@vpmedia/phaser 1.0.1 → 1.0.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/phaser.cjs.LICENSE.txt +1 -1
- package/dist/phaser.js.LICENSE.txt +1 -1
- package/package.json +2 -3
- package/src/index.js +99 -0
- package/src/phaser/core/animation.js +355 -0
- package/src/phaser/core/animation_manager.js +238 -0
- package/src/phaser/core/animation_parser.js +130 -0
- package/src/phaser/core/array_set.js +108 -0
- package/src/phaser/core/cache.js +558 -0
- package/src/phaser/core/const.js +106 -0
- package/src/phaser/core/device.js +67 -0
- package/src/phaser/core/device_util.js +386 -0
- package/src/phaser/core/dom.js +207 -0
- package/src/phaser/core/event_manager.js +243 -0
- package/src/phaser/core/factory.js +74 -0
- package/src/phaser/core/frame.js +75 -0
- package/src/phaser/core/frame_data.js +84 -0
- package/src/phaser/core/frame_util.js +31 -0
- package/src/phaser/core/game.js +412 -0
- package/src/phaser/core/input.js +401 -0
- package/src/phaser/core/input_button.js +102 -0
- package/src/phaser/core/input_handler.js +687 -0
- package/src/phaser/core/input_mouse.js +289 -0
- package/src/phaser/core/input_mspointer.js +197 -0
- package/src/phaser/core/input_pointer.js +427 -0
- package/src/phaser/core/input_touch.js +157 -0
- package/src/phaser/core/loader.js +946 -0
- package/src/phaser/core/loader_parser.js +105 -0
- package/src/phaser/core/raf.js +46 -0
- package/src/phaser/core/raf_fb.js +75 -0
- package/src/phaser/core/raf_to.js +34 -0
- package/src/phaser/core/scale_manager.js +806 -0
- package/src/phaser/core/scene.js +66 -0
- package/src/phaser/core/scene_manager.js +310 -0
- package/src/phaser/core/signal.js +175 -0
- package/src/phaser/core/signal_binding.js +69 -0
- package/src/phaser/core/sound.js +538 -0
- package/src/phaser/core/sound_manager.js +365 -0
- package/src/phaser/core/stage.js +108 -0
- package/src/phaser/core/time.js +203 -0
- package/src/phaser/core/timer.js +276 -0
- package/src/phaser/core/timer_event.js +21 -0
- package/src/phaser/core/tween.js +329 -0
- package/src/phaser/core/tween_data.js +258 -0
- package/src/phaser/core/tween_easing.js +316 -0
- package/src/phaser/core/tween_manager.js +185 -0
- package/src/phaser/core/world.js +18 -0
- package/src/phaser/display/bitmap_text.js +322 -0
- package/src/phaser/display/button.js +194 -0
- package/src/phaser/display/canvas/buffer.js +36 -0
- package/src/phaser/display/canvas/graphics.js +227 -0
- package/src/phaser/display/canvas/masker.js +39 -0
- package/src/phaser/display/canvas/pool.js +121 -0
- package/src/phaser/display/canvas/renderer.js +123 -0
- package/src/phaser/display/canvas/tinter.js +141 -0
- package/src/phaser/display/canvas/util.js +151 -0
- package/src/phaser/display/display_object.js +597 -0
- package/src/phaser/display/graphics.js +723 -0
- package/src/phaser/display/graphics_data.js +27 -0
- package/src/phaser/display/graphics_data_util.js +14 -0
- package/src/phaser/display/group.js +227 -0
- package/src/phaser/display/image.js +288 -0
- package/src/phaser/display/sprite_batch.js +15 -0
- package/src/phaser/display/sprite_util.js +248 -0
- package/src/phaser/display/text.js +1089 -0
- package/src/phaser/display/webgl/abstract_filter.js +25 -0
- package/src/phaser/display/webgl/base_texture.js +68 -0
- package/src/phaser/display/webgl/blend_manager.js +35 -0
- package/src/phaser/display/webgl/earcut.js +647 -0
- package/src/phaser/display/webgl/earcut_node.js +28 -0
- package/src/phaser/display/webgl/fast_sprite_batch.js +242 -0
- package/src/phaser/display/webgl/filter_manager.js +46 -0
- package/src/phaser/display/webgl/filter_texture.js +61 -0
- package/src/phaser/display/webgl/graphics.js +618 -0
- package/src/phaser/display/webgl/graphics_data.js +42 -0
- package/src/phaser/display/webgl/mask_manager.js +36 -0
- package/src/phaser/display/webgl/render_texture.js +81 -0
- package/src/phaser/display/webgl/renderer.js +234 -0
- package/src/phaser/display/webgl/shader/complex.js +74 -0
- package/src/phaser/display/webgl/shader/fast.js +97 -0
- package/src/phaser/display/webgl/shader/normal.js +225 -0
- package/src/phaser/display/webgl/shader/primitive.js +72 -0
- package/src/phaser/display/webgl/shader/strip.js +77 -0
- package/src/phaser/display/webgl/shader_manager.js +89 -0
- package/src/phaser/display/webgl/sprite_batch.js +320 -0
- package/src/phaser/display/webgl/stencil_manager.js +170 -0
- package/src/phaser/display/webgl/texture.js +117 -0
- package/src/phaser/display/webgl/texture_util.js +32 -0
- package/src/phaser/display/webgl/util.js +74 -0
- package/src/phaser/geom/circle.js +186 -0
- package/src/phaser/geom/ellipse.js +65 -0
- package/src/phaser/geom/line.js +190 -0
- package/src/phaser/geom/matrix.js +147 -0
- package/src/phaser/geom/point.js +164 -0
