2013-10-02 14:05:55 +00:00
<!DOCTYPE html>
< html lang = "en" >
< head >
< meta charset = "utf-8" >
2015-03-23 23:46:30 +00:00
< title > Phaser Source: src/input/Pointer.js< / title >
2013-10-02 14:05:55 +00:00
<!-- [if lt IE 9]>
< script src = "//html5shiv.googlecode.com/svn/trunk/html5.js" > < / script >
<![endif]-->
2014-11-15 20:01:46 +00:00
< link type = "text/css" rel = "stylesheet" href = "styles/default.css" >
2013-10-02 14:05:55 +00:00
< link type = "text/css" rel = "stylesheet" href = "styles/sunlight.default.css" >
< link type = "text/css" rel = "stylesheet" href = "styles/site.cerulean.css" >
< / head >
< body >
2014-11-25 00:23:44 +00:00
2013-10-02 14:05:55 +00:00
< div class = "container-fluid" >
< div class = "navbar navbar-fixed-top navbar-inverse" >
2014-11-25 00:23:44 +00:00
< div style = "position: absolute; width: 143px; height: 31px; right: 10px; top: 10px; z-index: 1050" > < a href = "http://phaser.io" > < img src = "img/phaser.png" border = "0" / > < / a > < / div >
2013-10-02 14:05:55 +00:00
< div class = "navbar-inner" >
2014-11-25 00:23:44 +00:00
< a class = "brand" href = "index.html" > Phaser API< / a >
2013-10-02 14:05:55 +00:00
< ul class = "nav" >
2014-11-25 00:23:44 +00:00
2013-10-02 14:05:55 +00:00
< li class = "dropdown" >
2013-10-03 01:38:35 +00:00
< a href = "namespaces.list.html" class = "dropdown-toggle" data-toggle = "dropdown" > Namespaces< b
2013-10-02 14:05:55 +00:00
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-0" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.html" > Phaser< / a >
2013-10-02 14:05:55 +00:00
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-0" >
< a href = "PIXI.html" > PIXI< / a >
< / li >
2013-10-02 14:05:55 +00:00
< / ul >
< / li >
< li class = "dropdown" >
< a href = "classes.list.html" class = "dropdown-toggle" data-toggle = "dropdown" > Classes< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Animation.html" > Animation< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.AnimationManager.html" > AnimationManager< / a >
2013-10-02 14:05:55 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.AnimationParser.html" > AnimationParser< / a >
2013-10-02 14:05:55 +00:00
< / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.ArraySet.html" > ArraySet< / a >
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.ArrayUtils.html" > ArrayUtils< / a >
< / li >
2014-10-09 15:12:53 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.AudioSprite.html" > AudioSprite< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.BitmapData.html" > BitmapData< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.BitmapText.html" > BitmapText< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Button.html" > Button< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Cache.html" > Cache< / a >
2013-10-02 14:05:55 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Camera.html" > Camera< / a >
2013-10-02 14:05:55 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Canvas.html" > Canvas< / a >
2013-10-02 14:05:55 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Circle.html" > Circle< / a >
2013-10-02 14:05:55 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Color.html" > Color< / a >
2013-10-03 00:21:08 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-2" >
< a href = "Phaser.Component.Angle.html" > Angle< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.Animation.html" > Animation< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.AutoCull.html" > AutoCull< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.Bounds.html" > Bounds< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.BringToTop.html" > BringToTop< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.Core.html" > Core< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.Crop.html" > Crop< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.Delta.html" > Delta< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.Destroy.html" > Destroy< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.FixedToCamera.html" > FixedToCamera< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.Health.html" > Health< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.InCamera.html" > InCamera< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.InputEnabled.html" > InputEnabled< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.InWorld.html" > InWorld< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.LifeSpan.html" > LifeSpan< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.LoadTexture.html" > LoadTexture< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.Overlap.html" > Overlap< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.PhysicsBody.html" > PhysicsBody< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.Reset.html" > Reset< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.ScaleMinMax.html" > ScaleMinMax< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.Smoothed.html" > Smoothed< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.Create.html" > Create< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Creature.html" > Creature< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Device.html" > Device< / a >
2013-10-02 14:05:55 +00:00
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.DeviceButton.html" > DeviceButton< / a >
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.DOM.html" > DOM< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Easing.html" > Easing< / a >
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-2" >
< a href = "Phaser.Easing.Back.html" > Back< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Easing.Bounce.html" > Bounce< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Easing.Circular.html" > Circular< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Easing.Cubic.html" > Cubic< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Easing.Elastic.html" > Elastic< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Easing.Exponential.html" > Exponential< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Easing.Linear.html" > Linear< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Easing.Quadratic.html" > Quadratic< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Easing.Quartic.html" > Quartic< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Easing.Quintic.html" > Quintic< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Easing.Sinusoidal.html" > Sinusoidal< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-18 03:01:51 +00:00
< a href = "Phaser.Ellipse.html" > Ellipse< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Events.html" > Events< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Filter.html" > Filter< / a >
< / li >
2014-09-09 14:36:56 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.FlexGrid.html" > FlexGrid< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.FlexLayer.html" > FlexLayer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Frame.html" > Frame< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.FrameData.html" > FrameData< / a >
2013-10-03 00:21:08 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Game.html" > Game< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-21 15:37:26 +00:00
