Re-done the pointer handler so it respects the top-most rendered sprite in priority to anything below it, for both mouse over and click events.

This commit is contained in:
Richard Davey
2013-06-03 12:03:34 +01:00
parent 1c37cd1a96
commit 82d4ba4538
18 changed files with 689 additions and 141 deletions
@@ -251,6 +251,8 @@ module Phaser.Components {
this._parent.frameBounds.width = this.currentFrame.width;
this._parent.frameBounds.height = this.currentFrame.height;
//this._parent.frameBounds.width = this.currentFrame.sourceSizeW;
//this._parent.frameBounds.height = this.currentFrame.sourceSizeH;
this._frameIndex = this.currentFrame.index;
}
+6 -4
View File
@@ -22,6 +22,8 @@ module Phaser {
*/
constructor(x: number, y: number, width: number, height: number, name: string) {
console.log('Creating Frame', name, 'x', x, 'y', y, 'width', width, 'height', height);
this.x = x;
this.y = y;
this.width = width;
@@ -134,10 +136,10 @@ module Phaser {
* @param trimmed {boolean} Whether this frame trimmed or not.
* @param actualWidth {number} Actual width of this frame.
* @param actualHeight {number} Actual height of this frame.
* @param destX {number} Destiny x position.
* @param destY {number} Destiny y position.
* @param destWidth {number} Destiny draw width.
* @param destHeight {number} Destiny draw height.
* @param destX {number} Destination x position.
* @param destY {number} Destination y position.
* @param destWidth {number} Destination draw width.
* @param destHeight {number} Destination draw height.
*/
public setTrim(trimmed: bool, actualWidth: number, actualHeight: number, destX: number, destY: number, destWidth: number, destHeight: number) {
+4 -3
View File
@@ -24,6 +24,7 @@ module Phaser {
* Local frame container.
*/
private _frames: Frame[];
/**
* Local frameName<->index container.
*/
@@ -76,7 +77,7 @@ module Phaser {
*/
public getFrameByName(name: string): Frame {
if (this._frameNames[name] >= 0)
if (this._frameNames[name] !== '')
{
return this._frames[this._frameNames[name]];
}
@@ -92,7 +93,7 @@ module Phaser {
*/
public checkFrameName(name: string): bool {
if (this._frameNames[name] >= 0)
if (this._frameNames[name])
{
return true;
}
@@ -138,7 +139,7 @@ module Phaser {
}
/**
* Get all names of frames by giving their indexes.
* Get the frame indexes by giving the frame names.
* @param [output] {number[]} result will be added into this array.
* @return {number[]} Names of specific frames in an array.
*/
+89 -47
View File
@@ -223,6 +223,17 @@ module Phaser.Components {
}
public reset() {
this.enabled = false;
for (var i = 0; i < 10; i++)
{
this._pointerData[i] = { id: i, x: 0, y: 0, isDown: false, isUp: false, isOver: false, isOut: false, timeOver: 0, timeOut: 0, timeDown: 0, timeUp: 0, downDuration: 0, isDragged: false };
}
}
public stop() {
// Turning off
@@ -239,69 +250,94 @@ module Phaser.Components {
}
public checkPointerOver(pointer: Phaser.Pointer): bool {
if (this.enabled == false || this._sprite.visible == false)
{
return false;
}
else
{
return RectangleUtils.contains(this._sprite.frameBounds, pointer.x, pointer.y);
}
}
/**
* Update
*/
public update(pointer: Phaser.Pointer): bool {
if (this.enabled == false)
if (this.enabled == false || this._sprite.visible == false)
{
return false;
}
if (this.draggable && this._draggedPointerID == pointer.id)
{
this.updateDrag(pointer);
}
if (RectangleUtils.contains(this._sprite.frameBounds, pointer.x, pointer.y))
if (this.draggable && this._draggedPointerID == pointer.id)
{
// { id: i, x: 0, y: 0, isDown: false, isUp: false, isOver: false, isOut: false, timeOver: 0, timeOut: 0, isDragged: false }
this._pointerData[pointer.id].x = pointer.x - this._sprite.x;
this._pointerData[pointer.id].y = pointer.y - this._sprite.y;
if (this._pointerData[pointer.id].isOver == false)
{
this._pointerData[pointer.id].isOver = true;
this._pointerData[pointer.id].isOut = false;
this._pointerData[pointer.id].timeOver = this.game.time.now;
if (this.useHandCursor && this._pointerData[pointer.id].isDragged == false)
{
this.game.stage.canvas.style.cursor = "pointer";
}
this._sprite.events.onInputOver.dispatch(this._sprite, pointer);
}
return true;
return this.updateDrag(pointer);
}
else
else if (this._pointerData[pointer.id].isOver == true)
{
if (this._pointerData[pointer.id].isOver)
if (RectangleUtils.contains(this._sprite.frameBounds, pointer.x, pointer.y))
{
this._pointerData[pointer.id].isOver = false;
this._pointerData[pointer.id].isOut = true;
this._pointerData[pointer.id].timeOut = this.game.time.now;
if (this.useHandCursor && this._pointerData[pointer.id].isDragged == false)
{
this.game.stage.canvas.style.cursor = "default";
}
this._sprite.events.onInputOut.dispatch(this._sprite, pointer);
this._pointerData[pointer.id].x = pointer.x - this._sprite.x;
this._pointerData[pointer.id].y = pointer.y - this._sprite.y;
return true;
}
else
{
this._pointOutHandler(pointer);
return false;
}
return false;
}
}
public _touchedHandler(pointer: Pointer) {
public _pointerOverHandler(pointer: Pointer) {
// { id: i, x: 0, y: 0, isDown: false, isUp: false, isOver: false, isOut: false, timeOver: 0, timeOut: 0, isDragged: false }
if (this._pointerData[pointer.id].isOver == false)
{
this._pointerData[pointer.id].isOver = true;
this._pointerData[pointer.id].isOut = false;
this._pointerData[pointer.id].timeOver = this.game.time.now;
this._pointerData[pointer.id].x = pointer.x - this._sprite.x;
this._pointerData[pointer.id].y = pointer.y - this._sprite.y;
if (this.useHandCursor && this._pointerData[pointer.id].isDragged == false)
{
this.game.stage.canvas.style.cursor = "pointer";
}
this._sprite.events.onInputOver.dispatch(this._sprite, pointer);
}
}
public _pointOutHandler(pointer: Pointer) {
this._pointerData[pointer.id].isOver = false;
this._pointerData[pointer.id].isOut = true;
this._pointerData[pointer.id].timeOut = this.game.time.now;
if (this.useHandCursor && this._pointerData[pointer.id].isDragged == false)
{
this.game.stage.canvas.style.cursor = "default";
}
this._sprite.events.onInputOut.dispatch(this._sprite, pointer);
}
public consumePointerEvent: bool = false;
public _touchedHandler(pointer: Pointer): bool {
if (this._pointerData[pointer.id].isDown == false && this._pointerData[pointer.id].isOver == true)
{
console.log('touchDown on', this._sprite.texture.cacheKey,this._sprite.frameName, this._sprite.frameBounds.width,this._sprite.frameBounds.height);
this._pointerData[pointer.id].isDown = true;
this._pointerData[pointer.id].isUp = false;
this._pointerData[pointer.id].timeDown = this.game.time.now;
@@ -309,13 +345,17 @@ module Phaser.Components {
this._sprite.events.onInputDown.dispatch(this._sprite, pointer);
// Start drag
if (this.draggable && this.isDragged == false && pointer.draggedObject == null)
//if (this.draggable && this.isDragged == false && pointer.targetObject == null)
if (this.draggable && this.isDragged == false)
{
this.startDrag(pointer);
}
}
// Consume the event?
