/// /** * Phaser - Keyboard * * The Keyboard class handles keyboard interactions with the game and the resulting events. * The avoid stealing all browser input we don't use event.preventDefault. If you would like to trap a specific key however * then use the addKeyCapture() method. */ var Phaser; (function (Phaser) { var Keyboard = (function () { function Keyboard(game) { this._keys = {}; this._capture = {}; /** * You can disable all Input by setting disabled = true. While set all new input related events will be ignored. * @type {Boolean} */ this.disabled = false; this.game = game; } Keyboard.prototype.start = function () { var _this = this; this._onKeyDown = function (event) { return _this.onKeyDown(event); }; this._onKeyUp = function (event) { return _this.onKeyUp(event); }; document.body.addEventListener('keydown', this._onKeyDown, false); document.body.addEventListener('keyup', this._onKeyUp, false); }; Keyboard.prototype.stop = function () { document.body.removeEventListener('keydown', this._onKeyDown); document.body.removeEventListener('keyup', this._onKeyUp); }; /** * By default when a key is pressed Phaser will not stop the event from propagating up to the browser. * There are some keys this can be annoying for, like the arrow keys or space bar, which make the browser window scroll. * You can use addKeyCapture to consume the keyboard event for specific keys so it doesn't bubble up to the the browser. * Pass in either a single keycode or an array of keycodes. * @param {Any} keycode */ Keyboard.prototype.addKeyCapture = function (keycode) { if (typeof keycode === 'object') { for (var i = 0; i < keycode.length; i++) { this._capture[keycode[i]] = true; } } else { this._capture[keycode] = true; } }; /** * @param {Number} keycode */ Keyboard.prototype.removeKeyCapture = function (keycode) { delete this._capture[keycode]; }; Keyboard.prototype.clearCaptures = function () { this._capture = {}; }; /** * @param {KeyboardEvent} event */ Keyboard.prototype.onKeyDown = function (event) { if (this.game.input.disabled || this.disabled) { return; } if (this._capture[event.keyCode]) { event.preventDefault(); } if (!this._keys[event.keyCode]) { this._keys[event.keyCode] = { isDown: true, timeDown: this.game.time.now, timeUp: 0 }; } else { this._keys[event.keyCode].isDown = true; this._keys[event.keyCode].timeDown = this.game.time.now; } }; /** * @param {KeyboardEvent} event */ Keyboard.prototype.onKeyUp = function (event) { if (this.game.input.disabled || this.disabled) { return; } if (this._capture[event.keyCode]) { event.preventDefault(); } if (!this._keys[event.keyCode]) { this._keys[event.keyCode] = { isDown: false, timeDown: 0, timeUp: this.game.time.now }; } else { this._keys[event.keyCode].isDown = false; this._keys[event.keyCode].timeUp = this.game.time.now; } }; Keyboard.prototype.reset = function () { for (var key in this._keys) { this._keys[key].isDown = false; } }; /** * @param {Number} keycode * @param {Number} [duration] * @return {Boolean} */ Keyboard.prototype.justPressed = function (keycode, duration) { if (typeof duration === "undefined") { duration = 250; } if (this._keys[keycode] && this._keys[keycode].isDown === true && (this.game.time.now - this._keys[keycode].timeDown < duration)) { return true; } else { return false; } }; /** * @param {Number} keycode * @param {Number} [duration] * @return {Boolean} */ Keyboard.prototype.justReleased = function (keycode, duration) { if (typeof duration === "undefined") { duration = 250; } if (this._keys[keycode] && this._keys[keycode].isDown === false && (this.game.time.now - this._keys[keycode].timeUp < duration)) { return true; } else { return false; } }; /** * @param {Number} keycode * @return {Boolean} */ Keyboard.prototype.isDown = function (keycode) { if (this._keys[keycode]) { return this._keys[keycode].isDown; } else { return false; } }; return Keyboard; })(); Phaser.Keyboard = Keyboard; })(Phaser || (Phaser = {}));