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photonstorm 5d5c64d22f Tilemap.createCollisionObjects will parse Tiled data for objectgroups and convert polyline instances into physics objects you can collide with in the world.
After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required.
Debug.renderPhysicsBody updated to take camera location and body rotation into account.
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2014-02-18 03:01:51 +00:00

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<h1 class="page-title">Source: input/Touch.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Phaser.Touch handles touch events with your game. Note: Android 2.x only supports 1 touch event at once, no multi-touch.
*
* @class Phaser.Touch
* @classdesc The Touch class handles touch interactions with the game and the resulting Pointer objects.
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.Touch = function (game) {
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {boolean} disabled - You can disable all Touch events by setting disabled = true. While set all new touch events will be ignored.
* @return {boolean}
*/
this.disabled = false;
/**
* @property {Object} callbackContext - The context under which callbacks are called.
*/
this.callbackContext = this.game;
/**
* @property {function} touchStartCallback - A callback that can be fired on a touchStart event.
*/
this.touchStartCallback = null;
/**
* @property {function} touchMoveCallback - A callback that can be fired on a touchMove event.
*/
this.touchMoveCallback = null;
/**
* @property {function} touchEndCallback - A callback that can be fired on a touchEnd event.
*/
this.touchEndCallback = null;
/**
* @property {function} touchEnterCallback - A callback that can be fired on a touchEnter event.
*/
this.touchEnterCallback = null;
/**
* @property {function} touchLeaveCallback - A callback that can be fired on a touchLeave event.
*/
this.touchLeaveCallback = null;
/**
* @property {function} touchCancelCallback - A callback that can be fired on a touchCancel event.
*/
this.touchCancelCallback = null;
/**
* @property {boolean} preventDefault - If true the TouchEvent will have prevent.default called on it.
* @default
*/
this.preventDefault = true;
/**
* @property {TouchEvent} event - The browser touch DOM event. Will be set to null if no touch event has ever been received.
* @default
*/
this.event = null;
/**
* @property {function} _onTouchStart - Internal event handler reference.
* @private
*/
this._onTouchStart = null;
/**
* @property {function} _onTouchMove - Internal event handler reference.
* @private
*/
this._onTouchMove = null;
/**
* @property {function} _onTouchEnd - Internal event handler reference.
* @private
*/
this._onTouchEnd = null;
/**
* @property {function} _onTouchEnter - Internal event handler reference.
* @private
*/
this._onTouchEnter = null;
/**
* @property {function} _onTouchLeave - Internal event handler reference.
* @private
*/
this._onTouchLeave = null;
/**
* @property {function} _onTouchCancel - Internal event handler reference.
* @private
*/
this._onTouchCancel = null;
/**
* @property {function} _onTouchMove - Internal event handler reference.
* @private
*/
this._onTouchMove = null;
};
Phaser.Touch.prototype = {
/**
* Starts the event listeners running.
* @method Phaser.Touch#start
*/
start: function () {
var _this = this;
if (this.game.device.touch)
{
this._onTouchStart = function (event) {
return _this.onTouchStart(event);
};
this._onTouchMove = function (event) {
return _this.onTouchMove(event);
};
this._onTouchEnd = function (event) {
return _this.onTouchEnd(event);
};
this._onTouchEnter = function (event) {
return _this.onTouchEnter(event);
};
this._onTouchLeave = function (event) {
return _this.onTouchLeave(event);
};
this._onTouchCancel = function (event) {
return _this.onTouchCancel(event);
};
this.game.renderer.view.addEventListener('touchstart', this._onTouchStart, false);
this.game.renderer.view.addEventListener('touchmove', this._onTouchMove, false);
this.game.renderer.view.addEventListener('touchend', this._onTouchEnd, false);
this.game.renderer.view.addEventListener('touchenter', this._onTouchEnter, false);
this.game.renderer.view.addEventListener('touchleave', this._onTouchLeave, false);
this.game.renderer.view.addEventListener('touchcancel', this._onTouchCancel, false);
}
},
/**
* Consumes all touchmove events on the document (only enable this if you know you need it!).
* @method Phaser.Touch#consumeTouchMove
*/
consumeDocumentTouches: function () {
this._documentTouchMove = function (event) {
event.preventDefault();
};
document.addEventListener('touchmove', this._documentTouchMove, false);
},
/**
* The internal method that handles the touchstart event from the browser.