return this.consumePointerEvent;
}
public _releasedHandler(pointer: Pointer) {
@@ -347,12 +387,12 @@ module Phaser.Components {
/**
* Updates the Pointer drag on this Sprite.
*/
private updateDrag(pointer: Pointer):void
private updateDrag(pointer: Pointer):bool
{
if (pointer.isUp)
{
this.stopDrag(pointer);
return;
return false;
}
if (this.allowHorizontalDrag)
@@ -380,6 +420,8 @@ module Phaser.Components {
this._sprite.x = Math.floor(this._sprite.x / this.snapX) * this.snapX;
this._sprite.y = Math.floor(this._sprite.y / this.snapY) * this.snapY;
}
return true;
}
/**
@@ -516,7 +558,7 @@ module Phaser.Components {
this._dragPoint.setTo(this._sprite.x - pointer.x, this._sprite.y - pointer.y);
}
pointer.draggedObject = this._sprite;
//pointer.draggedObject = this._sprite;
}
@@ -535,7 +577,7 @@ module Phaser.Components {
this._sprite.y = Math.floor(this._sprite.y / this.snapY) * this.snapY;
}
pointer.draggedObject = null;
//pointer.draggedObject = null;
}
/**
+49
View File
@@ -253,6 +253,55 @@ module Phaser {
}
/**
* Calls render on all members of this Group regardless of their visible status and also ignores the camera blacklist.
* Use this when the Group objects render to hidden canvases for example.
*/
public directRender(camera: Camera) {
if (this.globalCompositeOperation)
{
this.game.stage.context.save();
this.game.stage.context.globalCompositeOperation = this.globalCompositeOperation;
}
if (this.alpha > 0)
{
this._prevAlpha = this.game.stage.context.globalAlpha;
this.game.stage.context.globalAlpha = this.alpha;
}
this._i = 0;
while (this._i < this.length)
{
this._member = this.members[this._i++];
if (this._member != null && this._member.exists)
{
if (this._member.type == Types.GROUP)
{
this._member.directRender(camera);
}
else
{
this.game.renderer.renderGameObject(this._member);
}
}
}
if (this.alpha > 0)
{
this.game.stage.context.globalAlpha = this._prevAlpha;
}
if (this.globalCompositeOperation)
{
this.game.stage.context.restore();
}
}
/**
* The maximum capacity of this group. Default is 0, meaning no max capacity, and the group can just grow.
*/
+8
View File
@@ -182,6 +182,11 @@ module Phaser {
*/
public z: number = 0;
/**
* Render iteration
*/
public renderOrderID: number = 0;
/**
* This value is added to the angle of the Sprite.
* For example if you had a sprite graphic drawn facing straight up then you could set
@@ -326,6 +331,9 @@ module Phaser {
*/
public destroy() {
//this.input.destroy();
}
/**
+16 -12
View File
@@ -23,7 +23,6 @@ module Phaser {
constructor(game: Game) {
this._game = game;
this._stack = [];
this.mousePointer = new Pointer(this._game, 0);
this.pointer1 = new Pointer(this._game, 1);
@@ -57,11 +56,6 @@ module Phaser {
*/
private _game: Game;
/**
* Temporary click sorting stack
*/
private _stack;
/**
* A vector object representing the previous position of the Pointer.
* @property vector
@@ -496,12 +490,6 @@ module Phaser {
}
public addToStack(item) {
this._stack.push(item);
}
/**
* Reset all of the Pointers and Input states
* @method reset
@@ -511,6 +499,7 @@ module Phaser {
this.keyboard.reset();
this.mousePointer.reset();
this.pointer1.reset();
this.pointer2.reset();
this.pointer3.reset();
@@ -525,8 +514,23 @@ module Phaser {
this.currentPointers = 0;
for (var i = 0; i < this.totalTrackedObjects; i++)
{
this.inputObjects[i].input.reset();
}
this._game.stage.canvas.style.cursor = "default";
this.inputObjects.length = 0;
this.totalTrackedObjects = 0;
if (hard == true)
{
this.onDown.dispose();
this.onUp.dispose();
this.onTap.dispose();
this.onHold.dispose();
this.onDown = new Phaser.Signal();
this.onUp = new Phaser.Signal();
this.onTap = new Phaser.Signal();
+115 -18
View File
@@ -65,6 +65,9 @@ module Phaser {
*/
private _nextDrop: number = 0;
// Monitor events outside of a state reset loop
private _stateReset: bool = false;
/**
* The Pointer ID (a number between 1 and 10, 0 is reserved for the mouse pointer specifically)
* @property id
@@ -253,11 +256,11 @@ module Phaser {
}
/**
* The Game Object this Pointer is currently dragging.
* @property draggedObject
* The Game Object this Pointer is currently over / touching / dragging.
