Files
phaser/Phaser/input/Keyboard.js
T

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5.3 KiB
JavaScript

/// <reference path="../_definitions.ts" />
/**
* 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 = {}));