- package/src/phaser/geom/polygon.js +141 -0
- package/src/phaser/geom/rectangle.js +306 -0
- package/src/phaser/geom/rounded_rectangle.js +36 -0
- package/src/phaser/geom/util/circle.js +115 -0
- package/src/phaser/geom/util/ellipse.js +30 -0
- package/src/phaser/geom/util/line.js +130 -0
- package/src/phaser/geom/util/matrix.js +48 -0
- package/src/phaser/geom/util/point.js +276 -0
- package/src/phaser/geom/util/polygon.js +24 -0
- package/src/phaser/geom/util/rectangle.js +212 -0
- package/src/phaser/geom/util/rounded_rectangle.js +28 -0
- package/src/phaser/util/math.js +279 -0
- package/src/phaser/util/string.js +26 -0
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/**
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* @author Andras Csizmadia <andras@vpmedia.hu>
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright Copyright (c) 2018-present Richard Davey, Photon Storm Ltd., Andras Csizmadia <andras@vpmedia.hu> (www.vpmedia.hu)
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*/
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import Point from '../geom/point';
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import Circle from '../geom/circle';
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import DeviceButton from './input_button';
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import { POINTER, POINTER_CURSOR, POINTER_CONTACT, MOUSE_OVERRIDES_TOUCH, TOUCH_OVERRIDES_MOUSE, MOUSE_TOUCH_COMBINE } from './const';
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const NO_BUTTON = 0;
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const LEFT_BUTTON = 1;
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const RIGHT_BUTTON = 2;
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const MIDDLE_BUTTON = 4;
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const BACK_BUTTON = 8;
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const FORWARD_BUTTON = 16;
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const ERASER_BUTTON = 32;
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export default class {
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constructor(game, id, pointerMode) {
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this.game = game;
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this.id = id;
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this.type = POINTER;
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this.exists = true;
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this.identifier = 0;
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this.pointerId = null;
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this.pointerMode = pointerMode || (POINTER_CURSOR | POINTER_CONTACT);
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this.target = null;
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this.button = null;
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this.leftButton = new DeviceButton(this, LEFT_BUTTON);
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this.rightButton = new DeviceButton(this, RIGHT_BUTTON);
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this.middleButton = new DeviceButton(this, MIDDLE_BUTTON);
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this.backButton = new DeviceButton(this, BACK_BUTTON);
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this.forwardButton = new DeviceButton(this, FORWARD_BUTTON);
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this.eraserButton = new DeviceButton(this, ERASER_BUTTON);
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this._holdSent = false;
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this._history = [];
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this._nextDrop = 0;
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this._stateReset = false;
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this.withinGame = false;
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this.clientX = -1;
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this.clientY = -1;
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this.pageX = -1;
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this.pageY = -1;
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this.screenX = -1;
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this.screenY = -1;
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this.rawMovementX = 0;
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this.rawMovementY = 0;
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this.movementX = 0;
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this.movementY = 0;
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this.x = -1;
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this.y = -1;