* @property targetObject
* @type {Any}
**/
public draggedObject;
public targetObject = null;
/**
* Gets the X value of this Pointer in world coordinate space
@@ -303,10 +306,6 @@ module Phaser {
this._history.length = 0;
this.move(event);
this.positionDown.setTo(this.x, this.y);
this.active = true;
this.withinGame = true;
this.isDown = true;
@@ -314,6 +313,10 @@ module Phaser {
this.timeDown = this.game.time.now;
this._holdSent = false;
this.positionDown.setTo(this.x, this.y);
this.move(event);
if (this.game.input.multiInputOverride == Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
{
this.game.input.x = this.x * this.game.input.scaleX;
@@ -321,6 +324,7 @@ module Phaser {
this.game.input.onDown.dispatch(this);
}
this._stateReset = false;
this.totalTouches++;
if (this.isMouse == false)
@@ -328,6 +332,34 @@ module Phaser {
this.game.input.currentPointers++;
}
// Build our temporary click stack
/*
var _highestPriority = 0;
var _highestRenderID = 0;
var _highestRenderObject: number = -1;
for (var i = 0; i < this.game.input.totalTrackedObjects; i++)
{
if (this.game.input.inputObjects[i].input.checkPointerOver(this) && this.game.input.inputObjects[i].renderOrderID > _highestRenderID)
{
_highestRenderID = this.game.input.inputObjects[i].renderOrderID;
_highestRenderObject = i;
}
}
if (_highestRenderObject !== -1 && this._stateReset == false)
{
this.targetObject = this.game.input.inputObjects[_highestRenderObject];
this.targetObject.input._touchedHandler(this);
//_highestRenderObject.input._touchedHandler(this);
}
*/
if (this.targetObject !== null)
{
this.targetObject.input._touchedHandler(this);
}
return this;
}
@@ -361,30 +393,46 @@ module Phaser {
// Iterate through the tracked objects
// Build our temporary click stack
/*
var _highestPriority = 0;
var _highestRenderID = 0;
var _highestRenderObject = null;
for (var i = 0; i < this.game.input.totalTrackedObjects; i++)
{
if (this.game.input.inputObjects[i].input.enabled)
{
if (this.game.input.inputObjects[i].input.update(this) && this.game.input.inputObjects[i].input.priorityID > _highestPriority)
//if (this.game.input.inputObjects[i].input.update(this) && this.game.input.inputObjects[i].input.priorityID > _highestPriority)
if (this.game.input.inputObjects[i].input.update(this) && this.game.input.inputObjects[i].renderOrderID > _highestRenderID)
{
_highestPriority = this.game.input.inputObjects[i].input.priorityID;
_highestRenderID = this.game.input.inputObjects[i].renderOrderID;
_highestRenderObject = this.game.input.inputObjects[i];
}
}
}
if (this.isDown)
if (_highestRenderObject !== null)
{
// Now update all objects with the highest priority ID (can be more than 1)
for (var i = 0; i < this.game.input.totalTrackedObjects; i++)
_highestRenderObject.input._pointerOverHandler(this);
if (this.isDown && this._stateReset == false)
{
if (this.game.input.inputObjects[i].input.priorityID == _highestPriority)
{
this.game.input.inputObjects[i].input._touchedHandler(this);
}
_highestRenderObject.input._touchedHandler(this);
}
// Now update all objects with the highest priority ID (can be more than 1)
//for (var i = 0; i < this.game.input.totalTrackedObjects; i++)
//{
// if (this.game.input.inputObjects[i].input.priorityID == _highestPriority)
// {
// if (this.game.input.inputObjects[i].input._touchedHandler(this) == false)
// {
// return;
// }
// }
//}
}
*/
}
@@ -425,6 +473,38 @@ module Phaser {
this.game.input.circle.y = this.game.input.y;
}
if (this.targetObject !== null)
{
if (this.targetObject.input.update(this) == false)
{
this.targetObject = null;
}
}
else
{
// Build our temporary click stack
var _highestRenderID = 0;
var _highestRenderObject: number = -1;
for (var i = 0; i < this.game.input.totalTrackedObjects; i++)
{
if (this.game.input.inputObjects[i].input.checkPointerOver(this) && this.game.input.inputObjects[i].renderOrderID > _highestRenderID)
{
_highestRenderID = this.game.input.inputObjects[i].renderOrderID;
_highestRenderObject = i;
}
}
//console.log('pointer move', _highestRenderID);
if (_highestRenderObject !== -1)
{
console.log('setting target');
this.targetObject = this.game.input.inputObjects[_highestRenderObject];
this.targetObject.input._pointerOverHandler(this);
}
}
return this;
}
@@ -448,6 +528,12 @@ module Phaser {
*/
public stop(event): Pointer {
if (this._stateReset)
{
event.preventDefault();
return;
}
this.timeUp = this.game.time.now;
if (this.game.input.multiInputOverride == Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
@@ -497,7 +583,12 @@ module Phaser {
}
}
this.draggedObject = null;
if (this.targetObject)
{
this.targetObject.input._releasedHandler(this);
}
this.targetObject = null;
return this;
@@ -547,13 +638,19 @@ module Phaser {
*/
public reset() {
this.active = false;
if (this.isMouse == false)
{
this.active = false;
}
this.identifier = null;
this.isDown = false;
this.isUp = true;
this.totalTouches = 0;
this._holdSent = false;
this._history.length = 0;
this._stateReset = true;
this.targetObject = null;
}
+1 -2
View File
@@ -88,8 +88,7 @@ module Phaser {
var data: FrameData = new FrameData();
// By this stage frames is a fully parsed array
var frames = json;
var frames = json['frames'];
var newFrame: Frame;
for (var i = 0; i < frames.length; i++)
+1 -1
View File
@@ -89,7 +89,7 @@ module Phaser {
* @param data {object} Extra texture atlas data.
* @param atlasData {object} Texture atlas frames data.
*/
public addTextureAtlas(key: string, url: string, data, atlasData, format) {
public addTextureAtlas(key: string, url: string, data, atlasData, format: number) {
this._images[key] = { url: url, data: data, spriteSheet: true };
+1 -1
View File
@@ -434,7 +434,7 @@ module Phaser {
var data = JSON.parse(this._xhr.response);
var file = this._fileList[key];
this._game.cache.addTextureAtlas(file.key, file.url, file.data, data['frames'], file.format);
this._game.cache.addTextureAtlas(file.key, file.url, file.data, data, file.format);
this.nextFile(key, true);
+58
View File
@@ -99,6 +99,62 @@ module Phaser {
}
public renderCircle(camera: Camera, circle: Circle, context, outline?: bool = false, fill?: bool = true, lineColor?: string = 'rgb(0,255,0)', fillColor?: string = 'rgba(0,100,0.0.3)', lineWidth?: number = 1): bool {
this._count++;
// Reset our temp vars
this._sx = 0;
this._sy = 0;
this._sw = circle.diameter;
this._sh = circle.diameter;
this._fx = 1;
this._fy = 1;
this._sin = 0;
this._cos = 1;
this._dx = camera.scaledX + circle.x - camera.worldView.x;
this._dy = camera.scaledY + circle.y - camera.worldView.y;
this._dw = circle.diameter;
this._dh = circle.diameter;
this._sx = Math.round(this._sx);
this._sy = Math.round(this._sy);
this._sw = Math.round(this._sw);
this._sh = Math.round(this._sh);
this._dx = Math.round(this._dx);
this._dy = Math.round(this._dy);
this._dw = Math.round(this._dw);
this._dh = Math.round(this._dh);
this._game.stage.saveCanvasValues();
context.save();
context.lineWidth = lineWidth;
context.strokeStyle = lineColor;
context.fillStyle = fillColor;
context.beginPath();
context.arc(this._dx, this._dy, circle.radius, 0, Math.PI * 2);
context.closePath();
if (outline)
{
//context.stroke();
}
if (fill)
{
context.fill();
}
context.restore();
this._game.stage.restoreCanvasValues();
return true;
}
/**
* Render this sprite to specific camera. Called by game loop after update().
