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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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/** * @author @karlmacklin <tacklemcclean@gmail.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The Gamepad class handles gamepad input and dispatches gamepad events. * * Remember to call `gamepad.start()`. * * HTML5 GAMEPAD API SUPPORT IS AT AN EXPERIMENTAL STAGE! * At moment of writing this (end of 2013) only Chrome supports parts of it out of the box. Firefox supports it * via prefs flags (about:config, search gamepad). The browsers map the same controllers differently. * This class has constants for Windows 7 Chrome mapping of XBOX 360 controller. * * @class Phaser.Gamepad * @constructor * @param {Phaser.Game} game - A reference to the currently running game. */ Phaser.Gamepad = function (game) { /** * @property {Phaser.Game} game - Local reference to game. */ this.game = game; /** * @property {object} _gamepadIndexMap - Maps the browsers gamepad indices to our Phaser Gamepads * @private */ this._gamepadIndexMap = {}; /** * @property {Array} _rawPads - The raw state of the gamepads from the browser * @private */ this._rawPads = []; /** * @property {boolean} _active - Private flag for whether or not the API is polled * @private * @default */ this._active = false; /** * Gamepad input will only be processed if enabled. * @property {boolean} enabled * @default */ this.enabled = true; /** * Whether or not gamepads are supported in the current browser. Note that as of Dec. 2013 this check is actually not accurate at all due to poor implementation. * @property {boolean} _gamepadSupportAvailable - Are gamepads supported in this browser or not? * @private */ this._gamepadSupportAvailable = !!navigator.webkitGetGamepads || !!navigator.webkitGamepads || (navigator.userAgent.indexOf('Firefox/') !== -1) || !!navigator.getGamepads; /** * Used to check for differences between earlier polls and current state of gamepads. * @property {Array} _prevRawGamepadTypes * @private * @default */ this._prevRawGamepadTypes = []; /** * Used to check for differences between earlier polls and current state of gamepads. * @property {Array} _prevTimestamps * @private * @default */ this._prevTimestamps = []; /** * @property {object} callbackContext - The context under which the callbacks are run. */ this.callbackContext = this; /** * @property {function} onConnectCallback - This callback is invoked every time any gamepad is connected */ this.onConnectCallback = null; /** * @property {function} onDisconnectCallback - This callback is invoked every time any gamepad is disconnected */ this.onDisconnectCallback = null; /** * @property {function} onDownCallback - This callback is invoked every time any gamepad button is pressed down. */ this.onDownCallback = null; /** * @property {function} onUpCallback - This callback is invoked every time any gamepad button is released. */ this.onUpCallback = null; /** * @property {function} onAxisCallback - This callback is invoked every time any gamepad axis is changed. */ this.onAxisCallback = null; /** * @property {function} onFloatCallback - This callback is invoked every time any gamepad button is changed to a value where value > 0 and value < 1. */ this.onFloatCallback = null; /** * @property {function} _ongamepadconnected - Private callback for Firefox gamepad connection handling * @private */ this._ongamepadconnected = null; /** * @property {function} _gamepaddisconnected - Private callback for Firefox gamepad connection handling * @private */ this._gamepaddisconnected = null; /** * @property {Array<Phaser.SinglePad>} _gamepads - The four Phaser Gamepads. * @private */ this._gamepads = [ new Phaser.SinglePad(game, this), new Phaser.SinglePad(game, this), new Phaser.SinglePad(game, this), new Phaser.SinglePad(game, this) ]; }; Phaser.Gamepad.prototype = { /** * Add callbacks to the main Gamepad handler to handle connect/disconnect/button down/button up/axis change/float value buttons. * * @method Phaser.Gamepad#addCallbacks * @param {object} context - The context under which the callbacks are run. * @param {object} callbacks - Object that takes six different callback methods: * onConnectCallback, onDisconnectCallback, onDownCallback, onUpCallback, onAxisCallback, onFloatCallback */ addCallbacks: function (context, callbacks) { if (typeof callbacks !