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this.isMouse = (id === 0);
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this.isDown = false;
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this.isUp = true;
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this.timeDown = 0;
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this.timeUp = 0;
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this.previousTapTime = 0;
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this.totalTouches = 0;
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this.msSinceLastClick = Number.MAX_VALUE;
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this.targetObject = null;
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this.interactiveCandidates = [];
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this.active = false;
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this.dirty = false;
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this.position = new Point();
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this.positionDown = new Point();
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this.positionUp = new Point();
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this.circle = new Circle(0, 0, 44);
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this._clickTrampolines = null;
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this._trampolineTargetObject = null;
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}
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resetButtons() {
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this.isDown = false;
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this.isUp = true;
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if (this.isMouse) {
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this.leftButton.reset();
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}
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}
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updateButtons(event) {
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if (event.type.toLowerCase().substr(-4) === 'down') {
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this.isUp = false;
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this.isDown = true;
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} else {
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this.isUp = true;
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this.isDown = false;
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}
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}
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start(event) {
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const input = this.game.input;
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if (event.pointerId) {
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this.pointerId = event.pointerId;
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}
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this.identifier = event.identifier;
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this.target = event.target;
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if (this.isMouse) {
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this.updateButtons(event);
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} else {
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this.isDown = true;
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this.isUp = false;
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}
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this.active = true;
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this.withinGame = true;
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this.dirty = false;
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this._history = [];
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this._clickTrampolines = null;
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this._trampolineTargetObject = null;
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// Work out how long it has been since the last click
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this.msSinceLastClick = this.game.time.time - this.timeDown;
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this.timeDown = this.game.time.time;
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this._holdSent = false;
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// This sets the x/y and other local values
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this.move(event, true);
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// x and y are the old values here?
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this.positionDown.setTo(this.x, this.y);
