* 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:
Richard Davey
2013-10-01 01:18:29 +01:00
parent fa1ed04aa8
commit 8668b82ef6
28 changed files with 397 additions and 23 deletions
+142
View File
@@ -0,0 +1,142 @@
Phaser.Key = function (game, keycode) {
this.game = game;
/**
*
* @property isDown
* @type Boolean
**/
this.isDown = false;
/**
*
* @property isUp
* @type Boolean
**/
this.isUp = false;
/**
*
* @property altKey
* @type Boolean
**/
this.altKey = false;
/**
*
* @property ctrlKey
* @type Boolean
**/
this.ctrlKey = false;
/**
*
* @property shiftKey
* @type Boolean
**/
this.shiftKey = false;
/**
*
* @property timeDown
* @type Number
**/
this.timeDown = 0;
/**
*
* @property duration
* @type Number
**/
this.duration = 0;
/**
*
* @property timeUp
* @type Number
**/
this.timeUp = 0;
/**
*
* @property repeats
* @type Number
**/
this.repeats = 0;
this.keyCode = keycode;
this.onDown = new Phaser.Signal();
this.onUp = new Phaser.Signal();
};
Phaser.Key.prototype = {
/**
*
* @method update
* @param {KeyboardEvent} event.
* @return {}
*/
processKeyDown: function (event) {
this.altKey = event.altKey;
this.ctrlKey = event.ctrlKey;
this.shiftKey = event.shiftKey;
if (this.isDown)
{
// Key was already held down, this must be a repeat rate based event
this.duration = event.timeStamp - this.timeDown;
this.repeats++;
}
else
{
this.isDown = true;
this.isUp = false;
this.timeDown = event.timeStamp;
this.duration = 0;
this.repeats = 0;
this.onDown.dispatch(this);
}
},
processKeyUp: function (event) {
this.isDown = false;
this.isUp = true;
this.timeUp = event.timeStamp;
this.onUp.dispatch(this);
},
/**
* @param {Number} [duration]
* @return {bool}
*/
justPressed: function (duration) {
if (typeof duration === "undefined") { duration = 250; }
return (this.isDown && this.duration < duration);
},
/**
* @param {Number} [duration]
* @return {bool}
*/
justReleased: function (duration) {
if (typeof duration === "undefined") { duration = 250; }
return (this.isDown == false && (this.game.time.now - this.timeUp < duration));
}
};