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phaser/docs/Pointer.js.html
T
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.
Body movement functions put back to velocity :)
Updated to latest dev version of pixi and latest p2.js
Updated docs
2014-02-18 03:01:51 +00:00

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<h1 class="page-title">Source: input/Pointer.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 - Pointer constructor.
*
* @class Phaser.Pointer
* @classdesc A Pointer object is used by the Mouse, Touch and MSPoint managers and represents a single finger on the touch screen.
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {number} id - The ID of the Pointer object within the game. Each game can have up to 10 active pointers.
*/
Phaser.Pointer = function (game, id) {
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {number} id - The ID of the Pointer object within the game. Each game can have up to 10 active pointers.
*/
this.id = id;
/**
* @property {boolean} _holdSent - Local private variable to store the status of dispatching a hold event.
* @private
* @default
*/
this._holdSent = false;
/**
* @property {array} _history - Local private variable storing the short-term history of pointer movements.
* @private
*/
this._history = [];
/**
* @property {number} _lastDrop - Local private variable storing the time at which the next history drop should occur.
* @private
* @default
*/
this._nextDrop = 0;
/**
* @property {boolean} _stateReset - Monitor events outside of a state reset loop.
* @private
* @default
*/
this._stateReset = false;
/**
* @property {boolean} withinGame - true if the Pointer is within the game area, otherwise false.
*/
this.withinGame = false;
/**
* @property {number} clientX - The horizontal coordinate of point relative to the viewport in pixels, excluding any scroll offset.
* @default
*/
this.clientX = -1;
/**
* @property {number} clientY - The vertical coordinate of point relative to the viewport in pixels, excluding any scroll offset.
* @default
*/
this.clientY = -1;
/**
* @property {number} pageX - The horizontal coordinate of point relative to the viewport in pixels, including any scroll offset.
* @default
*/
this.pageX = -1;
/**
* @property {number} pageY - The vertical coordinate of point relative to the viewport in pixels, including any scroll offset.
* @default
*/
this.pageY = -1;
/**
* @property {number} screenX - The horizontal coordinate of point relative to the screen in pixels.
* @default
*/
this.screenX = -1;
/**
* @property {number} screenY - The vertical coordinate of point relative to the screen in pixels.
* @default
*/
this.screenY = -1;
/**
* @property {number} x - The horizontal coordinate of point relative to the game element. This value is automatically scaled based on game size.
* @default
*/
this.x = -1;
/**
* @property {number} y - The vertical coordinate of point relative to the game element. This value is automatically scaled based on game size.
* @default
*/
this.y = -1;
/**
* @property {boolean} isMouse - If the Pointer is a mouse this is true, otherwise false.
* @default
*/
this.isMouse = false;
/**
* @property {boolean} isDown - If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true.
* @default
*/
this.isDown = false;
/**
* @property {boolean} isUp - If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true.
* @default
*/
this.isUp = true;
/**
* @property {number} timeDown - A timestamp representing when the Pointer first touched the touchscreen.
* @default
*/
this.timeDown = 0;
/**
* @property {number} timeUp - A timestamp representing when the Pointer left the touchscreen.
* @default
*/
this.timeUp = 0;
/**
* @property {number} previousTapTime - A timestamp representing when the Pointer was last tapped or clicked.
* @default
*/
this.previousTapTime = 0;
/**
* @property {number} totalTouches - The total number of times this Pointer has been touched to the touchscreen.
* @default
*/
this.totalTouches = 0;
/**
* @property {number} msSinceLastClick - The number of miliseconds since the last click.
* @default
*/
this.msSinceLastClick = Number.MAX_VALUE;
/**
* @property {any} targetObject - The Game Object this Pointer is currently over / touching / dragging.
* @default
*/
this.targetObject = null;
/**
* @property {boolean} active - An active pointer is one that is currently pressed down on the display. A Mouse is always active.
