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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. Body movement functions put back to velocity :) Updated to latest dev version of pixi and latest p2.js Updated docs
695 lines
16 KiB
HTML
695 lines
16 KiB
HTML
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<h1 class="page-title">Source: input/Key.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* @class Phaser.Key
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* @classdesc If you need more fine-grained control over the handling of specific keys you can create and use Phaser.Key objects.
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* @constructor
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* @param {Phaser.Game} game - Current game instance.
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* @param {number} keycode - The key code this Key is responsible for.
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*/
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Phaser.Key = function (game, keycode) {
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
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this.game = game;
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/**
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* @property {boolean} isDown - The "down" state of the key.
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* @default
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*/
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this.isDown = false;
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/**
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* @property {boolean} isUp - The "up" state of the key.
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* @default
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*/
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this.isUp = false;
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/**
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* @property {boolean} altKey - The down state of the ALT key, if pressed at the same time as this key.
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* @default
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*/
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this.altKey = false;
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/**
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* @property {boolean} ctrlKey - The down state of the CTRL key, if pressed at the same time as this key.
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* @default
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*/
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this.ctrlKey = false;
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/**
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* @property {boolean} shiftKey - The down state of the SHIFT key, if pressed at the same time as this key.
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* @default
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*/
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this.shiftKey = false;
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/**
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* @property {number} timeDown - The timestamp when the key was last pressed down.
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* @default
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*/
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this.timeDown = 0;
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/**
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* If the key is down this value holds the duration of that key press and is constantly updated.
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* If the key is up it holds the duration of the previous down session.
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* @property {number} duration - The number of milliseconds this key has been held down for.
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* @default
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*/
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this.duration = 0;
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/**
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* @property {number} timeUp - The timestamp when the key was last released.
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* @default
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*/
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this.timeUp = 0;
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/**
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* @property {number} repeats - If a key is held down this holds down the number of times the key has 'repeated'.
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* @default
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*/
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this.repeats = 0;
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/**
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* @property {number} keyCode - The keycode of this key.
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*/
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this.keyCode = keycode;
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/**
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* @property {Phaser.Signal} onDown - This Signal is dispatched every time this Key is pressed down. It is only dispatched once (until the key is released again).
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*/
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this.onDown = new Phaser.Signal();
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/**
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* @property {Phaser.Signal} onUp - This Signal is dispatched every time this Key is pressed down. It is only dispatched once (until the key is released again).
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*/
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this.onUp = new Phaser.Signal();
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};
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Phaser.Key.prototype = {
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/**
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* Called automatically by Phaser.Keyboard.
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* @method Phaser.Key#processKeyDown
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* @param {KeyboardEvent} event.
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* @protected
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*/
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processKeyDown: function (event) {
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this.altKey = event.altKey;
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this.ctrlKey = event.ctrlKey;
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this.shiftKey = event.shiftKey;
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if (this.isDown)
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{
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// Key was already held down, this must be a repeat rate based event
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this.duration = event.timeStamp - this.timeDown;
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this.repeats++;
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}
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else
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{
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this.isDown = true;
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this.isUp = false;
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this.timeDown = event.timeStamp;
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this.duration = 0;
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this.repeats = 0;
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this.onDown.dispatch(this);
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}
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},
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/**
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* Called automatically by Phaser.Keyboard.
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* @method Phaser.Key#processKeyUp
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* @param {KeyboardEvent} event.
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* @protected
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*/
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processKeyUp: function (event) {
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this.isDown = false;
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this.isUp = true;
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this.timeUp = event.timeStamp;
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this.onUp.dispatch(this);
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the "just pressed" state of the Key. Just pressed is considered true if the key was pressed down within the duration given (default 250ms)
|
|
* @method Phaser.Key#justPressed
|
|
* @param {number} [duration=250] - The duration below which the key is considered as being just pressed.
|
|
* @return {boolean} True if the key is just pressed otherwise false.
|
|
*/
|
|
justPressed: function (duration) {
|
|
|
|
if (typeof duration === "undefined") { duration = 250; }
|
|
|
|
return (this.isDown && this.duration < duration);
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the "just released" state of the Key. Just released is considered as being true if the key was released within the duration given (default 250ms)
|
|
* @method Phaser.Key#justPressed
|
|
* @param {number} [duration=250] - The duration below which the key is considered as being just released.
|
|
* @return {boolean} True if the key is just released otherwise false.
|
|
*/
|
|
justReleased: function (duration) {
|
|
|
|
if (typeof duration === "undefined") { duration = 250; }
|
|
|
|
return (this.isDown === false && (this.game.time.now - this.timeUp < duration));
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.Key.prototype.constructor = Phaser.Key;
|
|
</pre>
|
|
</article>
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</section>
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<footer>
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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<br />
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Tue Feb 18 2014 03:01:17 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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