* @param camera {Camera} Camera this sprite will be rendered to.
@@ -111,6 +167,8 @@ module Phaser {
return false;
}
sprite.renderOrderID = this._count;
this._count++;
// Reset our temp vars
+4
View File
@@ -28,6 +28,10 @@ module Phaser {
return true;
}
public renderCircle(camera: Camera, circle: Circle, context, outline?: bool = true, fill?: bool = true, lineColor?: string = 'rgb(0,255,0)', fillColor?: string = 'rgba(0,100,0.0.3)', lineWidth?: number = 1): bool {
return true;
}
}
}
+2
View File
@@ -9,6 +9,8 @@ module Phaser {
renderSprite(camera: Camera, sprite: Sprite): bool;
renderScrollZone(camera: Camera, sprite: ScrollZone): bool;
renderCircle(camera: Camera, circle: Circle, context, outline?: bool, fill?: bool, lineColor?: string, fillColor?: string, lineWidth?: number);
}
}
+6 -1
View File
@@ -41,6 +41,10 @@ TODO:
* Stage CSS3 transforms!!! Color tints, sepia, greyscale, all of those cool things :)
* Cameras should have option to be input disabled + Pointers should check which camera they are over before doing Sprite selection
* Can Cameras be positioned within the world?
* Added JSON Texture Atlas object support.
* Bug in AnimationManager set frame/frameName - the width/height are trimmed and wrong
* RenderOrderID won't work across cameras - but then neither do Pointers yet anyway
V1.0.0
@@ -76,7 +80,8 @@ V1.0.0
* Added Input drag, bounds, sprite bounds and snapping support.
* Added the new ColorUtils class full of lots of handy color manipulation functions.
* Fixed issue in Camera.inCamera check where it wouldn't take into consideration the Sprites scrollFactor.
* Fixed issue with JSON Atlas loader incorrectly parsing the frames array.
* Fixed bug in FrameData.getFrameByName where the first frame of the array would always be skipped.
+152 -20
View File
@@ -1394,6 +1394,37 @@ var Phaser;
this.game.stage.context.restore();
}
};
Group.prototype.directRender = /**
* Calls render on all members of this Group regardless of their visible status and also ignores the camera blacklist.
* Use this when the Group objects render to hidden canvases for example.
*/
function (camera) {
if(this.globalCompositeOperation) {
this.game.stage.context.save();
this.game.stage.context.globalCompositeOperation = this.globalCompositeOperation;
}
if(this.alpha > 0) {
this._prevAlpha = this.game.stage.context.globalAlpha;
this.game.stage.context.globalAlpha = this.alpha;
}
this._i = 0;
while(this._i < this.length) {
this._member = this.members[this._i++];
if(this._member != null && this._member.exists) {
if(this._member.type == Phaser.Types.GROUP) {
this._member.directRender(camera);
} else {
this.game.renderer.renderGameObject(this._member);
}
}
}
if(this.alpha > 0) {
this.game.stage.context.globalAlpha = this._prevAlpha;
}
if(this.globalCompositeOperation) {
this.game.stage.context.restore();
}
};
Object.defineProperty(Group.prototype, "maxSize", {
get: /**
* The maximum capacity of this group. Default is 0, meaning no max capacity, and the group can just grow.
@@ -2630,7 +2661,7 @@ var Phaser;
function (key) {
var data = JSON.parse(this._xhr.response);
var file = this._fileList[key];
this._game.cache.addTextureAtlas(file.key, file.url, file.data, data['frames'], file.format);
this._game.cache.addTextureAtlas(file.key, file.url, file.data, data, file.format);
this.nextFile(key, true);
};
Loader.prototype.dataLoadError = /**
@@ -4121,7 +4152,7 @@ var Phaser;
// Let's create some frames then
var data = new Phaser.FrameData();
// By this stage frames is a fully parsed array
var frames = json;
var frames = json['frames'];
var newFrame;
for(var i = 0; i < frames.length; i++) {
newFrame = data.addFrame(new Phaser.Frame(frames[i].frame.x, frames[i].frame.y, frames[i].frame.w, frames[i].frame.h, frames[i].filename));
@@ -4326,6 +4357,7 @@ var Phaser;
* Either cw or ccw, rotation is always 90 degrees.
*/
this.rotationDirection = 'cw';
console.log('Creating Frame', name, 'x', x, 'y', y, 'width', width, 'height', height);
this.x = x;
this.y = y;
this.width = width;
@@ -4345,10 +4377,10 @@ var Phaser;
* @param trimmed {boolean} Whether this frame trimmed or not.
* @param actualWidth {number} Actual width of this frame.
* @param actualHeight {number} Actual height of this frame.
* @param destX {number} Destiny x position.
* @param destY {number} Destiny y position.
* @param destWidth {number} Destiny draw width.
* @param destHeight {number} Destiny draw height.
* @param destX {number} Destination x position.
* @param destY {number} Destination y position.
* @param destWidth {number} Destination draw width.
* @param destHeight {number} Destination draw height.
*/
function (trimmed, actualWidth, actualHeight, destX, destY, destWidth, destHeight) {
this.trimmed = trimmed;
@@ -4416,7 +4448,7 @@ var Phaser;
* @return {Frame} The frame you want.
*/
function (name) {
if(this._frameNames[name] >= 0) {
if(this._frameNames[name] !== '') {
return this._frames[this._frameNames[name]];
}
return null;
@@ -4427,7 +4459,7 @@ var Phaser;
* @return {boolean} True if frame with given name found, otherwise return false.
*/
function (name) {
if(this._frameNames[name] >= 0) {
if(this._frameNames[name]) {
return true;
}
return false;
@@ -4460,7 +4492,7 @@ var Phaser;
return output;
};
FrameData.prototype.getFrameIndexesByName = /**
* Get all names of frames by giving their indexes.
* Get the frame indexes by giving the frame names.
* @param [output] {number[]} result will be added into this array.
* @return {number[]} Names of specific frames in an array.
