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Keyboard.js.html
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<!DOCTYPE html>
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<title>Phaser Source: input/Keyboard.js</title>
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<h1 class="page-title">Source: input/Keyboard.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey <[email protected]>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Keyboard class handles looking after keyboard input for your game.
* It will recognise and respond to key presses and dispatch the required events.
* Please be aware that lots of keyboards are unable to process certain combinations of keys due to hardware
* limitations known as ghosting. Full details here: http://www.html5gamedevs.com/topic/4876-impossible-to-use-more-than-2-keyboard-input-buttons-at-the-same-time/
*
* @class Phaser.Keyboard
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.Keyboard = function (game) {
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* You can disable all Keyboard Input by setting disabled to true. While true all new input related events will be ignored.
* @property {boolean} disabled - The disabled state of the Keyboard.
* @default
*/
this.disabled = false;
/**
* @property {Object} event - The most recent DOM event. This is updated every time a new key is pressed or released.
*/
this.event = null;
/**
* @property {Object} callbackContext - The context under which the callbacks are run.
*/
this.callbackContext = this;
/**
* @property {function} onDownCallback - This callback is invoked every time a key is pressed down.
*/
this.onDownCallback = null;
/**
* @property {function} onUpCallback - This callback is invoked every time a key is released.
*/
this.onUpCallback = null;
/**
* @property {array<Phaser.Key>} _keys - The array the Phaser.Key objects are stored in.
* @private
*/
this._keys = [];
/**
* @property {array} _capture - The array the key capture values are stored in.
* @private
*/
this._capture = [];
/**
* @property {function} _onKeyDown
* @private
* @default
*/
this._onKeyDown = null;
/**
* @property {function} _onKeyUp
* @private
* @default
*/
this._onKeyUp = null;
/**
* @property {number} _i - Internal cache var
* @private
*/
this._i = 0;
};
Phaser.Keyboard.prototype = {
/**
* Add callbacks to the Keyboard handler so that each time a key is pressed down or released the callbacks are activated.
*
* @method Phaser.Keyboard#addCallbacks
* @param {Object} context - The context under which the callbacks are run.
* @param {function} onDown - This callback is invoked every time a key is pressed down.
* @param {function} [onUp=null] - This callback is invoked every time a key is released.
*/
addCallbacks: function (context, onDown, onUp) {
this.callbackContext = context;
this.onDownCallback = onDown;
if (typeof onUp !== 'undefined')
{
this.onUpCallback = onUp;
}
},
/**
* If you need more fine-grained control over a Key you can create a new Phaser.Key object via this method.
* The Key object can then be polled, have events attached to it, etc.
*
* @method Phaser.Keyboard#addKey
* @param {number} keycode - The keycode of the key, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
* @return {Phaser.Key} The Key object which you can store locally and reference directly.
*/
addKey: function (keycode) {
if (!this._keys[keycode])
{
this._keys[keycode] = new Phaser.Key(this.game, keycode);
this.addKeyCapture(keycode);
}
return this._keys[keycode];
},
/**
* Removes a Key object from the Keyboard manager.
*
* @method Phaser.Keyboard#removeKey
* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
*/
removeKey: function (keycode) {
if (this._keys[keycode])
{
this._keys[keycode] = null;
this.removeKeyCapture(keycode);
}
},
/**
* Creates and returns an object containing 4 hotkeys for Up, Down, Left and Right.
*
* @method Phaser.Keyboard#createCursorKeys
* @return {object} An object containing properties: up, down, left and right. Which can be polled like any other Phaser.Key object.
*/
createCursorKeys: function () {
return {
up: this.addKey(Phaser.Keyboard.UP),
down: this.addKey(Phaser.Keyboard.DOWN),
left: this.addKey(Phaser.Keyboard.LEFT),
right: this.addKey(Phaser.Keyboard.RIGHT)
};
},
/**
* Starts the Keyboard event listeners running (keydown and keyup). They are attached to the window.
* This is called automatically by Phaser.Input and should not normally be invoked directly.
*
* @method Phaser.Keyboard#start
*/
start: function () {
if (this._onKeyDown !== null)
{
// Avoid setting multiple listeners
return;
}
var _this = this;
this._onKeyDown = function (event) {
return _this.processKeyDown(event);
};
this._onKeyUp = function (event) {
return _this.processKeyUp(event);
};
window.addEventListener('keydown', this._onKeyDown, false);
window.addEventListener('keyup', this._onKeyUp, false);
},
/**
* Stops the Keyboard event listeners from running (keydown and keyup). They are removed from the window.
*
* @method Phaser.Keyboard#stop
*/
stop: function () {
window.removeEventListener('keydown', this._onKeyDown);
window.removeEventListener('keyup', this._onKeyUp);
this._onKeyDown = null;
this._onKeyUp = null;
},
/**
* Stops the Keyboard event listeners from running (keydown and keyup). They are removed from the window.
* Also clears all key captures and currently created Key objects.
*
* @method Phaser.Keyboard#destroy
*/
destroy: function () {
this.stop();
this.clearCaptures();
this._keys.length = 0;
this._i = 0;
},
/**
* 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/hash of keycodes.
*
* @method Phaser.Keyboard#addKeyCapture
* @param {Any} keycode - Either a single numeric keycode or an array/hash of keycodes: [65, 67, 68].
