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https://github.com/wassname/phaser.git
synced 2026-08-17 11:23:42 +08:00
Version 0.7 release. StageScaleMode support added and world input values exposed.
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@@ -21,11 +21,23 @@ class Input {
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public keyboard: Keyboard;
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public touch: Touch;
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public x: number;
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public y: number;
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public x: number = 0;
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public y: number = 0;
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public scaleX: number = 1;
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public scaleY: number = 1;
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public worldX: number = 0;
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public worldY: number = 0;
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public update() {
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this.x = Math.round(this.x);
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this.y = Math.round(this.y);
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this.worldX = this._game.camera.worldView.x + this.x;
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this.worldY = this._game.camera.worldView.y + this.y;
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this.mouse.update();
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this.touch.update();
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@@ -39,15 +51,25 @@ class Input {
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}
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public getWorldX(camera: Camera): number {
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public getWorldX(camera?: Camera = this._game.camera) {
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return this.x;
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return camera.worldView.x + this.x;
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}
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public getWorldY(camera: Camera): number {
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public getWorldY(camera?: Camera = this._game.camera) {
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return this.y;
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return camera.worldView.y + this.y;
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}
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public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') {
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this._game.stage.context.fillStyle = color;
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this._game.stage.context.fillText('Input', x, y);
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this._game.stage.context.fillText('Screen X: ' + this.x + ' Screen Y: ' + this.y, x, y + 14);
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this._game.stage.context.fillText('World X: ' + this.worldX + ' World Y: ' + this.worldY, x, y + 28);
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this._game.stage.context.fillText('Scale X: ' + this.scaleX.toFixed(1) + ' Scale Y: ' + this.scaleY.toFixed(1), x, y + 42);
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}
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@@ -23,6 +23,8 @@ class Keyboard {
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public onKeyDown(event: KeyboardEvent) {
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event.preventDefault();
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if (!this._keys[event.keyCode])
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{
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this._keys[event.keyCode] = { isDown: true, timeDown: this._game.time.now, timeUp: 0 };
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@@ -37,6 +39,8 @@ class Keyboard {
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public onKeyUp(event: KeyboardEvent) {
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event.preventDefault();
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if (!this._keys[event.keyCode])
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{
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this._keys[event.keyCode] = { isDown: false, timeDown: 0, timeUp: this._game.time.now };
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@@ -49,6 +49,9 @@ class Mouse {
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this._x = event.clientX - this._game.stage.x;
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this._y = event.clientY - this._game.stage.y;
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this._game.input.x = this._x * this._game.input.scaleX;
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this._game.input.y = this._y * this._game.input.scaleY;
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this.isDown = true;
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this.isUp = false;
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this.timeDown = this._game.time.now;
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@@ -57,8 +60,8 @@ class Mouse {
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public update() {
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this._game.input.x = this._x;
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this._game.input.y = this._y;
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//this._game.input.x = this._x * this._game.input.scaleX;
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//this._game.input.y = this._y * this._game.input.scaleY;
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if (this.isDown)
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{
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@@ -74,6 +77,9 @@ class Mouse {
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this._x = event.clientX - this._game.stage.x;
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this._y = event.clientY - this._game.stage.y;
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this._game.input.x = this._x * this._game.input.scaleX;
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this._game.input.y = this._y * this._game.input.scaleY;
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}
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public onMouseUp(event: MouseEvent) {
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@@ -87,6 +93,9 @@ class Mouse {
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this._x = event.clientX - this._game.stage.x;
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this._y = event.clientY - this._game.stage.y;
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this._game.input.x = this._x * this._game.input.scaleX;
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this._game.input.y = this._y * this._game.input.scaleY;
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}
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}
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@@ -64,14 +64,14 @@ class Touch {
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* @property x
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* @type Number
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**/
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public x: number;
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public x: number = 0;
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/**
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*
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* @property y
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* @type Number
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**/
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public y: number;
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public y: number = 0;
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/**
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*
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@@ -227,6 +227,8 @@ class Touch {
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this._fingers[f].start(event.changedTouches[i]);
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this.x = this._fingers[f].x;
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this.y = this._fingers[f].y;
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this._game.input.x = this.x * this._game.input.scaleX;
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this._game.input.y = this.y * this._game.input.scaleY;
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this.touchDown.dispatch(this._fingers[f].x, this._fingers[f].y, this._fingers[f].timeDown, this._fingers[f].timeUp, this._fingers[f].duration);
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this.isDown = true;
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this.isUp = false;
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@@ -338,6 +340,8 @@ class Touch {
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this._fingers[f].move(event.changedTouches[i]);
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this.x = this._fingers[f].x;
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this.y = this._fingers[f].y;
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this._game.input.x = this.x * this._game.input.scaleX;
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this._game.input.y = this.y * this._game.input.scaleY;
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break;
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}
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}
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@@ -367,6 +371,8 @@ class Touch {
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this._fingers[f].stop(event.changedTouches[i]);
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this.x = this._fingers[f].x;
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this.y = this._fingers[f].y;
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this._game.input.x = this.x * this._game.input.scaleX;
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this._game.input.y = this.y * this._game.input.scaleY;
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this.touchUp.dispatch(this._fingers[f].x, this._fingers[f].y, this._fingers[f].timeDown, this._fingers[f].timeUp, this._fingers[f].duration);
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this.isDown = false;
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this.isUp = true;
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@@ -410,8 +416,6 @@ class Touch {
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*/
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public update() {
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this._game.input.x = this.x;
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this._game.input.y = this.y;
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}
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