*/
@@ -4675,6 +4707,8 @@ var Phaser;
this.currentFrame = this._frameData.getFrameByName(value);
this._parent.frameBounds.width = this.currentFrame.width;
this._parent.frameBounds.height = this.currentFrame.height;
//this._parent.frameBounds.width = this.currentFrame.sourceSizeW;
//this._parent.frameBounds.height = this.currentFrame.sourceSizeH;
this._frameIndex = this.currentFrame.index;
}
},
@@ -6066,6 +6100,7 @@ var Phaser;
* @default null
*/
this.boundsSprite = null;
this.consumePointerEvent = false;
this.game = parent.game;
this._sprite = parent;
this.enabled = false;
@@ -6202,6 +6237,26 @@ var Phaser;
}
return this._sprite;
};
Input.prototype.reset = function () {
this.enabled = false;
for(var i = 0; i < 10; i++) {
this._pointerData[i] = {
id: i,
x: 0,
y: 0,
isDown: false,
isUp: false,
isOver: false,
isOut: false,
timeOver: 0,
timeOut: 0,
timeDown: 0,
timeUp: 0,
downDuration: 0,
isDragged: false
};
}
};
Input.prototype.stop = function () {
// Turning off
if(this.enabled == false) {
@@ -6216,7 +6271,7 @@ var Phaser;
* Update
*/
function (pointer) {
if(this.enabled == false) {
if(this.enabled == false || this._sprite.visible == false) {
return false;
}
if(this.draggable && this._draggedPointerID == pointer.id) {
@@ -6251,6 +6306,7 @@ var Phaser;
};
Input.prototype._touchedHandler = function (pointer) {
if(this._pointerData[pointer.id].isDown == false && this._pointerData[pointer.id].isOver == true) {
console.log('touchDown on', this._sprite.texture.cacheKey, this._sprite.frameBounds.width, this._sprite.frameBounds.height);
this._pointerData[pointer.id].isDown = true;
this._pointerData[pointer.id].isUp = false;
this._pointerData[pointer.id].timeDown = this.game.time.now;
@@ -6260,6 +6316,8 @@ var Phaser;
this.startDrag(pointer);
}
}
// Consume the event?
return this.consumePointerEvent;
};
Input.prototype._releasedHandler = function (pointer) {
// If was previously touched by this Pointer, check if still is
@@ -7197,8 +7255,8 @@ var Phaser;
function () {
this.frameBounds.x = this.x;
this.frameBounds.y = this.y;
this.screen.x = this.x - (this.game.camera.worldView.x * this.scrollFactor.x);
this.screen.y = this.y - (this.game.camera.worldView.y * this.scrollFactor.y);
this.screen.x = this.x - (this.game.world.cameras.default.worldView.x * this.scrollFactor.x);
this.screen.y = this.y - (this.game.world.cameras.default.worldView.y * this.scrollFactor.y);
if(this.modified == false && (!this.scale.equals(1) || !this.skew.equals(0) || this.angle != 0 || this.angleOffset != 0 || this.texture.flippedX || this.texture.flippedY)) {
this.modified = true;
}
@@ -7254,7 +7312,8 @@ var Phaser;
* Clean up memory.
*/
function () {
};
//this.input.destroy();
};
Sprite.prototype.kill = /**
* Handy for "killing" game objects.
* Default behavior is to flag them as nonexistent AND dead.
@@ -13787,6 +13846,8 @@ var Phaser;
* @private
*/
this._nextDrop = 0;
// Monitor events outside of a state reset loop
this._stateReset = false;
/**
* A Vector object containing the initial position when the Pointer was engaged with the screen.
* @property positionDown
@@ -13973,6 +14034,7 @@ var Phaser;
this.game.input.y = this.y * this.game.input.scaleY;
this.game.input.onDown.dispatch(this);
}
this._stateReset = false;
this.totalTouches++;
if(this.isMouse == false) {
this.game.input.currentPointers++;
@@ -14008,11 +14070,13 @@ var Phaser;
}
}
}
if(this.isDown) {
if(this.isDown && this._stateReset == false) {
// Now update all objects with the highest priority ID (can be more than 1)
for(var i = 0; i < this.game.input.totalTrackedObjects; i++) {
if(this.game.input.inputObjects[i].input.priorityID == _highestPriority) {
this.game.input.inputObjects[i].input._touchedHandler(this);
if(this.game.input.inputObjects[i].input._touchedHandler(this) == false) {
return;
}
}
}
}
@@ -14062,6 +14126,10 @@ var Phaser;
* @param {Any} event
*/
function (event) {
if(this._stateReset) {
event.preventDefault();
return;
}
this.timeUp = this.game.time.now;
if(this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0)) {
this.game.input.onUp.dispatch(this);
@@ -14129,13 +14197,16 @@ var Phaser;
* @method reset
*/
function () {
this.active = false;
if(this.isMouse == false) {
this.active = false;
}
this.identifier = null;
this.isDown = false;
this.isUp = true;
this.totalTouches = 0;
this._holdSent = false;
this._history.length = 0;
this._stateReset = true;
};
Pointer.prototype.renderDebug = /**
* Renders the Pointer.circle object onto the stage in green if down or red if up.
@@ -14981,7 +15052,6 @@ var Phaser;
this.inputObjects = [];
this.totalTrackedObjects = 0;
this._game = game;
this._stack = [];
this.mousePointer = new Phaser.Pointer(this._game, 0);
this.pointer1 = new Phaser.Pointer(this._game, 1);
this.pointer2 = new Phaser.Pointer(this._game, 2);
@@ -15120,9 +15190,6 @@ var Phaser;
this.pointer10.update();
}
};
Input.prototype.addToStack = function (item) {
this._stack.push(item);
};
Input.prototype.reset = /**
* Reset all of the Pointers and Input states
* @method reset
@@ -15131,6 +15198,7 @@ var Phaser;
function (hard) {
if (typeof hard === "undefined") { hard = false; }
this.keyboard.reset();
this.mousePointer.reset();
this.pointer1.reset();
this.pointer2.reset();
this.pointer3.reset();
@@ -15152,7 +15220,17 @@ var Phaser;
this.pointer10.reset();
}
this.currentPointers = 0;
for(var i = 0; i < this.totalTrackedObjects; i++) {
this.inputObjects[i].input.reset();
}
this._game.stage.canvas.style.cursor = "default";
this.inputObjects.length = 0;
this.totalTrackedObjects = 0;
if(hard == true) {
this.onDown.dispose();
this.onUp.dispose();
this.onTap.dispose();
this.onHold.dispose();
this.onDown = new Phaser.Signal();
this.onUp = new Phaser.Signal();
this.onTap = new Phaser.Signal();
@@ -15433,6 +15511,14 @@ var Phaser;
HeadlessRenderer.prototype.renderScrollZone = function (camera, scrollZone) {
return true;
};
HeadlessRenderer.prototype.renderCircle = function (camera, circle, context, outline, fill, lineColor, fillColor, lineWidth) {
if (typeof outline === "undefined") { outline = true; }
if (typeof fill === "undefined") { fill = true; }
if (typeof lineColor === "undefined") { lineColor = 'rgb(0,255,0)'; }
if (typeof fillColor === "undefined") { fillColor = 'rgba(0,100,0.0.3)'; }
if (typeof lineWidth === "undefined") { lineWidth = 1; }
return true;
};
return HeadlessRenderer;
})();
Phaser.HeadlessRenderer = HeadlessRenderer;
@@ -15498,6 +15584,52 @@ var Phaser;
this._dh = sprite.frameBounds.height * sprite.scale.y;
return (camera.scaledX + camera.worldView.width > this._dx) && (camera.scaledX < this._dx + this._dw) && (camera.scaledY + camera.worldView.height > this._dy) && (camera.scaledY < this._dy + this._dh);
};
CanvasRenderer.prototype.renderCircle = function (camera, circle, context, outline, fill, lineColor, fillColor, lineWidth) {
if (typeof outline === "undefined") { outline = false; }
if (typeof fill === "undefined") { fill = true; }
if (typeof lineColor === "undefined") { lineColor = 'rgb(0,255,0)'; }
if (typeof fillColor === "undefined") { fillColor = 'rgba(0,100,0.0.3)'; }
if (typeof lineWidth === "undefined") { lineWidth = 1; }
this._count++;
// Reset our temp vars
this._sx = 0;
this._sy = 0;
this._sw = circle.diameter;
this._sh = circle.diameter;
this._fx = 1;
this._fy = 1;
this._sin = 0;
this._cos = 1;
this._dx = camera.scaledX + circle.x - camera.worldView.x;
this._dy = camera.scaledY + circle.y - camera.worldView.y;
this._dw = circle.diameter;
this._dh = circle.diameter;
this._sx = Math.round(this._sx);
this._sy = Math.round(this._sy);
this._sw = Math.round(this._sw);
this._sh = Math.round(this._sh);
this._dx = Math.round(this._dx);
this._dy = Math.round(this._dy);
this._dw = Math.round(this._dw);
this._dh = Math.round(this._dh);
this._game.stage.saveCanvasValues();
context.save();
context.lineWidth = lineWidth;
context.strokeStyle = lineColor;
context.fillStyle = fillColor;
context.beginPath();
context.arc(this._dx, this._dy, circle.radius, 0, Math.PI * 2);
context.closePath();
if(outline) {
//context.stroke();
}
if(fill) {
context.fill();
}
context.restore();
this._game.stage.restoreCanvasValues();
return true;
};
CanvasRenderer.prototype.renderSprite = /**
* Render this sprite to specific camera. Called by game loop after update().