* @default
*/
this.active = false;
/**
* @property {Phaser.Point} position - A Phaser.Point object containing the current x/y values of the pointer on the display.
*/
this.position = new Phaser.Point();
/**
* @property {Phaser.Point} positionDown - A Phaser.Point object containing the x/y values of the pointer when it was last in a down state on the display.
*/
this.positionDown = new Phaser.Point();
/**
* A Phaser.Circle that is centered on the x/y coordinates of this pointer, useful for hit detection.
* The Circle size is 44px (Apples recommended "finger tip" size).
* @property {Phaser.Circle} circle
*/
this.circle = new Phaser.Circle(0, 0, 44);
if (id === 0)
{
this.isMouse = true;
}
};
Phaser.Pointer.prototype = {
/**
* Called when the Pointer is pressed onto the touchscreen.
* @method Phaser.Pointer#start
* @param {Any} event
*/
start: function (event) {
this.identifier = event.identifier;
this.target = event.target;
if (typeof event.button !== 'undefined')
{
this.button = event.button;
}
// Fix to stop rogue browser plugins from blocking the visibility state event
if (this.game.stage.disableVisibilityChange === false && this.game.paused && this.game.scale.incorrectOrientation === false)
{
this.game.paused = false;
return this;
}
this._history.length = 0;
this.active = true;
this.withinGame = true;
this.isDown = true;
this.isUp = false;
// Work out how long it has been since the last click
this.msSinceLastClick = this.game.time.now - this.timeDown;
this.timeDown = this.game.time.now;
this._holdSent = false;
// This sets the x/y and other local values
this.move(event, true);
// x and y are the old values here?
this.positionDown.setTo(this.x, this.y);
if (this.game.input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers === 0))
{
this.game.input.x = this.x;
this.game.input.y = this.y;
this.game.input.position.setTo(this.x, this.y);
this.game.input.onDown.dispatch(this, event);
this.game.input.resetSpeed(this.x, this.y);
}
this._stateReset = false;
this.totalTouches++;
if (!this.isMouse)
{
this.game.input.currentPointers++;
}
if (this.targetObject !== null)
{
this.targetObject._touchedHandler(this);
}
return this;
},
/**
* Called by the Input Manager.
* @method Phaser.Pointer#update
*/
update: function () {
if (this.active)
{
if (this._holdSent === false && this.duration >= this.game.input.holdRate)
{
if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers === 0))
{
this.game.input.onHold.dispatch(this);
}
this._holdSent = true;
}
// Update the droppings history
if (this.game.input.recordPointerHistory && this.game.time.now >= this._nextDrop)
{
this._nextDrop = this.game.time.now + this.game.input.recordRate;
this._history.push({
x: this.position.x,
y: this.position.y
});
if (this._history.length > this.game.input.recordLimit)
{
this._history.shift();
}
}
}
},
/**
* Called when the Pointer is moved.
* @method Phaser.Pointer#move
* @param {MouseEvent|PointerEvent|TouchEvent} event - The event passed up from the input handler.
* @param {boolean} [fromClick=false] - Was this called from the click event?