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if (input.multiInputOverride === MOUSE_OVERRIDES_TOUCH || input.multiInputOverride === MOUSE_TOUCH_COMBINE || (input.multiInputOverride === TOUCH_OVERRIDES_MOUSE && input.totalActivePointers === 0)) {
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input.x = this.x;
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input.y = this.y;
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input.position.setTo(this.x, this.y);
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input.onDown.dispatch(this, event);
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input.resetSpeed(this.x, this.y);
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}
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this._stateReset = false;
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this.totalTouches += 1;
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if (this.targetObject !== null) {
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this.targetObject._touchedHandler(this);
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}
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return this;
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}
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update() {
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const input = this.game.input;
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if (this.active) {
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// Force a check?
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if (this.dirty) {
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if (input.interactiveItems.total > 0) {
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this.processInteractiveObjects(false);
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}
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this.dirty = false;
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}
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if (this._holdSent === false && this.duration >= input.holdRate) {
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if (input.multiInputOverride === MOUSE_OVERRIDES_TOUCH || input.multiInputOverride === MOUSE_TOUCH_COMBINE || (input.multiInputOverride === TOUCH_OVERRIDES_MOUSE && input.totalActivePointers === 0)) {
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input.onHold.dispatch(this);
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}
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this._holdSent = true;
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}
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// Update the droppings history
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if (input.recordPointerHistory && this.game.time.time >= this._nextDrop) {
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this._nextDrop = this.game.time.time + input.recordRate;
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this._history.push({
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x: this.position.x,
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y: this.position.y,
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});
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if (this._history.length > input.recordLimit) {
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this._history.shift();
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}
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}
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}
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}
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move(event, fromClick = false) {
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const input = this.game.input;
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if (input.pollLocked) {
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return null;
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}
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if (fromClick && this.isMouse) {
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this.updateButtons(event);
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}
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this.clientX = event.clientX;
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this.clientY = event.clientY;
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this.pageX = event.pageX;
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this.pageY = event.pageY;
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this.screenX = event.screenX;
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this.screenY = event.screenY;
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if (this.isMouse && input.mouse.locked && !fromClick) {