* @param camera {Camera} Camera this sprite will be rendered to.
+23 -12
View File
@@ -997,6 +997,11 @@ module Phaser {
*/
public render(camera: Camera): void;
/**
* Calls render on all members of this Group regardless of their visible status and also ignores the camera blacklist.
* Use this when the Group objects render to hidden canvases for example.
*/
public directRender(camera: Camera): void;
/**
* The maximum capacity of this group. Default is 0, meaning no max capacity, and the group can just grow.
*/
/**
@@ -1659,7 +1664,7 @@ module Phaser {
* @param data {object} Extra texture atlas data.
* @param atlasData {object} Texture atlas frames data.
*/
public addTextureAtlas(key: string, url: string, data, atlasData, format): void;
public addTextureAtlas(key: string, url: string, data, atlasData, format: number): void;
/**
* Add a new image.
* @param key {string} Asset key for the image.
@@ -2615,10 +2620,10 @@ module Phaser {
* @param trimmed {boolean} Whether this frame trimmed or not.
* @param actualWidth {number} Actual width of this frame.
* @param actualHeight {number} Actual height of this frame.
* @param destX {number} Destiny x position.
* @param destY {number} Destiny y position.
* @param destWidth {number} Destiny draw width.
* @param destHeight {number} Destiny draw height.
* @param destX {number} Destination x position.
* @param destY {number} Destination y position.
* @param destWidth {number} Destination draw width.
* @param destHeight {number} Destination draw height.
*/
public setTrim(trimmed: bool, actualWidth: number, actualHeight: number, destX: number, destY: number, destWidth: number, destHeight: number): void;
}
@@ -2682,7 +2687,7 @@ module Phaser {
*/
public getFrameIndexes(output?: number[]): number[];
/**
* Get all names of frames by giving their indexes.
* Get the frame indexes by giving the frame names.
* @param [output] {number[]} result will be added into this array.
* @return {number[]} Names of specific frames in an array.
*/
@@ -3612,12 +3617,14 @@ module Phaser.Components {
*/
public pointerDragged(pointer?: number): bool;
public start(priority?: number, checkBody?: bool, useHandCursor?: bool): Sprite;
public reset(): void;
public stop(): void;
/**
* Update
*/
public update(pointer: Pointer): bool;
public _touchedHandler(pointer: Pointer): void;
public consumePointerEvent: bool;
public _touchedHandler(pointer: Pointer): bool;
public _releasedHandler(pointer: Pointer): void;
/**
* Updates the Pointer drag on this Sprite.
@@ -4113,6 +4120,11 @@ module Phaser {
* The Sprite origin is the point around which scale and rotation takes place.
*/
public origin: Vec2;
/**
* A Point holding the x/y coordinate of this Sprite relative to the screen. It uses the default created world
* camera to calculate its values. If you have changed the default camera (i.e. resized it, deleted it) this value
* will be incorrect and should be ignored.
*/
public screen: Point;
/**
* x value of the object.
@@ -7369,6 +7381,7 @@ module Phaser {
* @private
*/
private _nextDrop;
private _stateReset;
/**
* The Pointer ID (a number between 1 and 10, 0 is reserved for the mouse pointer specifically)
* @property id
@@ -7991,10 +8004,6 @@ module Phaser {
*/
private _game;
/**
* Temporary click sorting stack
*/
private _stack;
/**
* A vector object representing the previous position of the Pointer.
* @property vector
* @type {Vec2}
@@ -8274,7 +8283,6 @@ module Phaser {
* @method update
**/
public update(): void;
public addToStack(item): void;
/**
* Reset all of the Pointers and Input states
* @method reset
@@ -8364,6 +8372,7 @@ module Phaser {
renderGameObject(object);
renderSprite(camera: Camera, sprite: Sprite): bool;
renderScrollZone(camera: Camera, sprite: ScrollZone): bool;
renderCircle(camera: Camera, circle: Circle, context, outline?: bool, fill?: bool, lineColor?: string, fillColor?: string, lineWidth?: number);
}
}
module Phaser {
@@ -8377,6 +8386,7 @@ module Phaser {
public renderGameObject(object): void;
public renderSprite(camera: Camera, sprite: Sprite): bool;
public renderScrollZone(camera: Camera, scrollZone: ScrollZone): bool;
public renderCircle(camera: Camera, circle: Circle, context, outline?: bool, fill?: bool, lineColor?: string, fillColor?: string, lineWidth?: number): bool;
}
}
module Phaser {
@@ -8412,6 +8422,7 @@ module Phaser {
* @return {boolean} Return true if bounds of this sprite intersects the given rectangle, otherwise return false.
*/
public inCamera(camera: Camera, sprite: Sprite): bool;
public renderCircle(camera: Camera, circle: Circle, context, outline?: bool, fill?: bool, lineColor?: string, fillColor?: string, lineWidth?: number): bool;
/**
* Render this sprite to specific camera. Called by game loop after update().
* @param camera {Camera} Camera this sprite will be rendered to.
