You can now use the hitArea property on Sprites and Image objects. hitArea can be a geometry object (Rectangle, Circle, Polygon, Ellipse) and is used in pointerOver checks.

This commit is contained in:
photonstorm
2014-02-07 17:14:10 +00:00
parent 890e52008a
commit bc3a3fd43d
11 changed files with 417 additions and 18 deletions
+3
View File
@@ -75,6 +75,8 @@ Significant API changes:
New features:
* Phaser.Image is a brand new display object perfect for logos, backgrounds, etc. You can scale, rotate, tint and blend and Image, but it has no animation, physics body or input events.
* You can now use the hitArea property on Sprites and Image objects. hitArea can be a geometry object (Rectangle, Circle, Polygon, Ellipse) and is used in pointerOver checks.
New Examples:
@@ -85,6 +87,7 @@ Updates:
* Phaser.AnimationParser now sets the trimmed data directly for Pixi Texture frames. Tested across JSON Hash, JSON Data, Sprite Sheet and XML.
* Game.add.renderTexture now has the addToCache parameter. If set the texture will be stored in Game.Cache and can be retrieved with Cache.getTexture(key).
* Game.add.bitmapData now has the addToCache parameter. If set the texture will be stored in Game.Cache and can be retrieved with Cache.getBitmapData(key).
* The InputManager now sets the canvas style cursor to 'inherit' instead of 'default'.
Bug Fixes:
+86
View File
@@ -0,0 +1,86 @@
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('block', 'assets/sprites/block.png');
}
var grid = [];
var currentTile = new Phaser.Point();
function create() {
// The block.png is 95x95, so for this we'll create a little grid or it won't fit:
for (var y = 0; y < 5; y++)
{
grid[y] = [];
for (var x = 0; x < 5; x++)
{
// grid[y][x] = game.add.sprite(x * 95, y * 95, 'block');
// coz the grid is empty like
grid[y][x] = null;
}
}
var block1 = game.add.sprite(600, 100, 'block');
block1.name = 'block1';
block1.inputEnabled = true;
block1.input.enableDrag(true);
block1.events.onDragStop.add(dropBlock, this);
var block2 = game.add.sprite(600, 300, 'block');
block2.name = 'block2';
block2.inputEnabled = true;
block2.input.enableDrag(true);
block2.events.onDragStop.add(dropBlock, this);
}
function dropBlock(sprite, pointer) {
// Convert the pointer into a grid location
var x = this.game.math.snapToFloor(pointer.x, 95) / 95;
var y = this.game.math.snapToFloor(pointer.y, 95) / 95;
// Bounds check it
if (x >= 0 && x <= 4 && y >= 0 && y <= 4)
{
// something in there already?
if (grid[y][x] !== null)
{
// This is very hacky - what you SHOULD do is have a Pipe object which has properties startX and startY or something, and snap back to those.
if (sprite.name === 'block1')
{
game.add.tween(sprite).to( { x: 600, y: 100 }, 1000, Phaser.Easing.Linear.None, true);
}
else
{
game.add.tween(sprite).to( { x: 600, y: 300 }, 1000, Phaser.Easing.Linear.None, true);
}
}
else
{
grid[y][x] = sprite;
sprite.inputEnabled = false;
}
}
}
function update() {
// 95 = width and height of the block.png
currentTile.x = this.game.math.snapToFloor(game.input.x, 95) / 95;
currentTile.y = this.game.math.snapToFloor(game.input.y, 95) / 95;
}
function render() {
game.debug.renderText('Tile X: ' + currentTile.x + ' Y: ' + currentTile.y, 32, 32);
}
+54
View File
@@ -0,0 +1,54 @@
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('block', 'assets/sprites/block.png');
}
var grid = [];
var currentTile = new Phaser.Point();
function create() {
// The block.png is 95x95, so for this we'll create a little grid or it won't fit:
for (var y = 0; y < 5; y++)
{
grid[y] = [];
for (var x = 0; x < 5; x++)
{
grid[y][x] = game.add.sprite(x * 95, y * 95, 'block');
}
}
game.input.onDown.add(clickedBlock, this);
}
function clickedBlock() {
// Bounds check
if (currentTile.x >= 0 && currentTile.x <= 4 && currentTile.y >= 0 && currentTile.y <= 4)
{
block = grid[currentTile.y][currentTile.x];
block.alpha = 0.5;
}
}
function update() {
// 95 = width and height of the block.png
currentTile.x = this.game.math.snapToFloor(game.input.x, 95) / 95;
currentTile.y = this.game.math.snapToFloor(game.input.y, 95) / 95;
}
function render() {
game.debug.renderText('Tile X: ' + currentTile.x + ' Y: ' + currentTile.y, 32, 32);
}
+81
View File
@@ -0,0 +1,81 @@
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('mushroom', 'assets/sprites/mushroom2.png');
game.load.image('ball', 'assets/sprites/wizball.png');