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this.rawMovementX = event.movementX || event.mozMovementX || event.webkitMovementX || 0;
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this.rawMovementY = event.movementY || event.mozMovementY || event.webkitMovementY || 0;
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this.movementX += this.rawMovementX;
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this.movementY += this.rawMovementY;
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}
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this.x = (this.pageX - this.game.scale.offset.x) * input.scale.x;
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this.y = (this.pageY - this.game.scale.offset.y) * input.scale.y;
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this.position.setTo(this.x, this.y);
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this.circle.x = this.x;
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this.circle.y = this.y;
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if (input.multiInputOverride === MOUSE_OVERRIDES_TOUCH || input.multiInputOverride === MOUSE_TOUCH_COMBINE || (input.multiInputOverride === TOUCH_OVERRIDES_MOUSE && input.totalActivePointers === 0)) {
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input.activePointer = this;
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input.x = this.x;
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input.y = this.y;
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input.position.setTo(input.x, input.y);
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input.circle.x = input.x;
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input.circle.y = input.y;
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}
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this.withinGame = this.game.scale.bounds.contains(this.pageX, this.pageY);
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// If the game is paused we don't process any target objects or callbacks
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if (this.game.paused) {
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return this;
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}
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let i = input.moveCallbacks.length;
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while (i) {
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i -= 1;
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input.moveCallbacks[i].callback.call(input.moveCallbacks[i].context, this, this.x, this.y, fromClick);
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}
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// Easy out if we're dragging something and it still exists
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if (this.targetObject !== null && this.targetObject.isDragged === true) {
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if (this.targetObject.update(this) === false) {
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this.targetObject = null;
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}
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} else if (input.interactiveItems.total > 0) {
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this.processInteractiveObjects(fromClick);
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}
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return this;
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}
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processInteractiveObjects(fromClick = false) {
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// Work out which object is on the top
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let highestRenderOrderID = 0;
|
|
221
|
+
let highestInputPriorityID = -1;
|
|
222
|
+
let candidateTarget = null;
|
|
223
|
+
// First pass gets all objects that the pointer is over that DON'T use pixelPerfect checks and get the highest ID
|
|
224
|
+
// We know they'll be valid for input detection but not which is the top just yet
|
|
225
|
+
let currentNode = this.game.input.interactiveItems.first;
|
|
226
|
+
this.interactiveCandidates = [];
|
|
227
|
+
while (currentNode) {
|
|
228
|
+
// Reset checked status
|
|
229
|
+
currentNode.checked = false;
|
|
230
|
+
if (currentNode.validForInput(highestInputPriorityID, highestRenderOrderID, false)) {
|
|
231
|
+
// Flag it as checked so we don't re-scan it on the next phase
|
|
232
|
+
currentNode.checked = true;
|
|
233
|
+
if ((fromClick && currentNode.checkPointerDown(this, true)) || (!fromClick && currentNode.checkPointerOver(this, true))) {
|
|
234
|
+
highestRenderOrderID = currentNode.sprite.renderOrderID;
|
|
235
|
+
