () {
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this.update();
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for(var i = 0; i < this._gamepads.length; i += 1) {
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for (var i = 0; i < this._gamepads.length; i++)
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{
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this._gamepads[i].reset();
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}
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},
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/**
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@@ -340,12 +368,14 @@ Phaser.Gamepad.prototype = {
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*/
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justPressed: function (buttonCode, duration) {
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for(var i = 0; i < this._gamepads.length; i += 1) {
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if( this._gamepads[i].justPressed(buttonCode, duration) == true ) {
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for (var i = 0; i < this._gamepads.length; i++)
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{
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if (this._gamepads[i].justPressed(buttonCode, duration) === true)
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{
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return true;
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}
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}
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return false;
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},
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@@ -359,41 +389,47 @@ Phaser.Gamepad.prototype = {
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*/
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justReleased: function (buttonCode, duration) {
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for(var i = 0; i < this._gamepads.length; i += 1) {
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if( this._gamepads[i].justReleased(buttonCode, duration) == true ) {
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for (var i = 0; i < this._gamepads.length; i++)
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{
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if (this._gamepads[i].justReleased(buttonCode, duration) === true)
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{
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return true;
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}
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||||
}
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||||
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return false;
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||||
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||||
},
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/**
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* Returns true if the button is currently pressed down, on ANY gamepad.
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* @method Phaser.Gamepad#isDown
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* @param {number} buttonCode - The buttonCode of the button to check for.
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* @return {boolean} True if a button is currently down.
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*/
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||||
* Returns true if the button is currently pressed down, on ANY gamepad.
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* @method Phaser.Gamepad#isDown
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* @param {number} buttonCode - The buttonCode of the button to check for.
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* @return {boolean} True if a button is currently down.
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||||
*/
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||||
isDown: function (buttonCode) {
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||||
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||||
for(var i = 0; i < this._gamepads.length; i += 1) {
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||||
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if( this._gamepads[i].isDown(buttonCode) == true ) {
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for (var i = 0; i < this._gamepads.length; i++)
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||||
{
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||||
if (this._gamepads[i].isDown(buttonCode) === true)
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||||
{
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return true;
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||||
}
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||||
}
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||||
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||||
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;
|
||||
|
||||
Reference in New Issue
Block a user