< a href = "Phaser.GameObjectCreator.html" > GameObjectCreator< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.GameObjectFactory.html" > GameObjectFactory< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.Gamepad.html" > Gamepad< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Graphics.html" > Graphics< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Group.html" > Group< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-08 07:24:22 +00:00
< a href = "Phaser.Image.html" > Image< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.ImageCollection.html" > ImageCollection< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Input.html" > Input< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.InputHandler.html" > InputHandler< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Key.html" > Key< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Keyboard.html" > Keyboard< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.Line.html" > Line< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.LinkedList.html" > LinkedList< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Loader.html" > Loader< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.LoaderParser.html" > LoaderParser< / a >
2013-10-02 14:05:55 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Math.html" > Math< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.Matrix.html" > Matrix< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Mouse.html" > Mouse< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.MSPointer.html" > MSPointer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 19:18:24 +00:00
< a href = "Phaser.Net.html" > Net< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.Particle.html" > Particle< / a >
< / li >
< li class = "class-depth-1" >
2013-10-02 19:18:24 +00:00
< a href = "Phaser.Particles.html" > Particles< / a >
< / li >
2014-10-09 15:12:53 +00:00
< li class = "class-depth-2" >
< a href = "Phaser.Particles.Arcade.html" > Arcade< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2013-10-02 19:18:24 +00:00
< a href = "Phaser.Particles.Arcade.Emitter.html" > Emitter< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Physics.html" > Physics< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Physics.Arcade.html" > Arcade< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Arcade.Body.html" > Body< / a >
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-3" >
< a href = "Phaser.Physics.Arcade.html#TilemapCollision" > TilemapCollision< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Ninja.html" > Ninja< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Ninja.AABB.html" > AABB< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Ninja.Body.html" > Body< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Ninja.Circle.html" > Circle< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.Ninja.Tile.html" > Tile< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.html" > P2< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.Body.html" > Body< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.BodyDebug.html" > BodyDebug< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.DistanceConstraint.html" > DistanceConstraint< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-11 12:09:28 +00:00
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.FixtureList.html" > FixtureList< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.GearConstraint.html" > GearConstraint< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.InversePointProxy.html" > InversePointProxy< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.LockConstraint.html" > LockConstraint< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.Material.html" > Material< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.PointProxy.html" > PointProxy< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.PrismaticConstraint.html" > PrismaticConstraint< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.RevoluteConstraint.html" > RevoluteConstraint< / a >
< / li >
2014-09-09 14:36:56 +00:00
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.RotationalSpring.html" > RotationalSpring< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.Spring.html" > Spring< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Plugin.html" > Plugin< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.PluginManager.html" > PluginManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Point.html" > Point< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Pointer.html" > Pointer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-07 06:10:15 +00:00
< a href = "Phaser.Polygon.html" > Polygon< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.QuadTree.html" > QuadTree< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.RandomDataGenerator.html" > RandomDataGenerator< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Rectangle.html" > Rectangle< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.RenderTexture.html" > RenderTexture< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 00:21:08 +00:00
< a href = "Phaser.RequestAnimationFrame.html" > RequestAnimationFrame< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.RetroFont.html" > RetroFont< / a >
< / li >
2014-09-09 14:36:56 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.Rope.html" > Rope< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.RoundedRectangle.html" > RoundedRectangle< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.ScaleManager.html" > ScaleManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Signal.html" > Signal< / a >
< / li >
2014-04-11 12:09:28 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.SignalBinding.html" > SignalBinding< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.SinglePad.html" > SinglePad< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 00:21:08 +00:00
< a href = "Phaser.Sound.html" > Sound< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 00:21:08 +00:00
< a href = "Phaser.SoundManager.html" > SoundManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Sprite.html" > Sprite< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-18 03:01:51 +00:00
< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Stage.html" > Stage< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.State.html" > State< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.StateManager.html" > StateManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Text.html" > Text< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Time.html" > Time< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.TweenData.html" > TweenData< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "Phaser.Video.html" > Video< / a >
2013-10-02 14:05:55 +00:00