highestInputPriorityID = currentNode.priorityID;
|
|
236
|
+
candidateTarget = currentNode;
|
|
237
|
+
this.interactiveCandidates.push(currentNode);
|
|
238
|
+
}
|
|
239
|
+
}
|
|
240
|
+
currentNode = this.game.input.interactiveItems.next;
|
|
241
|
+
}
|
|
242
|
+
// Then in the second sweep we process ONLY the pixel perfect ones that are checked and who have a higher ID
|
|
243
|
+
// because if their ID is lower anyway then we can just automatically discount them
|
|
244
|
+
// (A node that was previously checked did not request a pixel-perfect check.)
|
|
245
|
+
currentNode = this.game.input.interactiveItems.first;
|
|
246
|
+
while (currentNode) {
|
|
247
|
+
if (!currentNode.checked && currentNode.validForInput(highestInputPriorityID, highestRenderOrderID, true)) {
|
|
248
|
+
if ((fromClick && currentNode.checkPointerDown(this, false)) || (!fromClick && currentNode.checkPointerOver(this, false))) {
|
|
249
|
+
highestRenderOrderID = currentNode.sprite.renderOrderID;
|
|
250
|
+
highestInputPriorityID = currentNode.priorityID;
|
|
251
|
+
candidateTarget = currentNode;
|
|
252
|
+
this.interactiveCandidates.push(currentNode);
|
|
253
|
+
}
|
|
254
|
+
}
|
|
255
|
+
currentNode = this.game.input.interactiveItems.next;
|
|
256
|
+
}
|
|
257
|
+
if (this.game.input.customCandidateHandler) {
|
|
258
|
+
candidateTarget = this.game.input.customCandidateHandler.call(this.game.input.customCandidateHandlerContext, this, this.interactiveCandidates, candidateTarget);
|
|
259
|
+
}
|
|
260
|
+
this.swapTarget(candidateTarget, false);
|
|
261
|
+
return (this.targetObject !== null);
|
|
262
|
+
}
|
|
263
|
+
|
|
264
|
+
swapTarget(newTarget, silent = false) {
|
|
265
|
+
// Now we know the top-most item (if any) we can process it
|
|
266
|
+
if (newTarget === null) {
|
|
267
|
+
// The pointer isn't currently over anything, check if we've got a lingering previous target
|
|
268
|
+
if (this.targetObject) {
|
|
269
|
+
this.targetObject._pointerOutHandler(this, silent);
|
|
270
|
+
this.targetObject = null;
|
|
271
|
+
}
|
|
272
|
+
} else if (this.targetObject === null) {
|
|
273
|
+
// And now set the new one
|
|
274
|
+
this.targetObject = newTarget;
|
|
275
|
+
newTarget._pointerOverHandler(this, silent);
|
|
276
|
+
} else if (this.targetObject === newTarget) {
|
|
277
|
+
// We've got a target from the last update
|
|
278
|
+
// Same target as before, so update it
|
|
279
|
+
if (newTarget.update(this) === false) {
|
|
280
|
+
this.targetObject = null;
|
|
281
|
+
}
|
|
282
|
+
} else {
|
|
283
|
+
// The target has changed, so tell the old one we've left it
|
|
284
|
+
this.targetObject._pointerOutHandler(this, silent);
|
|
285
|
+
// And now set the new one
|
|
286
|
+
this.targetObject = newTarget;
|
|
287
|
+
this.targetObject._pointerOverHandler(this, silent);
|
|
288
|
+
}
|
|
289
|
+
}
|
|
290
|
+
|
|
291
|
+
leave(event) {
|
|
292
|
+
this.withinGame = false;
|
|
293
|
+
this.move(event, false);
|
|
294
|
+
}
|
|
295
|
+
|
|
296
|
+
stop(event) {
|
|
297
|
+
const input = this.game.input;
|
|
298
|
+
if (this._stateReset && this.withinGame) {
|
|
299
|
+
event.preventDefault();
|
|
300
|
+
return null;
|
|
301
|
+
}
|
|
302
|
+
this.timeUp = this.game.time.time;
|
|
303
|
+
if (input.multiInputOverride === MOUSE_OVERRIDES_TOUCH || input.multiInputOverride === MOUSE_TOUCH_COMBINE || (input.multiInputOverride === TOUCH_OVERRIDES_MOUSE && input.totalActivePointers === 0)) {
|
|
304
|
+
input.onUp.dispatch(this, event);
|
|
305
|
+
// Was it a tap?
|
|
306
|
+
if (this.duration >= 0 && this.duration <= input.tapRate) {
|
|
307
|
+
// Was it a double-tap?
|
|
308
|
+
if (this.timeUp - this.previousTapTime < input.doubleTapRate) {
|
|
309
|
+
// Yes, let's dispatch the signal then with the 2nd parameter set to true
|
|
310
|
+
input.onTap.dispatch(this, true);
|
|
311
|
+
} else {
|
|
312
|
+
// Wasn't a double-tap, so dispatch a single tap signal
|
|
313
|
+
input.onTap.dispatch(this, false);
|
|
314
|
+
}
|
|
315
|
+
this.previousTapTime = this.timeUp;
|
|
316
|
+
}
|
|
317
|
+
}
|
|
318
|
+
if (this.isMouse) {
|
|
319
|
+
this.updateButtons(event);
|
|
320
|
+
} else {
|
|
321
|
+
this.isDown = false;
|
|
322
|
+
this.isUp = true;
|
|
323
|
+
}
|
|
324
|
+
// Mouse is always active
|
|
325
|
+
if (this.id > 0) {
|
|
326
|
+
this.active = false;
|
|
327
|
+
}
|
|
328
|
+
this.withinGame = this.game.scale.bounds.contains(event.pageX, event.pageY);
|
|
329
|
+
this.pointerId = null;
|
|
330
|
+
this.identifier = null;
|
|
331
|
+
this.positionUp.setTo(this.x, this.y);
|
|
332
|
+
if (this.isMouse === false) {
|
|
333
|
+
input.currentPointers -= 1;
|
|
334
|
+
}
|
|
335
|
+
input.interactiveItems.callAll('_releasedHandler', this);
|
|
336
|
+
if (this._clickTrampolines) {
|
|
337
|
+