+152 -20
View File
@@ -1394,6 +1394,37 @@ var Phaser;
this.game.stage.context.restore();
}
};
Group.prototype.directRender = /**
* Calls render on all members of this Group regardless of their visible status and also ignores the camera blacklist.
* Use this when the Group objects render to hidden canvases for example.
*/
function (camera) {
if(this.globalCompositeOperation) {
this.game.stage.context.save();
this.game.stage.context.globalCompositeOperation = this.globalCompositeOperation;
}
if(this.alpha > 0) {
this._prevAlpha = this.game.stage.context.globalAlpha;
this.game.stage.context.globalAlpha = this.alpha;
}
this._i = 0;
while(this._i < this.length) {
this._member = this.members[this._i++];
if(this._member != null && this._member.exists) {
if(this._member.type == Phaser.Types.GROUP) {
this._member.directRender(camera);
} else {
this.game.renderer.renderGameObject(this._member);
}
}
}
if(this.alpha > 0) {
this.game.stage.context.globalAlpha = this._prevAlpha;
}
if(this.globalCompositeOperation) {
this.game.stage.context.restore();
}
};
Object.defineProperty(Group.prototype, "maxSize", {
get: /**
* The maximum capacity of this group. Default is 0, meaning no max capacity, and the group can just grow.
@@ -2630,7 +2661,7 @@ var Phaser;
function (key) {
var data = JSON.parse(this._xhr.response);
var file = this._fileList[key];
this._game.cache.addTextureAtlas(file.key, file.url, file.data, data['frames'], file.format);
this._game.cache.addTextureAtlas(file.key, file.url, file.data, data, file.format);
this.nextFile(key, true);
};
Loader.prototype.dataLoadError = /**
@@ -4121,7 +4152,7 @@ var Phaser;
// Let's create some frames then
var data = new Phaser.FrameData();
// By this stage frames is a fully parsed array
var frames = json;
var frames = json['frames'];
var newFrame;
for(var i = 0; i < frames.length; i++) {
newFrame = data.addFrame(new Phaser.Frame(frames[i].frame.x, frames[i].frame.y, frames[i].frame.w, frames[i].frame.h, frames[i].filename));
@@ -4326,6 +4357,7 @@ var Phaser;
* Either cw or ccw, rotation is always 90 degrees.
*/
this.rotationDirection = 'cw';
console.log('Creating Frame', name, 'x', x, 'y', y, 'width', width, 'height', height);
this.x = x;
this.y = y;
this.width = width;
@@ -4345,10 +4377,10 @@ var Phaser;
* @param trimmed {boolean} Whether this frame trimmed or not.
* @param actualWidth {number} Actual width of this frame.
* @param actualHeight {number} Actual height of this frame.
* @param destX {number} Destiny x position.
* @param destY {number} Destiny y position.
* @param destWidth {number} Destiny draw width.
* @param destHeight {number} Destiny draw height.
* @param destX {number} Destination x position.
* @param destY {number} Destination y position.
* @param destWidth {number} Destination draw width.
* @param destHeight {number} Destination draw height.
*/
function (trimmed, actualWidth, actualHeight, destX, destY, destWidth, destHeight) {
this.trimmed = trimmed;
@@ -4416,7 +4448,7 @@ var Phaser;
* @return {Frame} The frame you want.
*/
function (name) {
if(this._frameNames[name] >= 0) {
if(this._frameNames[name] !== '') {
return this._frames[this._frameNames[name]];
}
return null;
@@ -4427,7 +4459,7 @@ var Phaser;
* @return {boolean} True if frame with given name found, otherwise return false.
*/
function (name) {
if(this._frameNames[name] >= 0) {
if(this._frameNames[name]) {
return true;
}
return false;
@@ -4460,7 +4492,7 @@ var Phaser;
return output;
};
FrameData.prototype.getFrameIndexesByName = /**
* Get all names of frames by giving their indexes.
* Get the frame indexes by giving the frame names.
* @param [output] {number[]} result will be added into this array.
* @return {number[]} Names of specific frames in an array.
*/
@@ -4675,6 +4707,8 @@ var Phaser;
this.currentFrame = this._frameData.getFrameByName(value);
this._parent.frameBounds.width = this.currentFrame.width;
this._parent.frameBounds.height = this.currentFrame.height;
//this._parent.frameBounds.width = this.currentFrame.sourceSizeW;
//this._parent.frameBounds.height = this.currentFrame.sourceSizeH;
this._frameIndex = this.currentFrame.index;
}
},
@@ -6066,6 +6100,7 @@ var Phaser;
* @default null
*/
this.boundsSprite = null;
this.consumePointerEvent = false;
this.game = parent.game;
this._sprite = parent;
this.enabled = false;
@@ -6202,6 +6237,26 @@ var Phaser;
}
return this._sprite;
};
Input.prototype.reset = function () {
this.enabled = false;
for(var i = 0; i < 10; i++) {
this._pointerData[i] = {
id: i,
x: 0,
y: 0,
isDown: false,
isUp: false,
isOver: false,
isOut: false,
timeOver: 0,
timeOut: 0,
timeDown: 0,
timeUp: 0,
downDuration: 0,
isDragged: false
};
}
};
Input.prototype.stop = function () {
// Turning off
if(this.enabled == false) {
@@ -6216,7 +6271,7 @@ var Phaser;
* Update
*/
function (pointer) {
if(this.enabled == false) {
if(this.enabled == false || this._sprite.visible == false) {
return false;
}
if(this.draggable && this._draggedPointerID == pointer.id) {
@@ -6251,6 +6306,7 @@ var Phaser;
};
Input.prototype._touchedHandler = function (pointer) {
if(this._pointerData[pointer.id].isDown == false && this._pointerData[pointer.id].isOver == true) {
console.log('touchDown on', this._sprite.texture.cacheKey, this._sprite.frameBounds.width, this._sprite.frameBounds.height);
this._pointerData[pointer.id].isDown = true;
this._pointerData[pointer.id].isUp = false;
this._pointerData[pointer.id].timeDown = this.game.time.now;
@@ -6260,6 +6316,8 @@ var Phaser;
this.startDrag(pointer);
}
}
// Consume the event?
return this.consumePointerEvent;
};
Input.prototype._releasedHandler = function (pointer) {
// If was previously touched by this Pointer, check if still is
@@ -7197,8 +7255,8 @@ var Phaser;
function () {
this.frameBounds.x = this.x;
this.frameBounds.y = this.y;
this.screen.x = this.x - (this.game.camera.worldView.x * this.scrollFactor.x);
this.screen.y = this.y - (this.game.camera.worldView.y * this.scrollFactor.y);
this.screen.x = this.x - (this.game.world.cameras.default.worldView.x * this.scrollFactor.x);
this.screen.y = this.y - (this.game.world.cameras.default.worldView.y * this.scrollFactor.y);
if(this.modified == false && (!this.scale.equals(1) || !this.skew.equals(0) || this.angle != 0 || this.angleOffset != 0 || this.texture.flippedX || this.texture.flippedY)) {
this.modified = true;
}
@@ -7254,7 +7312,8 @@ var Phaser;
* Clean up memory.