}
var image;
var image2;
var down;
var p;
var c;
function create() {
image = game.add.image(200, 200, 'mushroom');
image2 = game.add.image(400, 200, 'ball');
// image.rotation = 0.8;
image.inputEnabled = true;
image.events.onInputDown.add(clicked, this);
image.events.onInputOver.add(over, this);
image.events.onInputOut.add(out, this);
image2.hitArea = new Phaser.Circle(image2.width / 2, image2.height / 2, 90);
image2.inputEnabled = true;
image2.events.onInputDown.add(clicked, this);
image2.events.onInputOver.add(over, this);
image2.events.onInputOut.add(out, this);
// game.input.mouse.mouseDownCallback = onMouseDown;
// game.input.mouse.mouseUpCallback = onMouseUp;
// game.input.mouse.mouseMoveCallback = onMouseMove;
}
function over(object, pointer) {
object.alpha = 0.5;
}
function out(object, pointer) {
object.alpha = 1;
}
function clicked(object, pointer) {
console.log('boom');
}
function update() {
}
function render() {
// var p = game.input.getLocalPosition(image);
var p = game.input.getLocalPosition(image2);
game.debug.renderPointInfo(p, 32, 32);
game.debug.renderPoint(p);
game.debug.renderCircle(image2.hitArea);
}
+1 -2
View File
@@ -457,6 +457,7 @@ Phaser.Game.prototype = {
this.world.boot();
this.input.boot();
this.sound.boot();
this.state.boot();
this.load.onLoadComplete.add(this.loadComplete, this);
@@ -467,8 +468,6 @@ Phaser.Game.prototype = {
this.raf = new Phaser.RequestAnimationFrame(this);
this.raf.start();
this.state.boot();
}
},
+2
View File
@@ -70,6 +70,8 @@ Phaser.World.prototype.boot = function () {
*/
Phaser.World.prototype.preUpdate = function () {
this.currentRenderOrderID = 0;
for (var i = 0, len = this.children.length; i < len; i++)
{
if (this.children[i]['preUpdate'])
+2 -1
View File
@@ -40,7 +40,8 @@ Phaser.GameObjectFactory.prototype = {
},
/**
* Create a new Image at the given coordinates, using the cache key and frame if set.
* Create a new `Image` object. An Image is a light-weight object you can use to display anything that doesn't need physics or animation.
* It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics.
*
* @method Phaser.GameObjectFactory#image
* @param {number} x - X position of the image.
+69 -4
View File
@@ -7,8 +7,8 @@
/**
* @class Phaser.Image
*
* @classdesc Create a new `Image` object. An Image is a light-weight object you can use to display anything that doesn't need physics, animation or input events.
* It can still rotate, scale and crop. This makes it perfect for logos, backgrounds and other non-Sprite graphics.
* @classdesc Create a new `Image` object. An Image is a light-weight object you can use to display anything that doesn't need physics or animation.
* It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics.
*
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
@@ -90,10 +90,15 @@ Phaser.Image = function (game, x, y, key, frame) {
this.fixedToCamera = false;
/**
* @property {array} _cache - A small cache for previous step values.
* @property {Phaser.InputHandler|null} input - The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.
*/
this.input = null;
/**
* @property {array} _cache - A small cache for previous step values. 0 = x, 1 = y, 2 = rotation, 3 = renderID
* @private
*/
this._cache = [0, 0, 0];
this._cache = [0, 0, 0, 0];
};
@@ -125,6 +130,11 @@ Phaser.Image.prototype.preUpdate = function() {
this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]);
if (this.visible)
{
this._cache[3] = this.game.world.currentRenderOrderID++;
}
return true;
};
@@ -339,6 +349,11 @@ Phaser.Image.prototype.destroy = function() {
this.events.destroy();
}
if (this.input)
{
this.input.destroy();
}
this.alive = false;
this.exists = false;
this.visible = false;
@@ -566,3 +581,53 @@ Object.defineProperty(Phaser.Image.prototype, "frameName", {
});
/**
* @name Phaser.Image#renderOrderID
* @property {number} renderOrderID - The render order ID, reset every frame.
* @readonly
*/
Object.defineProperty(Phaser.Image.prototype, "renderOrderID", {
get: function() {
return this._cache[3];
}
});
/**
* By default an Image won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is
* activated for this object and it will then start to process click/touch events and more.
*
* @name Phaser.Image#inputEnabled
* @property {boolean} inputEnabled - Set to true to allow this object to receive input events.