this._trampolineTargetObject = this.targetObject;
|
|
338
|
+
}
|
|
339
|
+
this.targetObject = null;
|
|
340
|
+
return this;
|
|
341
|
+
}
|
|
342
|
+
|
|
343
|
+
justPressed(duration) {
|
|
344
|
+
duration = duration || this.game.input.justPressedRate;
|
|
345
|
+
return (this.isDown === true && (this.timeDown + duration) > this.game.time.time);
|
|
346
|
+
}
|
|
347
|
+
|
|
348
|
+
justReleased(duration) {
|
|
349
|
+
duration = duration || this.game.input.justReleasedRate;
|
|
350
|
+
return (this.isUp && (this.timeUp + duration) > this.game.time.time);
|
|
351
|
+
}
|
|
352
|
+
|
|
353
|
+
addClickTrampoline(name, callback, callbackContext, callbackArgs) {
|
|
354
|
+
if (!this.isDown) {
|
|
355
|
+
return;
|
|
356
|
+
}
|
|
357
|
+
this._clickTrampolines = this._clickTrampolines || [];
|
|
358
|
+
const trampolines = this._clickTrampolines;
|
|
359
|
+
for (let i = 0; i < trampolines.length; i += 1) {
|
|
360
|
+
if (trampolines[i].name === name) {
|
|
361
|
+
trampolines.splice(i, 1);
|
|
362
|
+
break;
|
|
363
|
+
}
|
|
364
|
+
}
|
|
365
|
+
trampolines.push({
|
|
366
|
+
name,
|
|
367
|
+
targetObject: this.targetObject,
|
|
368
|
+
callback,
|
|
369
|
+
callbackContext,
|
|
370
|
+
callbackArgs,
|
|
371
|
+
});
|
|
372
|
+
}
|
|
373
|
+
|
|
374
|
+
processClickTrampolines() {
|
|
375
|
+
const trampolines = this._clickTrampolines;
|
|
376
|
+
if (!trampolines) {
|
|
377
|
+
return;
|
|
378
|
+
}
|
|
379
|
+
for (let i = 0; i < trampolines.length; i += 1) {
|
|
380
|
+
const trampoline = trampolines[i];
|
|
381
|
+
if (trampoline.targetObject === this._trampolineTargetObject) {
|
|
382
|
+
trampoline.callback.apply(trampoline.callbackContext, trampoline.callbackArgs);
|
|
383
|
+
}
|
|
384
|
+
}
|
|
385
|
+
this._clickTrampolines = null;
|
|
386
|
+
this._trampolineTargetObject = null;
|
|
387
|
+
}
|
|
388
|
+
|
|
389
|
+
reset() {
|
|
390
|
+
if (this.isMouse === false) {
|
|
391
|
+
this.active = false;
|
|
392
|
+
}
|
|
393
|
+
this.pointerId = null;
|
|
394
|
+
this.identifier = null;
|
|
395
|
+
this.dirty = false;
|
|
396
|
+
this.totalTouches = 0;
|
|
397
|
+
this._holdSent = false;
|
|
398
|
+
this._history.length = 0;
|
|
399
|
+
this._stateReset = true;
|
|
400
|
+
this.resetButtons();
|
|
401
|
+
if (this.targetObject) {
|
|
402
|
+
this.targetObject._releasedHandler(this);
|
|
403
|
+
}
|
|
404
|
+
this.targetObject = null;
|
|
405
|
+
}
|
|
406
|
+
|
|
407
|
+
resetMovement() {
|
|
408
|
+
this.movementX = 0;
|
|
409
|
+
this.movementY = 0;
|
|
410
|
+
}
|
|
411
|
+
|
|
412
|
+
get duration() {
|
|
413
|
+
if (this.isUp) {
|
|
414
|
+
return -1;
|
|
415
|
+
}
|
|
416
|
+
return this.game.time.time - this.timeDown;
|
|
417
|
+
}
|
|
418
|
+
|
|
419
|
+
get worldX() {
|
|
420
|
+
return this.x;
|
|
421
|
+
}
|
|
422
|
+
|
|
423
|
+
get worldY() {
|
|
424
|
+
return this.y;
|
|
425
|
+
}
|
|
426
|
+
|
|
427
|
+
}
|
|
@@ -0,0 +1,157 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* @author Andras Csizmadia <andras@vpmedia.hu>
|
|
3
|
+
* @author Richard Davey <rich@photonstorm.com>
|
|
4
|
+
* @copyright Copyright (c) 2018-present Richard Davey, Photon Storm Ltd., Andras Csizmadia <andras@vpmedia.hu> (www.vpmedia.hu)
|
|
5
|
+
*/
|
|
6
|
+
|
|
7
|
+
export default class {
|
|
8
|
+
|
|
9
|
+
constructor(game) {
|
|
10
|
+
this.game = game;
|
|
11
|
+
this.enabled = true;
|
|
12
|
+
this.callbackContext = this.game;
|
|
13
|
+
this.touchStartCallback = null;
|
|
14
|
+
this.touchMoveCallback = null;
|
|
15
|
+
this.touchEndCallback = null;
|
|
16
|
+
this.touchEnterCallback = null;
|
|
17
|
+
this.touchLeaveCallback = null;
|
|
18
|
+
this.touchCancelCallback = null;
|
|
19
|
+
this.preventDefault = true;
|
|
20
|
+
this.event = null;
|
|
21
|
+
this._onTouchStart = null;
|
|
22
|
+
this._onTouchMove = null;
|
|
23
|
+
this._onTouchEnd = null;
|
|
24
|
+
this._onTouchEnter = null;
|
|
25
|
+
this._onTouchLeave = null;
|
|
26
|
+
this._onTouchCancel = null;
|
|
27
|
+
this._onTouchMove = null;
|
|
28
|
+
}
|
|
29
|
+
|
|
30
|
+
start() {
|
|
31
|
+
if (!this.game.device.touch || this._onTouchStart !== null) {
|
|
32
|
+
return;
|
|
33
|
+
}
|
|
34
|
+
const scope = this;
|
|
35
|
+
this._onTouchStart = event => scope.onTouchStart(event);
|
|
36
|
+
this._onTouchMove = event => scope.onTouchMove(event);
|
|
37
|
+
this._onTouchEnd = event => scope.onTouchEnd(event);
|
|
38
|
+
this._onTouchEnter = event => scope.onTouchEnter(event);
|
|
39
|
+
this._onTouchLeave = event => scope.onTouchLeave(event);
|
|
40
|
+
this._onTouchCancel = event => scope.onTouchCancel(event);
|
|
41
|
+
this.game.canvas.addEventListener('touchstart', this._onTouchStart, false);
|
|
42
|
+
this.game.canvas.addEventListener('touchmove', this._onTouchMove, false);
|
|
43
|
+