== 'undefined') { this.onConnectCallback = (typeof callbacks.onConnect === 'function') ? callbacks.onConnect : this.onConnectCallback; this.onDisconnectCallback = (typeof callbacks.onDisconnect === 'function') ? callbacks.onDisconnect : this.onDisconnectCallback; this.onDownCallback = (typeof callbacks.onDown === 'function') ? callbacks.onDown : this.onDownCallback; this.onUpCallback = (typeof callbacks.onUp === 'function') ? callbacks.onUp : this.onUpCallback; this.onAxisCallback = (typeof callbacks.onAxis === 'function') ? callbacks.onAxis : this.onAxisCallback; this.onFloatCallback = (typeof callbacks.onFloat === 'function') ? callbacks.onFloat : this.onFloatCallback; this.callbackContext = context; } }, /** * Starts the Gamepad event handling. * This MUST be called manually before Phaser will start polling the Gamepad API. * * @method Phaser.Gamepad#start */ start: function () { if (this._active) { // Avoid setting multiple listeners return; } this._active = true; var _this = this; this._onGamepadConnected = function (event) { return _this.onGamepadConnected(event); }; this._onGamepadDisconnected = function (event) { return _this.onGamepadDisconnected(event); }; window.addEventListener('gamepadconnected', this._onGamepadConnected, false); window.addEventListener('gamepaddisconnected', this._onGamepadDisconnected, false); }, /** * Handles the connection of a Gamepad. * * @method onGamepadConnected * @private * @param {object} event - The DOM event. */ onGamepadConnected: function (event) { var newPad = event.gamepad; this._rawPads.push(newPad); this._gamepads[newPad.index].connect(newPad); }, /** * Handles the disconnection of a Gamepad. * * @method onGamepadDisconnected * @private * @param {object} event - The DOM event. */ onGamepadDisconnected: function (event) { var removedPad = event.gamepad; for (var i in this._rawPads) { if (this._rawPads[i].index === removedPad.index) { this._rawPads.splice(i,1); } } this._gamepads[removedPad.index].disconnect(); }, /** * Main gamepad update loop. Should not be called manually. * @method Phaser.Gamepad#update * @protected */ update: function () { this._pollGamepads(); this.pad1.pollStatus(); this.pad2.pollStatus(); this.pad3.pollStatus(); this.pad4.pollStatus(); }, /** * Updating connected gamepads (for Google Chrome). Should not be called manually. * * @method Phaser.Gamepad#_pollGamepads * @private */ _pollGamepads: function () { if (!this._active) { return; } if (navigator['getGamepads']) { var rawGamepads = navigator.getGamepads(); } else if (navigator['webkitGetGamepads']) { var rawGamepads = navigator.webkitGetGamepads(); } else if (navigator['webkitGamepads']) { var rawGamepads = navigator.webkitGamepads(); } if (rawGamepads) { this._rawPads = []; var gamepadsChanged = false; for (var i = 0; i < rawGamepads.length; i++) { if (typeof rawGamepads[i] !== this._prevRawGamepadTypes[i]) { gamepadsChanged = true; this._prevRawGamepadTypes[i] = typeof rawGamepads[i]; } if (rawGamepads[i]) { this._rawPads.push(rawGamepads[i]); } // Support max 4 pads at the moment if (i === 3) { break; } } for (var g = 0; g < this._gamepads.length; g++) { this._gamepads[g]._rawPad = this._rawPads[g]; } if (gamepadsChanged) { var validConnections = { rawIndices: {}, padIndices: {} }; var singlePad; for (var j = 0; j < this._gamepads.length; j++) { singlePad = this._gamepads[j]; if (singlePad.connected) { for (var k = 0; k < this._rawPads.length; k++) { if (this._rawPads[k].index === singlePad.index) { validConnections.rawIndices[singlePad.index] = true; validConnections.padIndices[j] = true; } } } } for (var l = 0; l < this._gamepads.length; l++) { singlePad = this._gamepads[l]; if (validConnections.padIndices[l]) { continue; } if (this._rawPads.length < 1) { singlePad.disconnect(); } for (var m = 0; m < this._rawPads.length; m++) { if (validConnections.padIndices[l]) { break; } var rawPad = this._rawPads[m]; if (rawPad) { if (validConnections.rawIndices[rawPad.index]) { singlePad.disconnect(); continue; } else { singlePad.connect(rawPad); validConnections.rawIndices[rawPad.index] = true; validConnections.padIndices[l] = true; } } else { singlePad.disconnect(); } } } } } }, /** * Sets the deadZone variable for all four gamepads * @method Phaser.Gamepad#setDeadZones */ setDeadZones: function (value) { for (var i = 0; i < this._gamepads.length; i++) { this._gamepads[i].deadZone = value; } }, /** * Stops the Gamepad event handling. * * @method Phaser.Gamepad#stop */ stop: function () { this._active = false; window.removeEventListener('gamepadconnected', this._onGamepadConnected); window.removeEventListener('gamepaddisconnected', this._onGamepadDisconnected); }, /** * Reset all buttons/axes of all gamepads * @method Phaser.Gamepad#reset */ reset: function () { this.update(); for (var i = 0; i < this._gamepads.length; i++) { this._gamepads[i].reset(); } }, /** * Returns the "just pressed" state of a button from ANY gamepad connected. Just pressed is considered true if the button was pressed down within the duration given (default 250ms). * @method Phaser.Gamepad#justPressed * @param {number} buttonCode - The buttonCode of the button to check for. * @param {number} [duration=250] - The duration below which the button is considered as being just pressed. * @return {boolean} True if the button is just pressed otherwise false. */ justPressed: function (buttonCode, duration) { for (var i = 0; i < this._gamepads.length; i++) { if (this._gamepads[i].justPressed(buttonCode, duration) === true) { return true; } } return false; }, /** * Returns the "just released" state of a button from ANY gamepad connected. Just released is considered as being true if the button was released within the duration given (default 250ms). * @method Phaser.Gamepad#justPressed * @param {number} buttonCode - The buttonCode of the button to check for. * @param {number} [duration=250] - The duration below which the button is considered as being just released. * @return {boolean} True if the button is just released otherwise false. */ justReleased: function (buttonCode, duration) { for (var i = 0; i < this._gamepads.length; i++) { if (this._gamepads[i].justReleased(buttonCode, duration) === true) { return true; } } return false; }, /** * Returns true if the button is currently pressed down, on ANY gamepad. * @method Phaser.Gamepad#isDown * @param {number} buttonCode - The buttonCode of the button to check for. * @return {boolean} True if a button is currently down. */ isDown: function (buttonCode) { for (var i = 0; i < this._gamepads.length; i++) { if (this._gamepads[i].isDown(buttonCode) === true) { return true; } } return false; }, /** * Destroys this object and the associated event listeners. * * @method Phaser.Gamepad#destroy */ destroy: function () { this.stop(); for (var i = 0; i < this._gamepads.length; i++) { this._gamepads[i].destroy(); } } }; Phaser.Gamepad.prototype.constructor = Phaser.Gamepad; /** * If the gamepad input is active or not - if not active it should not be updated from Input.js * @name Phaser.Gamepad#active * @property {boolean} active - If the gamepad input is active or not. * @readonly */ Object.defineProperty(Phaser.Gamepad.prototype, "active", { get: function () { return this._active; } }); /** * Whether or not gamepads are supported in current browser. * @name Phaser.Gamepad#supported * @property {boolean} supported - Whether or not gamepads are supported in current browser. * @readonly */ Object.defineProperty(Phaser.Gamepad.prototype, "supported", { get: function () { return this._gamepadSupportAvailable; } }); /** * How many live gamepads are currently connected. * @name Phaser.Gamepad#padsConnected * @property {number} padsConnected - How many live gamepads are currently connected. * @readonly */ Object.defineProperty(Phaser.Gamepad.prototype, "padsConnected", { get: function () { return this._rawPads.length; } }); /** * Gamepad #1 * @name Phaser.Gamepad#pad1 * @property {Phaser.SinglePad} pad1 - Gamepad #1; * @readonly */ Object.defineProperty(Phaser.Gamepad.prototype, "pad1", { get: function () { return this._gamepads[0]; } }); /** * Gamepad #2 * @name Phaser.Gamepad#pad2 * @property {Phaser.SinglePad} pad2 - Gamepad #2 * @readonly */ Object.defineProperty(Phaser.Gamepad.prototype, "pad2", { get: function () { return this._gamepads[1]; } }); /** * Gamepad #3 * @name Phaser.Gamepad#pad3 * @property {Phaser.SinglePad} pad3 - Gamepad #3 * @readonly */ Object.defineProperty(Phaser.Gamepad.prototype, "pad3", { get: function () { return this._gamepads[2]; } }); /** * Gamepad #4 * @name Phaser.Gamepad#pad4 * @property {Phaser.SinglePad} pad4 - Gamepad #4 * @readonly */ Object.defineProperty(Phaser.Gamepad.prototype, "pad4", { get: function () { return this._gamepads[3]; } }); Phaser.Gamepad.BUTTON_0 = 0; Phaser.Gamepad.BUTTON_1 = 1; Phaser.Gamepad.BUTTON_2 = 2; Phaser.Gamepad.BUTTON_3 = 3; Phaser.Gamepad.BUTTON_4 = 4; Phaser.Gamepad.BUTTON_5 = 5; Phaser.Gamepad.BUTTON_6 = 6; Phaser.Gamepad.BUTTON_7 = 7; Phaser.Gamepad.BUTTON_8 = 8; Phaser.Gamepad.BUTTON_9 = 9; Phaser.Gamepad.BUTTON_10 = 10; Phaser.Gamepad.BUTTON_11 = 11; Phaser.Gamepad.BUTTON_12 = 12; Phaser.Gamepad.BUTTON_13 = 13; Phaser.Gamepad.BUTTON_14 = 14; Phaser.Gamepad.BUTTON_15 = 15; Phaser.Gamepad.AXIS_0 = 0; Phaser.Gamepad.AXIS_1 = 1; Phaser.Gamepad.AXIS_2 = 2; Phaser.Gamepad.AXIS_3 = 3; Phaser.Gamepad.AXIS_4 = 4; Phaser.Gamepad.AXIS_5 = 5; Phaser.Gamepad.AXIS_6 = 6; Phaser.Gamepad.AXIS_7 = 7; Phaser.Gamepad.AXIS_8 = 8; Phaser.Gamepad.AXIS_9 = 9; // Below mapping applies to XBOX 360 Wired and Wireless controller on Google Chrome (tested on Windows 7). // - Firefox uses different map! Separate amount of buttons and axes. DPAD = axis and not a button. // In other words - discrepancies when using gamepads. Phaser.Gamepad.XBOX360_A = 0; Phaser.Gamepad.XBOX360_B = 1; Phaser.Gamepad.XBOX360_X = 2; Phaser.Gamepad.XBOX360_Y = 3; Phaser.Gamepad.XBOX360_LEFT_BUMPER = 4; Phaser.Gamepad.XBOX360_RIGHT_BUMPER = 5; Phaser.Gamepad.XBOX360_LEFT_TRIGGER = 6; Phaser.Gamepad.XBOX360_RIGHT_TRIGGER = 7; Phaser.Gamepad.XBOX360_BACK = 8; Phaser.Gamepad.XBOX360_START = 9; Phaser.Gamepad.XBOX360_STICK_LEFT_BUTTON = 10; Phaser.Gamepad.XBOX360_STICK_RIGHT_BUTTON = 11; Phaser.Gamepad.XBOX360_DPAD_LEFT = 14; Phaser.Gamepad.XBOX360_DPAD_RIGHT = 15; Phaser.Gamepad.XBOX360_DPAD_UP = 12; Phaser.Gamepad.XBOX360_DPAD_DOWN = 13; // On FF 0 = Y, 1 = X, 2 = Y, 3 = X, 4 = left bumper, 5 = dpad left, 6 = dpad right Phaser.Gamepad.XBOX360_STICK_LEFT_X = 0; Phaser.Gamepad.XBOX360_STICK_LEFT_Y = 1; Phaser.Gamepad.XBOX360_STICK_RIGHT_X = 2; Phaser.Gamepad.XBOX360_STICK_RIGHT_Y = 3; // PlayStation 3 controller (masquerading as xbox360 controller) button mappings Phaser.Gamepad.PS3XC_X = 0; Phaser.Gamepad.PS3XC_CIRCLE = 1; Phaser.Gamepad.PS3XC_SQUARE = 2; Phaser.Gamepad.PS3XC_TRIANGLE = 3; Phaser.Gamepad.PS3XC_L1 = 4; Phaser.Gamepad.PS3XC_R1 = 5; Phaser.Gamepad.PS3XC_L2 = 6; // analog trigger, range 0..1 Phaser.Gamepad.PS3XC_R2 = 7; // analog trigger, range 0..1 Phaser.Gamepad.PS3XC_SELECT = 8; Phaser.Gamepad.PS3XC_START = 9; Phaser.Gamepad.PS3XC_STICK_LEFT_BUTTON = 10; Phaser.Gamepad.PS3XC_STICK_RIGHT_BUTTON = 11; Phaser.Gamepad.PS3XC_DPAD_UP = 12; Phaser.Gamepad.PS3XC_DPAD_DOWN = 13; Phaser.Gamepad.PS3XC_DPAD_LEFT = 14; Phaser.Gamepad.PS3XC_DPAD_RIGHT = 15; Phaser.Gamepad.PS3XC_STICK_LEFT_X = 0; // analog stick, range -1..1 Phaser.Gamepad.PS3XC_STICK_LEFT_Y = 1; // analog stick, range -1..1 Phaser.Gamepad.PS3XC_STICK_RIGHT_X = 2; // analog stick, range -1..1 Phaser.Gamepad.PS3XC_STICK_RIGHT_Y = 3; // analog stick, range -1..1 /** * @author @karlmacklin <tacklemcclean@gmail.com> * @author Richard Davey <rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * A single Phaser Gamepad * * @class Phaser.SinglePad * @constructor * @param {Phaser.Game} game - Current game instance. * @param {object} padParent - The parent Phaser.Gamepad object (all gamepads reside under this) */ Phaser.SinglePad = function (game, padParent) { /** * @property {Phaser.Game} game - Local reference to game. */ this.game = game; /** * @property {number} index - The gamepad