mirror of
https://github.com/wassname/phaser.git
synced 2026-07-10 00:30:50 +08:00
* Fixed issue causing Keyboard.justPressed to always fire (thanks stemkoski)
* Added Keyboard.addKey() which creates a new Phaser.Key object that can be polled for updates, pressed states, etc. See the 2 new examples showing use.
This commit is contained in:
@@ -361,6 +361,7 @@ Phaser.Input.prototype = {
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if (this.pointer10) { this.pointer10.update(); }
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this._pollCounter = 0;
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},
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/**
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@@ -0,0 +1,142 @@
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Phaser.Key = function (game, keycode) {
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this.game = game;
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/**
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*
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* @property isDown
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* @type Boolean
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**/
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this.isDown = false;
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/**
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*
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* @property isUp
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* @type Boolean
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**/
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this.isUp = false;
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/**
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*
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* @property altKey
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* @type Boolean
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**/
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this.altKey = false;
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/**
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*
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* @property ctrlKey
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* @type Boolean
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**/
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this.ctrlKey = false;
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/**
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*
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* @property shiftKey
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* @type Boolean
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**/
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this.shiftKey = false;
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/**
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*
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* @property timeDown
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* @type Number
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**/
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this.timeDown = 0;
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/**
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*
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* @property duration
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* @type Number
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**/
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this.duration = 0;
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/**
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*
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* @property timeUp
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* @type Number
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**/
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this.timeUp = 0;
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/**
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*
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* @property repeats
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* @type Number
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**/
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this.repeats = 0;
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this.keyCode = keycode;
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this.onDown = new Phaser.Signal();
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this.onUp = new Phaser.Signal();
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};
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Phaser.Key.prototype = {
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/**
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*
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* @method update
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* @param {KeyboardEvent} event.
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* @return {}
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*/
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processKeyDown: function (event) {
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this.altKey = event.altKey;
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this.ctrlKey = event.ctrlKey;
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this.shiftKey = event.shiftKey;
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if (this.isDown)
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{
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// Key was already held down, this must be a repeat rate based event
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this.duration = event.timeStamp - this.timeDown;
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this.repeats++;
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}
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else
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{
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this.isDown = true;
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this.isUp = false;
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this.timeDown = event.timeStamp;
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this.duration = 0;
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this.repeats = 0;
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this.onDown.dispatch(this);
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}
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},
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processKeyUp: function (event) {
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this.isDown = false;
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this.isUp = true;
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this.timeUp = event.timeStamp;
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this.onUp.dispatch(this);
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},
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/**
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* @param {Number} [duration]
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* @return {bool}
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*/
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justPressed: function (duration) {
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if (typeof duration === "undefined") { duration = 250; }
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return (this.isDown && this.duration < duration);
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},
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/**
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* @param {Number} [duration]
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* @return {bool}
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*/
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justReleased: function (duration) {
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if (typeof duration === "undefined") { duration = 250; }
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return (this.isDown == false && (this.game.time.now - this.timeUp < duration));
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}
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};
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+77
-22
@@ -2,7 +2,15 @@ Phaser.Keyboard = function (game) {
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this.game = game;
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this._keys = {};
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this._hotkeys = {};
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this._capture = {};
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this.callbackContext = this;
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this.onDownCallback = null;
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this.onUpCallback = null;
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this.onDown = new Phaser.Signal();
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this.onUp = new Phaser.Signal();
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};
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@@ -19,16 +27,41 @@ Phaser.Keyboard.prototype = {
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_onKeyDown: null,
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_onKeyUp: null,
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addCallbacks: function (context, onDown, onUp) {
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this.callbackContext = context;
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this.onDownCallback = onDown;
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if (typeof onUp !== 'undefined')
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{
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this.onUpCallback = onUp;
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}
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},
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addKey: function (keycode) {
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this._hotkeys[keycode] = new Phaser.Key(this.game, keycode);
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return this._hotkeys[keycode];
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},
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removeKey: function (keycode) {
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delete (this._hotkeys[keycode]);
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},
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start: function () {
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var _this = this;
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this._onKeyDown = function (event) {
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return _this.onKeyDown(event);
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return _this.processKeyDown(event);
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};
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this._onKeyUp = function (event) {
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return _this.onKeyUp(event);
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return _this.processKeyUp(event);
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};
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document.body.addEventListener('keydown', this._onKeyDown, false);
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@@ -80,10 +113,11 @@ Phaser.Keyboard.prototype = {
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},
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/**
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* @param {KeyboardEvent} event
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*/
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onKeyDown: function (event) {
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processKeyDown: function (event) {
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if (this.game.input.disabled || this.disabled)
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{
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@@ -95,18 +129,40 @@ Phaser.Keyboard.prototype = {
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event.preventDefault();
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}
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if (!this._keys[event.keyCode])
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if (this.onDownCallback)
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{
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this._keys[event.keyCode] = {
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isDown: true,
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timeDown: this.game.time.now,
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timeUp: 0
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};
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this.onDownCallback.call(this.callbackContext, event);
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}
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if (this._keys[event.keyCode] && this._keys[event.keyCode].isDown)
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{
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// Key already down and still down, so update
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this._keys[event.keyCode].duration = this.game.time.now - this._keys[event.keyCode].timeDown;
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}
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else
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{
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this._keys[event.keyCode].isDown = true;
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this._keys[event.keyCode].timeDown = this.game.time.now;
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if (!this._keys[event.keyCode])
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{
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// Not used this key before, so register it
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this._keys[event.keyCode] = {
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isDown: true,
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timeDown: this.game.time.now,
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timeUp: 0,
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duration: 0
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};
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}
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else
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{
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// Key used before but freshly down
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this._keys[event.keyCode].isDown = true;
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this._keys[event.keyCode].timeDown = this.game.time.now;
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this._keys[event.keyCode].duration = 0;
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}
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}
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if (this._hotkeys[event.keyCode])
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{
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this._hotkeys[event.keyCode].processKeyDown(event);
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}
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},
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@@ -114,7 +170,7 @@ Phaser.Keyboard.prototype = {
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/**
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* @param {KeyboardEvent} event
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*/
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onKeyUp: function (event) {
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processKeyUp: function (event) {
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if (this.game.input.disabled || this.disabled)
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{
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@@ -126,20 +182,19 @@ Phaser.Keyboard.prototype = {
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event.preventDefault();
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}
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if (!this._keys[event.keyCode])
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if (this.onUpCallback)
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{
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this._keys[event.keyCode] = {
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isDown: false,
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timeDown: 0,
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timeUp: this.game.time.now
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};
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this.onUpCallback.call(this.callbackContext, event);
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}
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else
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if (this._hotkeys[event.keyCode])
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{
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this._keys[event.keyCode].isDown = false;
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this._keys[event.keyCode].timeUp = this.game.time.now;
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this._hotkeys[event.keyCode].processKeyUp(event);
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}
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this._keys[event.keyCode].isDown = false;
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this._keys[event.keyCode].timeUp = this.game.time.now;
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},
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reset: function () {
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@@ -160,7 +215,7 @@ Phaser.Keyboard.prototype = {
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if (typeof duration === "undefined") { duration = 250; }
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if (this._keys[keycode] && this._keys[keycode].isDown === true && (this.game.time.now - this._keys[keycode].timeDown < duration))
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if (this._keys[keycode] && this._keys[keycode].isDown && this._keys[keycode].duration < duration)
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{
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return true;
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}
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