this.game.canvas.addEventListener('touchend', this._onTouchEnd, false);
|
|
44
|
+
this.game.canvas.addEventListener('touchcancel', this._onTouchCancel, false);
|
|
45
|
+
if (!this.game.device.cocoonJS) {
|
|
46
|
+
this.game.canvas.addEventListener('touchenter', this._onTouchEnter, false);
|
|
47
|
+
this.game.canvas.addEventListener('touchleave', this._onTouchLeave, false);
|
|
48
|
+
}
|
|
49
|
+
}
|
|
50
|
+
|
|
51
|
+
stop() {
|
|
52
|
+
if (!this.game.device.touch) {
|
|
53
|
+
return;
|
|
54
|
+
}
|
|
55
|
+
this.game.canvas.removeEventListener('touchstart', this._onTouchStart);
|
|
56
|
+
this.game.canvas.removeEventListener('touchmove', this._onTouchMove);
|
|
57
|
+
this.game.canvas.removeEventListener('touchend', this._onTouchEnd);
|
|
58
|
+
this.game.canvas.removeEventListener('touchenter', this._onTouchEnter);
|
|
59
|
+
this.game.canvas.removeEventListener('touchleave', this._onTouchLeave);
|
|
60
|
+
this.game.canvas.removeEventListener('touchcancel', this._onTouchCancel);
|
|
61
|
+
}
|
|
62
|
+
|
|
63
|
+
consumeDocumentTouches() {
|
|
64
|
+
this._documentTouchMove = (event) => {
|
|
65
|
+
event.preventDefault();
|
|
66
|
+
};
|
|
67
|
+
document.addEventListener('touchmove', this._documentTouchMove, false);
|
|
68
|
+
}
|
|
69
|
+
|
|
70
|
+
onTouchStart(event) {
|
|
71
|
+
this.game.input.executeTouchLockCallbacks(false, event);
|
|
72
|
+
this.event = event;
|
|
73
|
+
if (!this.game.input.enabled || !this.enabled) {
|
|
74
|
+
return;
|
|
75
|
+
}
|
|
76
|
+
if (this.touchStartCallback) {
|
|
77
|
+
this.touchStartCallback.call(this.callbackContext, event);
|
|
78
|
+
}
|
|
79
|
+
this.eventPreventDefault(event);
|
|
80
|
+
// event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element)
|
|
81
|
+
// event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element
|
|
82
|
+
// event.changedTouches = the touches that CHANGED in this event, not the total number of them
|
|
83
|
+
for (let i = 0; i < event.changedTouches.length; i += 1) {
|
|
84
|
+
this.game.input.startPointer(event.changedTouches[i]);
|
|
85
|
+
}
|
|
86
|
+
}
|
|
87
|
+
|
|
88
|
+
onTouchCancel(event) {
|
|
89
|
+
this.event = event;
|
|
90
|
+
if (this.touchCancelCallback) {
|
|
91
|
+
this.touchCancelCallback.call(this.callbackContext, event);
|
|
92
|
+
}
|
|
93
|
+
if (!this.game.input.enabled || !this.enabled) {
|
|
94
|
+
return;
|
|
95
|
+
}
|
|
96
|
+
this.eventPreventDefault(event);
|
|
97
|
+
// Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome)
|
|
98
|
+
// http://www.w3.org/TR/touch-events/#dfn-touchcancel
|
|
99
|
+
for (let i = 0; i < event.changedTouches.length; i += 1) {
|
|
100
|
+
this.game.input.stopPointer(event.changedTouches[i]);
|
|
101
|
+
}
|
|
102
|
+
}
|
|
103
|
+
|
|
104
|
+
onTouchEnter(event) {
|
|
105
|
+
this.event = event;
|
|
106
|
+
if (this.touchEnterCallback) {
|
|
107
|
+
this.touchEnterCallback.call(this.callbackContext, event);
|
|
108
|
+
}
|
|
109
|
+
if (!this.game.input.enabled || !this.enabled) {
|
|
110
|
+
return;
|
|
111
|
+
}
|
|
112
|
+
this.eventPreventDefault(event);
|
|
113
|
+
}
|
|
114
|
+
|
|
115
|
+
onTouchLeave(event) {
|
|
116
|
+
this.event = event;
|
|
117
|
+
if (this.touchLeaveCallback) {
|
|
118
|
+
this.touchLeaveCallback.call(this.callbackContext, event);
|
|
119
|
+
}
|
|
120
|
+
this.eventPreventDefault(event);
|
|
121
|
+
}
|
|
122
|
+
|
|
123
|
+
onTouchMove(event) {
|
|
124
|
+
this.event = event;
|
|
125
|
+
if (this.touchMoveCallback) {
|
|
126
|
+
this.touchMoveCallback.call(this.callbackContext, event);
|
|
127
|
+
}
|
|
128
|
+
this.eventPreventDefault(event);
|
|
129
|
+
for (let i = 0; i < event.changedTouches.length; i += 1) {
|
|
130
|
+
this.game.input.updatePointer(event.changedTouches[i]);
|
|
131
|
+
}
|
|
132
|
+
}
|
|
133
|
+
|
|
134
|
+
onTouchEnd(event) {
|
|
135
|
+
this.game.input.executeTouchLockCallbacks(true, event);
|
|
136
|
+
this.event = event;
|
|
137
|
+
if (this.touchEndCallback) {
|
|
138
|
+
this.touchEndCallback.call(this.callbackContext, event);
|
|
139
|
+
}
|
|
140
|
+
this.eventPreventDefault(event);
|
|
141
|
+
// For touch end its a list of the touch points that have been removed from the surface
|
|
142
|
+
// https://developer.mozilla.org/en-US/docs/DOM/TouchList
|
|
143
|
+
// event.changedTouches = the touches that CHANGED in this event, not the total number of them
|
|
144
|
+
for (let i = 0; i < event.changedTouches.length; i += 1) {
|
|
145
|
+
this.game.input.stopPointer(event.changedTouches[i]);
|
|
146
|
+
}
|
|
147
|
+
}
|
|
148
|
+
|
|
149
|
+
eventPreventDefault(event) {
|
|
150
|
+
if (this.preventDefault) {
|
|
151
|
+
if (typeof event.cancelable !== 'boolean' || event.cancelable) {
|
|
152
|
+
event.preventDefault();
|
|
153
|
+
}
|
|
154
|
+
}
|
|
155
|
+
}
|
|
156
|
+
|
|
157
|
+
}
|