index as per browsers data * @readonly */ this.index = null; /** * @property {boolean} connected - Whether or not this particular gamepad is connected or not. * @readonly */ this.connected = false; /** * @property {object} callbackContext - The context under which the callbacks are run. */ this.callbackContext = this; /** * @property {function} onConnectCallback - This callback is invoked every time this gamepad is connected */ this.onConnectCallback = null; /** * @property {function} onDisconnectCallback - This callback is invoked every time this gamepad is disconnected */ this.onDisconnectCallback = null; /** * @property {function} onDownCallback - This callback is invoked every time a button is pressed down. */ this.onDownCallback = null; /** * @property {function} onUpCallback - This callback is invoked every time a gamepad button is released. */ this.onUpCallback = null; /** * @property {function} onAxisCallback - This callback is invoked every time an axis is changed. */ this.onAxisCallback = null; /** * @property {function} onFloatCallback - This callback is invoked every time a button is changed to a value where value > 0 and value < 1. */ this.onFloatCallback = null; /** * @property {number} deadZone - Dead zone for axis feedback - within this value you won't trigger updates. */ this.deadZone = 0.26; /** * @property {Phaser.Gamepad} padParent - Main Phaser Gamepad object * @private */ this._padParent = padParent; /** * @property {object} _rawPad - The 'raw' gamepad data. * @private */ this._rawPad = null; /** * @property {number} _prevTimestamp - Used to check for differences between earlier polls and current state of gamepads. * @private */ this._prevTimestamp = null; /** * @property {Array} _buttons - Array of Phaser.DeviceButton objects. This array is populated when the gamepad is connected. * @private */ this._buttons = []; /** * @property {number} _buttonsLen - Length of the _buttons array. * @private */ this._buttonsLen = 0; /** * @property {Array} _axes - Current axes state. * @private */ this._axes = []; /** * @property {number} _axesLen - Length of the _axes array. * @private */ this._axesLen = 0; }; Phaser.SinglePad.prototype = { /** * Add callbacks to this Gamepad to handle connect / disconnect / button down / button up / axis change / float value buttons. * * @method Phaser.SinglePad#addCallbacks * @param {object} context - The context under which the callbacks are run. * @param {object} callbacks - Object that takes six different callbak methods: * onConnectCallback, onDisconnectCallback, onDownCallback, onUpCallback, onAxisCallback, onFloatCallback */ addCallbacks: function (context, callbacks) { if (typeof callbacks !== 'undefined') { this.onConnectCallback = (typeof callbacks.onConnect === 'function') ? callbacks.onConnect : this.onConnectCallback; this.onDisconnectCallback = (typeof callbacks.onDisconnect === 'function') ? callbacks.onDisconnect : this.onDisconnectCallback; this.onDownCallback = (typeof callbacks.onDown === 'function') ? callbacks.onDown : this.onDownCallback; this.onUpCallback = (typeof callbacks.onUp === 'function') ? callbacks.onUp : this.onUpCallback; this.onAxisCallback = (typeof callbacks.onAxis === 'function') ? callbacks.onAxis : this.onAxisCallback; this.onFloatCallback = (typeof callbacks.onFloat === 'function') ? callbacks.onFloat : this.onFloatCallback; this.callbackContext = context; } }, /** * Gets a DeviceButton object from this controller to be stored and referenced locally. * The DeviceButton object can then be polled, have events attached to it, etc. * * @method Phaser.SinglePad#getButton * @param {number} buttonCode - The buttonCode of the button, i.e. Phaser.Gamepad.BUTTON_0, Phaser.Gamepad.XBOX360_A, etc. * @return {Phaser.DeviceButton} The DeviceButton object which you can store locally and reference directly. */ getButton: function (buttonCode) { if (this._buttons[buttonCode]) { return this._buttons[buttonCode]; } else { return null; } }, /** * Main update function called by Phaser.Gamepad. * * @method Phaser.SinglePad#pollStatus */ pollStatus: function () { if (!this.connected || !this.game.input.enabled || !this.game.input.gamepad.enabled || (this._rawPad.timestamp && (this._rawPad.timestamp === this._prevTimestamp))) { return; } for (var i = 0; i < this._buttonsLen; i++) { var rawButtonVal = isNaN(this._rawPad.buttons[i]) ? this._rawPad.buttons[i].value : this._rawPad.buttons[i]; if (rawButtonVal !