*/
move: function (event, fromClick) {
if (this.game.input.pollLocked)
{
return;
}
if (typeof fromClick === 'undefined') { fromClick = false; }
if (typeof event.button !== 'undefined')
{
this.button = event.button;
}
this.clientX = event.clientX;
this.clientY = event.clientY;
this.pageX = event.pageX;
this.pageY = event.pageY;
this.screenX = event.screenX;
this.screenY = event.screenY;
this.x = (this.pageX - this.game.stage.offset.x) * this.game.input.scale.x;
this.y = (this.pageY - this.game.stage.offset.y) * this.game.input.scale.y;
this.position.setTo(this.x, this.y);
this.circle.x = this.x;
this.circle.y = this.y;
if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers === 0))
{
this.game.input.activePointer = this;
this.game.input.x = this.x;
this.game.input.y = this.y;
this.game.input.position.setTo(this.game.input.x, this.game.input.y);
this.game.input.circle.x = this.game.input.x;
this.game.input.circle.y = this.game.input.y;
}
// If the game is paused we don't process any target objects or callbacks
if (this.game.paused)
{
return this;
}
if (this.game.input.moveCallback)
{
this.game.input.moveCallback.call(this.game.input.moveCallbackContext, this, this.x, this.y);
}
// Easy out if we're dragging something and it still exists
if (this.targetObject !== null && this.targetObject.isDragged === true)
{
if (this.targetObject.update(this) === false)
{
this.targetObject = null;
}
return this;
}
// Work out which object is on the top
this._highestRenderOrderID = -1;
this._highestRenderObject = null;
this._highestInputPriorityID = -1;
// Just run through the linked list
if (this.game.input.interactiveItems.total > 0)
{
var currentNode = this.game.input.interactiveItems.next;
do
{
// If the object is using pixelPerfect checks, or has a higher InputManager.PriorityID OR if the priority ID is the same as the current highest AND it has a higher renderOrderID, then set it to the top
if (currentNode.pixelPerfectClick || currentNode.pixelPerfectOver || currentNode.priorityID > this._highestInputPriorityID || (currentNode.priorityID === this._highestInputPriorityID && currentNode.sprite.renderOrderID > this._highestRenderOrderID))
{
if ((!fromClick && currentNode.checkPointerOver(this)) || (fromClick && currentNode.checkPointerDown(this)))
{
this._highestRenderOrderID = currentNode.sprite.renderOrderID;
this._highestInputPriorityID = currentNode.priorityID;
this._highestRenderObject = currentNode;
}
}
currentNode = currentNode.next;
}
while (currentNode != null)
}
if (this._highestRenderObject === null)
{
// The pointer isn't currently over anything, check if we've got a lingering previous target
if (this.targetObject)
{
// console.log("The pointer isn't currently over anything, check if we've got a lingering previous target");
this.targetObject._pointerOutHandler(this);
this.targetObject = null;
}
}
else
{
if (this.targetObject === null)
{
// And now set the new one
// console.log('And now set the new one');
this.targetObject = this._highestRenderObject;
this._highestRenderObject._pointerOverHandler(this);
}
else
{
// We've got a target from the last update
// console.log("We've got a target from the last update");
if (this.targetObject === this._highestRenderObject)
{
// Same target as before, so update it
// console.log("Same target as before, so update it");
if (this._highestRenderObject.update(this) === false)
{
this.targetObject = null;
}
}
else
{
// The target has changed, so tell the old one we've left it
// console.log("The target has changed, so tell the old one we've left it");
this.targetObject._pointerOutHandler(this);
// And now set the new one
this.targetObject = this._highestRenderObject;
this.targetObject._pointerOverHandler(this);
}
}
}
return this;
},
/**
* Called when the Pointer leaves the target area.
* @method Phaser.Pointer#leave
* @param {MouseEvent|PointerEvent|TouchEvent} event - The event passed up from the input handler.
*/
leave: function (event) {
this.withinGame = false;
this.move(event, false);
},
/**
* Called when the Pointer leaves the touchscreen.
* @method Phaser.Pointer#stop
* @param {MouseEvent|PointerEvent|TouchEvent} event - The event passed up from the input handler.
*/
stop: function (event) {
if (this._stateReset)
{
event.preventDefault();
return;
}
this.timeUp = this.game.time.now;
if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers === 0))
{
this.game.input.onUp.dispatch(this, event);
// Was it a tap?
if (this.duration >= 0 && this.duration &lt;= this.game.input.tapRate)
{
// Was it a double-tap?
