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@jonchurch
Forked from eguneys/gesture.js
Created October 4, 2016 19:18
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A Gesture Manager for Phaser.
'use strict';
define(['phaser'], function(Phaser) {
function Gesture(game) {
this.game = game;
this.swipeDispatched = false;
this.holdDispatched = false;
this.isTouching = false;
this.isHolding = false;
this.onSwipe = new Phaser.Signal();
this.onTap = new Phaser.Signal();
this.onHold = new Phaser.Signal();
}
Gesture.prototype.update = function() {
var distance = Phaser.Point.distance(this.game.input.activePointer.position, this.game.input.activePointer.positionDown);
var duration = this.game.input.activePointer.duration;
this.updateSwipe(distance, duration);
this.updateTouch(distance, duration);
};
Gesture.prototype.updateSwipe = function(distance, duration) {
if (duration === -1) {
this.swipeDispatched = false;
} else if (!this.swipeDispatched && distance > 150 && duration > 100 && duration < Gesture.TIMES.SWIPE) {
var positionDown = this.game.input.activePointer.positionDown;
this.onSwipe.dispatch(this, positionDown);
this.swipeDispatched = true;
}
};
Gesture.prototype.updateTouch = function(distance, duration) {
var positionDown = this.game.input.activePointer.positionDown;
if (duration === -1) {
if (this.isTouching) {
this.onTap.dispatch(this, positionDown);
}
this.isTouching = false;
this.isHolding = false;
this.holdDispatched = false;
} else if (distance < 10) {
if (duration < Gesture.TIMES.HOLD) {
this.isTouching = true;
} else {
this.isTouching = false;
this.isHolding = true;
if (!this.holdDispatched) {
this.holdDispatched = true;
this.onHold.dispatch(this, positionDown);
}
}
} else {
this.isTouching = false;
this.isHolding = false;
}
};
Gesture.SWIPE = 0;
Gesture.TAP = 1;
Gesture.HOLD = 2;
Gesture.TIMES = {
HOLD: 150,
SWIPE: 250
};
return Gesture;
});
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