== this._buttons[i].value) { if (rawButtonVal === 1) { this.processButtonDown(i, rawButtonVal); } else if (rawButtonVal === 0) { this.processButtonUp(i, rawButtonVal); } else { this.processButtonFloat(i, rawButtonVal); } } } for (var index = 0; index < this._axesLen; index++) { var value = this._rawPad.axes[index]; if ((value > 0 && value > this.deadZone) || (value < 0 && value < -this.deadZone)) { this.processAxisChange(index, value); } else { this.processAxisChange(index, 0); } } this._prevTimestamp = this._rawPad.timestamp; }, /** * Gamepad connect function, should be called by Phaser.Gamepad. * * @method Phaser.SinglePad#connect * @param {object} rawPad - The raw gamepad object */ connect: function (rawPad) { var triggerCallback = !this.connected; this.connected = true; this.index = rawPad.index; this._rawPad = rawPad; this._buttons = []; this._buttonsLen = rawPad.buttons.length; this._axes = []; this._axesLen = rawPad.axes.length; for (var a = 0; a < this._axesLen; a++) { this._axes[a] = rawPad.axes[a]; } for (var buttonCode in rawPad.buttons) { buttonCode = parseInt(buttonCode, 10); this._buttons[buttonCode] = new Phaser.DeviceButton(this, buttonCode); } if (triggerCallback && this._padParent.onConnectCallback) { this._padParent.onConnectCallback.call(this._padParent.callbackContext, this.index); } if (triggerCallback && this.onConnectCallback) { this.onConnectCallback.call(this.callbackContext); } }, /** * Gamepad disconnect function, should be called by Phaser.Gamepad. * * @method Phaser.SinglePad#disconnect */ disconnect: function () { var triggerCallback = this.connected; var disconnectingIndex = this.index; this.connected = false; this.index = null; this._rawPad = undefined; for (var i = 0; i < this._buttonsLen; i++) { this._buttons[i].destroy(); } this._buttons = []; this._buttonsLen = 0; this._axes = []; this._axesLen = 0; if (triggerCallback && this._padParent.onDisconnectCallback) { this._padParent.onDisconnectCallback.call(this._padParent.callbackContext, disconnectingIndex); } if (triggerCallback && this.onDisconnectCallback) { this.onDisconnectCallback.call(this.callbackContext); } }, /** * Destroys this object and associated callback references. * * @method Phaser.SinglePad#destroy */ destroy: function () { this._rawPad = undefined; for (var i = 0; i < this._buttonsLen; i++) { this._buttons[i].destroy(); } this._buttons = []; this._buttonsLen = 0; this._axes = []; this._axesLen = 0; this.onConnectCallback = null; this.onDisconnectCallback = null; this.onDownCallback = null; this.onUpCallback = null; this.onAxisCallback = null; this.onFloatCallback = null; }, /** * Handles changes in axis. * * @method Phaser.SinglePad#processAxisChange * @param {object} axisState - State of the relevant axis */ processAxisChange: function (index, value) { if (this._axes[index] === value) { return; } this._axes[index] = value; if (this._padParent.onAxisCallback) { this._padParent.onAxisCallback.call(this._padParent.callbackContext, this, index, value); } if (this.onAxisCallback) { this.onAxisCallback.call(this.callbackContext, this, index, value); } }, /** * Handles button down press. * * @method Phaser.SinglePad#processButtonDown * @param {number} buttonCode - Which buttonCode of this button * @param {object} value - Button value */ processButtonDown: function (buttonCode, value) { if (this._buttons[buttonCode]) { this._buttons[buttonCode].start(null, value); } if (this._padParent.onDownCallback) { this._padParent.onDownCallback.call(this._padParent.callbackContext, buttonCode, value, this.index); } if (this.onDownCallback) { this.onDownCallback.call(this.callbackContext, buttonCode, value); } }, /** * Handles button release. * * @method Phaser.SinglePad#processButtonUp * @param {number} buttonCode - Which buttonCode of this button * @param {object} value - Button value */ processButtonUp: function (buttonCode, value) { if (this._padParent.onUpCallback) { this._padParent.onUpCallback.call(this._padParent.callbackContext, buttonCode, value, this.index); } if (this.onUpCallback) { this.onUpCallback.call(this.callbackContext, buttonCode, value); } if (this._buttons[buttonCode]) { this._buttons[buttonCode].stop(null, value); } }, /** * Handles buttons with floating values (like analog buttons that acts almost like an axis but still registers like a button) * * @method Phaser.SinglePad#processButtonFloat * @param {number} buttonCode - Which buttonCode of this button * @param {object} value - Button value (will range somewhere between 0 and 1, but not specifically 0 or 1. */ processButtonFloat: function (buttonCode, value) { if (this._padParent.onFloatCallback) { this._padParent.onFloatCallback.call(this._padParent.callbackContext, buttonCode, value, this.index); } if (this.onFloatCallback) { this.onFloatCallback.call(this.callbackContext, buttonCode, value); } if (this._buttons[buttonCode]) { this._buttons[buttonCode].padFloat(value); } }, /** * Returns value of requested axis. * * @method Phaser.SinglePad#axis * @param {number} axisCode - The index of the axis to check * @return {number} Axis value if available otherwise false */ axis: function (axisCode) { if (this._axes[axisCode]) { return this._axes[axisCode]; } return false; }, /** * Returns true if the button is pressed down. * * @method Phaser.SinglePad#isDown * @param {number} buttonCode - The buttonCode of the button to check. * @return {boolean} True if the button is pressed down. */ isDown: function (buttonCode) { if (this._buttons[buttonCode]) { return this._buttons[buttonCode].isDown; } return false; }, /** * Returns true if the button is not currently pressed. * * @method Phaser.SinglePad#isUp * @param {number} buttonCode - The buttonCode of the button to check. * @return {boolean} True if the button is not currently pressed down. */ isUp: function (buttonCode) { if (this._buttons[buttonCode]) { return this._buttons[buttonCode].isUp; } return false; }, /** * Returns the "just released" state of a button from this gamepad. Just released is considered as being true if the button was released within the duration given (default 250ms). * * @method Phaser.SinglePad#justReleased * @param {number} buttonCode - The buttonCode of the button to check for. * @param {number} [duration=250] - The duration below which the button is considered as being just released. * @return {boolean} True if the button is just released otherwise false. */ justReleased: function (buttonCode, duration) { if (this._buttons[buttonCode]) { return this._buttons[buttonCode].justReleased(duration); } }, /** * Returns the "just pressed" state of a button from this gamepad. Just pressed is considered true if the button was pressed down within the duration given (default 250ms). * * @method Phaser.SinglePad#justPressed * @param {number} buttonCode - The buttonCode of the button to check for. * @param {number} [duration=250] - The duration below which the button is considered as being just pressed. * @return {boolean} True if the button is just pressed otherwise false. */ justPressed: function (buttonCode, duration) { if (this._buttons[buttonCode]) { return this._buttons[buttonCode].justPressed(duration); } }, /** * Returns the value of a gamepad button. Intended mainly for cases when you have floating button values, for example * analog trigger buttons on the XBOX 360 controller. * * @method Phaser.SinglePad#buttonValue * @param {number} buttonCode - The buttonCode of the button to check. * @return {number} Button value if available otherwise null. Be careful as this can incorrectly evaluate to 0. */ buttonValue: function (buttonCode) { if (this._buttons[buttonCode]) { return this._buttons[buttonCode].value; } return null; }, /** * Reset all buttons/axes of this gamepad. * * @method Phaser.SinglePad#reset */ reset: function () { for (var j = 0; j < this._axes.length; j++) { this._axes[j] = 0; } } }; Phaser.SinglePad.prototype.constructor = Phaser.SinglePad;