*/
function () {
};
//this.input.destroy();
};
Sprite.prototype.kill = /**
* Handy for "killing" game objects.
* Default behavior is to flag them as nonexistent AND dead.
@@ -13787,6 +13846,8 @@ var Phaser;
* @private
*/
this._nextDrop = 0;
// Monitor events outside of a state reset loop
this._stateReset = false;
/**
* A Vector object containing the initial position when the Pointer was engaged with the screen.
* @property positionDown
@@ -13973,6 +14034,7 @@ var Phaser;
this.game.input.y = this.y * this.game.input.scaleY;
this.game.input.onDown.dispatch(this);
}
this._stateReset = false;
this.totalTouches++;
if(this.isMouse == false) {
this.game.input.currentPointers++;
@@ -14008,11 +14070,13 @@ var Phaser;
}
}
}
if(this.isDown) {
if(this.isDown && this._stateReset == false) {
// Now update all objects with the highest priority ID (can be more than 1)
for(var i = 0; i < this.game.input.totalTrackedObjects; i++) {
if(this.game.input.inputObjects[i].input.priorityID == _highestPriority) {
this.game.input.inputObjects[i].input._touchedHandler(this);
if(this.game.input.inputObjects[i].input._touchedHandler(this) == false) {
return;
}
}
}
}
@@ -14062,6 +14126,10 @@ var Phaser;
* @param {Any} event
*/
function (event) {
if(this._stateReset) {
event.preventDefault();
return;
}
this.timeUp = this.game.time.now;
if(this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0)) {
this.game.input.onUp.dispatch(this);
@@ -14129,13 +14197,16 @@ var Phaser;
* @method reset
*/
function () {
this.active = false;
if(this.isMouse == false) {
this.active = false;
}
this.identifier = null;
this.isDown = false;
this.isUp = true;
this.totalTouches = 0;
this._holdSent = false;
this._history.length = 0;
this._stateReset = true;
};
Pointer.prototype.renderDebug = /**
* Renders the Pointer.circle object onto the stage in green if down or red if up.
@@ -14981,7 +15052,6 @@ var Phaser;
this.inputObjects = [];
this.totalTrackedObjects = 0;
this._game = game;
this._stack = [];
this.mousePointer = new Phaser.Pointer(this._game, 0);
this.pointer1 = new Phaser.Pointer(this._game, 1);
this.pointer2 = new Phaser.Pointer(this._game, 2);
@@ -15120,9 +15190,6 @@ var Phaser;
this.pointer10.update();
}
};
Input.prototype.addToStack = function (item) {
this._stack.push(item);
};
Input.prototype.reset = /**
* Reset all of the Pointers and Input states
* @method reset
@@ -15131,6 +15198,7 @@ var Phaser;
function (hard) {
if (typeof hard === "undefined") { hard = false; }
this.keyboard.reset();
this.mousePointer.reset();
this.pointer1.reset();
this.pointer2.reset();
this.pointer3.reset();
@@ -15152,7 +15220,17 @@ var Phaser;
this.pointer10.reset();
}
this.currentPointers = 0;
for(var i = 0; i < this.totalTrackedObjects; i++) {
this.inputObjects[i].input.reset();
}
this._game.stage.canvas.style.cursor = "default";
this.inputObjects.length = 0;
this.totalTrackedObjects = 0;
if(hard == true) {
this.onDown.dispose();
this.onUp.dispose();
this.onTap.dispose();
this.onHold.dispose();
this.onDown = new Phaser.Signal();
this.onUp = new Phaser.Signal();
this.onTap = new Phaser.Signal();
@@ -15433,6 +15511,14 @@ var Phaser;
HeadlessRenderer.prototype.renderScrollZone = function (camera, scrollZone) {
return true;
};
HeadlessRenderer.prototype.renderCircle = function (camera, circle, context, outline, fill, lineColor, fillColor, lineWidth) {
if (typeof outline === "undefined") { outline = true; }
if (typeof fill === "undefined") { fill = true; }
if (typeof lineColor === "undefined") { lineColor = 'rgb(0,255,0)'; }
if (typeof fillColor === "undefined") { fillColor = 'rgba(0,100,0.0.3)'; }
if (typeof lineWidth === "undefined") { lineWidth = 1; }
return true;
};
return HeadlessRenderer;
})();
Phaser.HeadlessRenderer = HeadlessRenderer;
@@ -15498,6 +15584,52 @@ var Phaser;
this._dh = sprite.frameBounds.height * sprite.scale.y;
return (camera.scaledX + camera.worldView.width > this._dx) && (camera.scaledX < this._dx + this._dw) && (camera.scaledY + camera.worldView.height > this._dy) && (camera.scaledY < this._dy + this._dh);
};
CanvasRenderer.prototype.renderCircle = function (camera, circle, context, outline, fill, lineColor, fillColor, lineWidth) {
if (typeof outline === "undefined") { outline = false; }
if (typeof fill === "undefined") { fill = true; }
if (typeof lineColor === "undefined") { lineColor = 'rgb(0,255,0)'; }
if (typeof fillColor === "undefined") { fillColor = 'rgba(0,100,0.0.3)'; }
if (typeof lineWidth === "undefined") { lineWidth = 1; }
this._count++;
// Reset our temp vars
this._sx = 0;
this._sy = 0;
this._sw = circle.diameter;
this._sh = circle.diameter;
this._fx = 1;
this._fy = 1;
this._sin = 0;
this._cos = 1;
this._dx = camera.scaledX + circle.x - camera.worldView.x;
this._dy = camera.scaledY + circle.y - camera.worldView.y;
this._dw = circle.diameter;
this._dh = circle.diameter;
this._sx = Math.round(this._sx);
this._sy = Math.round(this._sy);
this._sw = Math.round(this._sw);
this._sh = Math.round(this._sh);
this._dx = Math.round(this._dx);
this._dy = Math.round(this._dy);
this._dw = Math.round(this._dw);
this._dh = Math.round(this._dh);
this._game.stage.saveCanvasValues();
context.save();
context.lineWidth = lineWidth;
context.strokeStyle = lineColor;
context.fillStyle = fillColor;
context.beginPath();
context.arc(this._dx, this._dy, circle.radius, 0, Math.PI * 2);
context.closePath();
if(outline) {
//context.stroke();
}
if(fill) {
context.fill();
}
context.restore();
this._game.stage.restoreCanvasValues();
return true;
};
CanvasRenderer.prototype.renderSprite = /**
* Render this sprite to specific camera. Called by game loop after update().
* @param camera {Camera} Camera this sprite will be rendered to.