*/
addKeyCapture: function (keycode) {
if (typeof keycode === 'object')
{
for (var key in keycode)
{
this._capture[keycode[key]] = true;
}
}
else
{
this._capture[keycode] = true;
}
},
/**
* Removes an existing key capture.
*
* @method Phaser.Keyboard#removeKeyCapture
* @param {number} keycode
*/
removeKeyCapture: function (keycode) {
delete this._capture[keycode];
},
/**
* Clear all set key captures.
*
* @method Phaser.Keyboard#clearCaptures
*/
clearCaptures: function () {
this._capture = {};
},
/**
* Updates all currently defined keys.
*
* @method Phaser.Keyboard#update
*/
update: function () {
this._i = this._keys.length;
while (this._i--)
{
if (this._keys[this._i])
{
this._keys[this._i].update();
}
}
},
/**
* Process the keydown event.
*
* @method Phaser.Keyboard#processKeyDown
* @param {KeyboardEvent} event
* @protected
*/
processKeyDown: function (event) {
this.event = event;
if (this.game.input.disabled || this.disabled)
{
return;
}
// The event is being captured but another hotkey may need it
if (this._capture[event.keyCode])
{
event.preventDefault();
}
if (this.onDownCallback)
{
this.onDownCallback.call(this.callbackContext, event);
}
if (!this._keys[event.keyCode])
{
this._keys[event.keyCode] = new Phaser.Key(this.game, event.keyCode);
}
this._keys[event.keyCode].processKeyDown(event);
},
/**
* Process the keyup event.
*
* @method Phaser.Keyboard#processKeyUp
* @param {KeyboardEvent} event
* @protected
*/
processKeyUp: function (event) {
this.event = event;
if (this.game.input.disabled || this.disabled)
{
return;
}
if (this._capture[event.keyCode])
{
event.preventDefault();
}
if (this.onUpCallback)
{
this.onUpCallback.call(this.callbackContext, event);
}
if (!this._keys[event.keyCode])
{
this._keys[event.keyCode] = new Phaser.Key(this.game, event.keyCode);
}
this._keys[event.keyCode].processKeyUp(event);
},
/**
* Resets all Keys.
*
* @method Phaser.Keyboard#reset
* @param {boolean} [hard=true] - A soft reset won't reset any events or callbacks that are bound to the Keys. A hard reset will.
*/
reset: function (hard) {
if (typeof hard === 'undefined') { hard = true; }
this.event = null;
var i = this._keys.length;
while (i--)
{
if (this._keys[i])
{
this._keys[i].reset(hard);
}
}
},
/**
* 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.Keyboard#justPressed
* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
* @param {number} [duration=50] - 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 (keycode, duration) {
if (typeof duration === 'undefined') { duration = 50; }
if (this._keys[keycode])
{
return this._keys[keycode].justPressed(duration);
}
else
{
return false;
}
},
/**
* 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.Keyboard#justReleased
* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
* @param {number} [duration=50] - 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 (keycode, duration) {
if (typeof duration === 'undefined') { duration = 50; }
if (this._keys[keycode])
{
return this._keys[keycode].justReleased(duration);
}
else
{
return false;
}
},
/**
* Returns true of the key is currently pressed down. Note that it can only detect key presses on the web browser.
*
* @method Phaser.Keyboard#isDown
* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
* @return {boolean} True if the key is currently down.
*/
isDown: function (keycode) {
if (this._keys[keycode])
{
return this._keys[keycode].isDown;
}
return false;
}
};
Phaser.Keyboard.prototype.constructor = Phaser.Keyboard;
Phaser.Keyboard.A = "A".charCodeAt(0);
Phaser.Keyboard.B = "B".charCodeAt(0);
Phaser.Keyboard.C = "C".charCodeAt(0);
Phaser.Keyboard.D = "D".charCodeAt(0);
Phaser.Keyboard.E = "E".charCodeAt(0);
Phaser.Keyboard.F = "F".charCodeAt(0);
Phaser.Keyboard.G = "G".charCodeAt(0);
Phaser.Keyboard.H = "H".charCodeAt(0);
Phaser.Keyboard.I = "I".charCodeAt(0);
Phaser.Keyboard.J = "J".charCodeAt(0);
Phaser.Keyboard.K = "K".charCodeAt(0);
Phaser.Keyboard.L = "L".charCodeAt(0);
Phaser.Keyboard.M = "M".charCodeAt(0);
Phaser.Keyboard.N = "N".charCodeAt(0);
Phaser.Keyboard.O = "O".charCodeAt(0);
Phaser.Keyboard.P = "P".charCodeAt(0);
Phaser.Keyboard.Q = "Q".charCodeAt(0);
Phaser.Keyboard.R = "R".charCodeAt(0);
Phaser.Keyboard.S = "S".charCodeAt(0);
Phaser.Keyboard.T = "T".charCodeAt(0);
Phaser.Keyboard.U = "U".charCodeAt(0);
Phaser.Keyboard.V = "V".charCodeAt(0);
Phaser.Keyboard.W = "W".charCodeAt(0);
Phaser.Keyboard.X = "X".charCodeAt(0);
Phaser.Keyboard.Y = "Y".charCodeAt(0);
Phaser.Keyboard.Z = "Z".charCodeAt(0);
Phaser.Keyboard.ZERO = "0".charCodeAt(0);