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "Phaser.World.html" > World< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "PIXI.AbstractFilter.html" > AbstractFilter< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "PIXI.BaseTexture.html" > BaseTexture< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasBuffer.html" > CanvasBuffer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasGraphics.html" > CanvasGraphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasMaskManager.html" > CanvasMaskManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasRenderer.html" > CanvasRenderer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasTinter.html" > CanvasTinter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ComplexPrimitiveShader.html" > ComplexPrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObject.html" > DisplayObject< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObjectContainer.html" > DisplayObjectContainer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Event.html" > Event< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.EventTarget.html" > EventTarget< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.FilterTexture.html" > FilterTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Graphics.html" > Graphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.GraphicsData.html" > GraphicsData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PIXI.html" > PIXI< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiFastShader.html" > PixiFastShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiShader.html" > PixiShader< / a >
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.PolyK.html" > PolyK< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.PrimitiveShader.html" > PrimitiveShader< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.RenderTexture.html" > RenderTexture< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Rope.html" > Rope< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Sprite.html" > Sprite< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.SpriteBatch.html" > SpriteBatch< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Stage.html" > Stage< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Strip.html" > Strip< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.StripShader.html" > StripShader< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Texture.html" > Texture< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.TilingSprite.html" > TilingSprite< / a >
2014-11-15 20:01:46 +00:00
< / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLBlendModeManager.html" > WebGLBlendModeManager< / a >
2014-11-25 00:23:44 +00:00
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLFastSpriteBatch.html" > WebGLFastSpriteBatch< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLFilterManager.html" > WebGLFilterManager< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLRenderer.html" > WebGLRenderer< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< / ul >
< / li >
< li class = "dropdown" >
< a href = "global.html" class = "dropdown-toggle" data-toggle = "dropdown" > Global< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#AUTO" > AUTO< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#BITMAPDATA" > BITMAPDATA< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#BITMAPTEXT" > BITMAPTEXT< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#blendModes" > blendModes< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#BUTTON" > BUTTON< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CANVAS" > CANVAS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CANVAS_FILTER" > CANVAS_FILTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CIRCLE" > CIRCLE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CREATURE" > CREATURE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#DOWN" > DOWN< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ELLIPSE" > ELLIPSE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#EMITTER" > EMITTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GAMES" > GAMES< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GRAPHICS" > GRAPHICS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GROUP" > GROUP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#HEADLESS" > HEADLESS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#IMAGE" > IMAGE< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#LEFT" > LEFT< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#LINE" > LINE< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#MATRIX" > MATRIX< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#NONE" > NONE< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#POINT" > POINT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POINTER" > POINTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POLYGON" > POLYGON< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RECTANGLE" > RECTANGLE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RENDERTEXTURE" > RENDERTEXTURE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RETROFONT" > RETROFONT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT" > RIGHT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ROPE" > ROPE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ROUNDEDRECTANGLE" > ROUNDEDRECTANGLE< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#scaleModes" > scaleModes< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#SPRITE" > SPRITE< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#SPRITEBATCH" > SPRITEBATCH< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#TEXT" > TEXT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILEMAP" > TILEMAP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILEMAPLAYER" > TILEMAPLAYER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILESPRITE" > TILESPRITE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#UP" > UP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#VERSION" > VERSION< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#VIDEO" > VIDEO< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL" > WEBGL< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL_FILTER" > WEBGL_FILTER< / a >
2014-11-15 20:01:46 +00:00
< / li >
2013-10-02 14:05:55 +00:00
< / ul >
< / li >
2014-11-25 00:23:44 +00:00
2014-11-15 20:01:46 +00:00
< li class = "dropdown" >
2014-11-25 00:23:44 +00:00
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Core< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
2014-12-03 10:39:11 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Game.html" > Game< / a > < / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Group.html" > Group< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.World.html" > World< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Loader.html" > Loader< / a > < / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Cache.html" > Cache< / a > < / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Time.html" > Time< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Camera.html" > Camera< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.StateManager.html" > State Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TweenManager.html" > Tween Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.SoundManager.html" > Sound Manager< / a > < / li >
2015-01-06 06:57:25 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Input.html" > Input Manager< / a > < / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" > < a href = "Phaser.ScaleManager.html" > Scale Manager< / a > < / li >