* @method Phaser.Touch#onTouchStart
* @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event.
*/
onTouchStart: function (event) {
this.event = event;
if (this.touchStartCallback)
{
this.touchStartCallback.call(this.callbackContext, event);
}
if (this.game.input.disabled || this.disabled)
{
return;
}
if (this.preventDefault)
{
event.preventDefault();
}
// event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element)
// event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element
// event.changedTouches = the touches that CHANGED in this event, not the total number of them
for (var i = 0; i &lt; event.changedTouches.length; i++)
{
this.game.input.startPointer(event.changedTouches[i]);
}
},
/**
* Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome).
* Occurs for example on iOS when you put down 4 fingers and the app selector UI appears.
* @method Phaser.Touch#onTouchCancel
* @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event.
*/
onTouchCancel: function (event) {
this.event = event;
if (this.touchCancelCallback)
{
this.touchCancelCallback.call(this.callbackContext, event);
}
if (this.game.input.disabled || this.disabled)
{
return;
}
if (this.preventDefault)
{
event.preventDefault();
}
// Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome)
// http://www.w3.org/TR/touch-events/#dfn-touchcancel
for (var i = 0; i &lt; event.changedTouches.length; i++)
{
this.game.input.stopPointer(event.changedTouches[i]);
}
},
/**
* For touch enter and leave its a list of the touch points that have entered or left the target.
* Doesn't appear to be supported by most browsers on a canvas element yet.
* @method Phaser.Touch#onTouchEnter
* @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event.
*/
onTouchEnter: function (event) {
this.event = event;
if (this.touchEnterCallback)
{
this.touchEnterCallback.call(this.callbackContext, event);
}
if (this.game.input.disabled || this.disabled)
{
return;
}
if (this.preventDefault)
{
event.preventDefault();
}
},
/**
* For touch enter and leave its a list of the touch points that have entered or left the target.
* Doesn't appear to be supported by most browsers on a canvas element yet.
* @method Phaser.Touch#onTouchLeave
* @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event.
*/
onTouchLeave: function (event) {
this.event = event;
if (this.touchLeaveCallback)
{
this.touchLeaveCallback.call(this.callbackContext, event);
}
if (this.preventDefault)
{
event.preventDefault();
}
},
/**
* The handler for the touchmove events.
* @method Phaser.Touch#onTouchMove
* @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event.
*/
onTouchMove: function (event) {
this.event = event;
if (this.touchMoveCallback)
{
this.touchMoveCallback.call(this.callbackContext, event);
}
if (this.preventDefault)
{
event.preventDefault();
}
for (var i = 0; i &lt; event.changedTouches.length; i++)
{
this.game.input.updatePointer(event.changedTouches[i]);
}
},
/**
* The handler for the touchend events.
* @method Phaser.Touch#onTouchEnd
* @param {TouchEvent} event - The native event from the browser. This gets stored in Touch.event.
*/
onTouchEnd: function (event) {
this.event = event;
if (this.touchEndCallback)
{
this.touchEndCallback.call(this.callbackContext, event);
}
if (this.preventDefault)
{
event.preventDefault();
}
// For touch end its a list of the touch points that have been removed from the surface
// https://developer.mozilla.org/en-US/docs/DOM/TouchList
// event.changedTouches = the touches that CHANGED in this event, not the total number of them
for (var i = 0; i &lt; event.changedTouches.length; i++)
{
this.game.input.stopPointer(event.changedTouches[i]);
}
},
/**
* Stop the event listeners.
* @method Phaser.Touch#stop
*/
stop: function () {
if (this.game.device.touch)
{
this.game.canvas.removeEventListener('touchstart', this._onTouchStart);
this.game.canvas.removeEventListener('touchmove', this._onTouchMove);
this.game.canvas.removeEventListener('touchend', this._onTouchEnd);
this.game.canvas.removeEventListener('touchenter', this._onTouchEnter);
this.game.canvas.removeEventListener('touchleave', this._onTouchLeave);
this.game.canvas.removeEventListener('touchcancel', this._onTouchCancel);
}
}
};
Phaser.Touch.prototype.constructor = Phaser.Touch;
</pre>
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