if (this.timeUp - this.previousTapTime &lt; this.game.input.doubleTapRate)
{
// Yes, let's dispatch the signal then with the 2nd parameter set to true
this.game.input.onTap.dispatch(this, true);
}
else
{
// Wasn't a double-tap, so dispatch a single tap signal
this.game.input.onTap.dispatch(this, false);
}
this.previousTapTime = this.timeUp;
}
}
// Mouse is always active
if (this.id > 0)
{
this.active = false;
}
this.withinGame = false;
this.isDown = false;
this.isUp = true;
if (this.isMouse === false)
{
this.game.input.currentPointers--;
}
if (this.game.input.interactiveItems.total > 0)
{
var currentNode = this.game.input.interactiveItems.next;
do
{
if (currentNode)
{
currentNode._releasedHandler(this);
}
currentNode = currentNode.next;
}
while (currentNode != null)
}
if (this.targetObject)
{
this.targetObject._releasedHandler(this);
}
this.targetObject = null;
return this;
},
/**
* The Pointer is considered justPressed if the time it was pressed onto the touchscreen or clicked is less than justPressedRate.
* Note that calling justPressed doesn't reset the pressed status of the Pointer, it will return `true` for as long as the duration is valid.
* If you wish to check if the Pointer was pressed down just once then see the Sprite.events.onInputDown event.
* @method Phaser.Pointer#justPressed
* @param {number} [duration] - The time to check against. If none given it will use InputManager.justPressedRate.
* @return {boolean} true if the Pointer was pressed down within the duration given.
*/
justPressed: function (duration) {
duration = duration || this.game.input.justPressedRate;
return (this.isDown === true && (this.timeDown + duration) > this.game.time.now);
},
/**
* The Pointer is considered justReleased if the time it left the touchscreen is less than justReleasedRate.
* Note that calling justReleased doesn't reset the pressed status of the Pointer, it will return `true` for as long as the duration is valid.
* If you wish to check if the Pointer was released just once then see the Sprite.events.onInputUp event.
* @method Phaser.Pointer#justReleased
* @param {number} [duration] - The time to check against. If none given it will use InputManager.justReleasedRate.
* @return {boolean} true if the Pointer was released within the duration given.
*/
justReleased: function (duration) {
duration = duration || this.game.input.justReleasedRate;
return (this.isUp === true && (this.timeUp + duration) > this.game.time.now);
},
/**
* Resets the Pointer properties. Called by InputManager.reset when you perform a State change.
* @method Phaser.Pointer#reset
*/
reset: function () {
if (this.isMouse === false)
{
this.active = false;
}
this.identifier = null;
this.isDown = false;
this.isUp = true;
this.totalTouches = 0;
this._holdSent = false;
this._history.length = 0;
this._stateReset = true;
if (this.targetObject)
{
this.targetObject._releasedHandler(this);
}
this.targetObject = null;
}
};
Phaser.Pointer.prototype.constructor = Phaser.Pointer;
/**
* How long the Pointer has been depressed on the touchscreen. If not currently down it returns -1.
* @name Phaser.Pointer#duration
* @property {number} duration - How long the Pointer has been depressed on the touchscreen. If not currently down it returns -1.
* @readonly
*/
Object.defineProperty(Phaser.Pointer.prototype, "duration", {
get: function () {
if (this.isUp)
{
return -1;
}
return this.game.time.now - this.timeDown;
}
});
/**
* Gets the X value of this Pointer in world coordinates based on the world camera.
* @name Phaser.Pointer#worldX
* @property {number} duration - The X value of this Pointer in world coordinates based on the world camera.
* @readonly
*/
Object.defineProperty(Phaser.Pointer.prototype, "worldX", {
get: function () {
return this.game.world.camera.x + this.x;
}
});
/**
* Gets the Y value of this Pointer in world coordinates based on the world camera.
* @name Phaser.Pointer#worldY
* @property {number} duration - The Y value of this Pointer in world coordinates based on the world camera.
* @readonly
*/
Object.defineProperty(Phaser.Pointer.prototype, "worldY", {
get: function () {
return this.game.world.camera.y + this.y;
}
});
</pre>
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