*/
Object.defineProperty(Phaser.Image.prototype, "inputEnabled", {
get: function () {
return (this.input && this.input.enabled);
},
set: function (value) {
if (value)
{
if (this.input === null)
{
this.input = new Phaser.InputHandler(this);
this.input.start();
}
}
else
{
if (this.input && this.input.enabled)
{
this.input.stop();
}
}
}
});
+5 -8
View File
@@ -384,21 +384,18 @@ Object.defineProperty(Phaser.Circle.prototype, "empty", {
*/
Phaser.Circle.contains = function (a, x, y) {
if (a.radius <= 0)
{
return false;
}
// Check if x/y are within the bounds first
if (x >= a.left && x <= a.right && y >= a.top && y <= a.bottom)
if (a.radius > 0 && x >= a.left && x <= a.right && y >= a.top && y <= a.bottom)
{
var dx = (a.x - x) * (a.x - x);
var dy = (a.y - y) * (a.y - y);
return (dx + dy) <= (a.radius * a.radius);
}
return false;
else
{
return false;
}
};
+102 -1
View File
@@ -530,7 +530,7 @@ Phaser.Input.prototype = {
if (this.game.canvas.style.cursor !== 'none')
{
this.game.canvas.style.cursor = 'default';
this.game.canvas.style.cursor = 'inherit';
}
if (hard === true)
@@ -724,6 +724,107 @@ Phaser.Input.prototype = {
return null;
},
/**
* This will return the local coordinates of the specified displayObject for this InteractionData
*
* @method getLocalPosition
* @param displayObject {DisplayObject} The DisplayObject that you would like the local coords off
* @return {Point} A point containing the coordinates of the InteractionData position relative to the DisplayObject
*/
getLocalPosition: function (displayObject) {
var worldTransform = displayObject.worldTransform;
var global = new Phaser.Point(this.x, this.y);
// do a cheeky transform to get the mouse coords;
var a00 = worldTransform.a, a01 = worldTransform.b, a02 = worldTransform.tx,
a10 = worldTransform.c, a11 = worldTransform.d, a12 = worldTransform.ty,
id = 1 / (a00 * a11 + a01 * -a10);
// set the mouse coords...
return new Phaser.Point(a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id,
a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id);
},
/**
* Tests if the current mouse coordinates hit a sprite
*
* @method hitTest
* @param item {DisplayObject} The displayObject to test for a hit
* @param interactionData {InteractionData} The interactionData object to update in the case there is a hit
* @private
*/
// hitTest: function (item, interactionData) {
hitTest: function (item, pointer) {
// var global = interactionData.global;
var global = new Phaser.Point(pointer.x, pointer.y);
if( !item.worldVisible )return false;
// temp fix for if the element is in a non visible
var isSprite = (item instanceof PIXI.Sprite),
worldTransform = item.worldTransform,
a00 = worldTransform.a, a01 = worldTransform.b, a02 = worldTransform.tx,
a10 = worldTransform.c, a11 = worldTransform.d, a12 = worldTransform.ty,
id = 1 / (a00 * a11 + a01 * -a10),
x = a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id,
y = a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id;
// interactionData.target = item;
//a sprite or display object with a hit area defined
if(item.hitArea && item.hitArea.contains) {
if(item.hitArea.contains(x, y)) {
console.log('AREA HIT!', x, y);
//if(isSprite)
// interactionData.target = item;
return true;
}
return false;
}
// a sprite with no hitarea defined
else if(isSprite)
{
var width = item.texture.frame.width,
height = item.texture.frame.height,
x1 = -width * item.anchor.x,
y1;
if(x > x1 && x < x1 + width)
{
y1 = -height * item.anchor.y;
if(y > y1 && y < y1 + height)
{
// set the target property if a hit is true!
// interactionData.target = item;
console.log('HIT!', x, y, x1, y1);
return true;
}
}
}
var length = item.children.length;
for (var i = 0; i < length; i++)
{
var tempItem = item.children[i];
// var hit = this.hitTest(tempItem, interactionData);
var hit = this.hitTest(tempItem);
if(hit)
{
// hmm.. TODO SET CORRECT TARGET?
// interactionData.target = item;
return true;
}
}
return false;
}
};
+12 -2
View File
@@ -215,7 +215,7 @@ Phaser.InputHandler.prototype = {
this.enabled = true;
// Create the signals the Input component will emit
if (this.sprite.events && this.sprite.events.onInputOver == null)
if (this.sprite.events && this.sprite.events.onInputOver === null)
{
this.sprite.events.onInputOver = new Phaser.Signal();
this.sprite.events.onInputOut = new Phaser.Signal();
@@ -492,11 +492,18 @@ Phaser.InputHandler.prototype = {
*/
checkPointerOver: function (pointer) {
if (this.enabled === false || this.sprite.visible === false || (this.sprite.group && this.sprite.group.visible === false))
if (this.enabled === false || this.sprite.visible === false || this.sprite.parent.visible === false)
{
return false;
}
// Need to pass it a temp point, in case we need it again for the pixel check
if (this.game.input.hitTest(this.sprite, pointer))
{
return true;
}
/*
this.sprite.getLocalUnmodifiedPosition(this._tempPoint, pointer.x, pointer.y);
if (this._tempPoint.x >= 0 && this._tempPoint.x <= this.sprite.currentFrame.width && this._tempPoint.y >= 0 && this._tempPoint.y <= this.sprite.currentFrame.height)
@@ -510,6 +517,9 @@ Phaser.InputHandler.prototype = {
return true;
}
}
*/
return false;
},