< / ul >
< / li >
2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Game Objects< b class = "caret" > < / b > < / a >
2014-11-15 20:01:46 +00:00
< ul class = "dropdown-menu " >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" > < a href = "Phaser.GameObjectFactory.html" > Factory (game.add)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.GameObjectCreator.html" > Creator (game.make)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sprite.html" > Sprite< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Image.html" > Image< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sound.html" > Sound< / a > < / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Video.html" > Video< / a > < / li >
2015-01-06 06:57:25 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Particles.Arcade.Emitter.html" > Particle Emitter< / a > < / li >
2014-12-03 10:39:11 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Particle.html" > Particle< / a > < / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Text.html" > Text< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tween.html" > Tween< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapText.html" > BitmapText< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tilemap.html" > Tilemap< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapData.html" > BitmapData< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RetroFont.html" > RetroFont< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Button.html" > Button< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Animation.html" > Animation< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Graphics.html" > Graphics< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RenderTexture.html" > RenderTexture< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TileSprite.html" > TileSprite< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Geometry< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Circle.html" > Circle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Ellipse.html" > Ellipse< / a > < / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Line.html" > Line< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Matrix.html" > Matrix< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Point.html" > Point< / a > < / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Polygon.html" > Polygon< / a > < / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Rectangle.html" > Rectangle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RoundedRectangle.html" > Rounded Rectangle< / a > < / li >
2014-11-25 00:23:44 +00:00
< / ul >
< / li >
2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Physics< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Arcade.html" > Arcade Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Arcade.Body.html" > Body< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.P2.html" > P2 Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Body.html" > Body< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Spring.html" > Spring< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Ninja.html" > Ninja Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Body.html" > Body< / a > < / li >
2014-11-15 20:01:46 +00:00
< / ul >
< / li >
2014-11-25 00:23:44 +00:00
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Input< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.InputHandler.html" > Input Handler< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Pointer.html" > Pointer< / a > < / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-1" > < a href = "Phaser.DeviceButton.html" > Device Button< / a > < / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Mouse.html" > Mouse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Keyboard.html" > Keyboard< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Key.html" > Key< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Gamepad.html" > Gamepad< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Community< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
2015-03-26 02:55:18 +00:00
< li class = "class-depth-1" > < a href = "http://phaser.io" > Phaser Web Site< / a > < / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser" > Phaser Github< / a > < / li >
2015-03-26 02:55:18 +00:00
< li class = "class-depth-1" > < a href = "http://phaser.io/examples" > Phaser Examples< / a > < / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser-plugins" > Phaser Plugins< / a > < / li >
< li class = "class-depth-1" > < a href = "http://www.html5gamedevs.com/forum/14-phaser/" > Forum< / a > < / li >
< li class = "class-depth-1" > < a href = "http://stackoverflow.com/questions/tagged/phaser-framework" > Stack Overflow< / a > < / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-1" > < a href = "http://phaser.io/learn" > Tutorials< / a > < / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" > < a href = "https://confirmsubscription.com/h/r/369DE48E3E86AF1E" > Newsletter< / a > < / li >
2015-03-26 02:55:18 +00:00
< li class = "class-depth-1" > < a href = "http://phaser.io/community/twitter" > Twitter< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/irc" > IRC< / a > < / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-1" > < a href = "https://www.codeandweb.com/texturepacker/phaser" > Texture Packer< / a > < / li >
2014-11-25 00:23:44 +00:00
< / ul >
< / li >
2013-10-02 14:05:55 +00:00
< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span12" >
< div id = "main" >
2015-03-23 23:46:30 +00:00
< h1 class = "page-title" > Source: src/input/Pointer.js< / h1 >
2013-10-02 14:05:55 +00:00
< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
2015-03-23 23:46:30 +00:00
* @copyright 2015 Photon Storm Ltd.
2013-10-02 14:05:55 +00:00
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
2014-10-09 15:12:53 +00:00
* A Pointer object is used by the Mouse, Touch and MSPoint managers and represents a single finger on the touch screen.
2013-10-02 14:05:55 +00:00
*
* @class Phaser.Pointer
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
2013-11-28 15:57:09 +00:00
* @param {number} id - The ID of the Pointer object within the game. Each game can have up to 10 active pointers.
2013-10-02 14:05:55 +00:00
*/
Phaser.Pointer = function (game, id) {
/**
2013-11-28 15:57:09 +00:00
* @property {Phaser.Game} game - A reference to the currently running game.
2013-10-02 14:05:55 +00:00
*/
this.game = game;
/**
2013-11-28 15:57:09 +00:00
* @property {number} id - The ID of the Pointer object within the game. Each game can have up to 10 active pointers.
2013-10-02 14:05:55 +00:00
*/
this.id = id;
2014-05-20 09:12:48 +00:00
/**
* @property {number} type - The const type of this object.
* @readonly
*/
this.type = Phaser.POINTER;
/**
* @property {boolean} exists - A Pointer object that exists is allowed to be checked for physics collisions and overlaps.
* @default
*/
this.exists = true;
/**
* @property {number} identifier - The identifier property of the Pointer as set by the DOM event when this Pointer is started.
* @default
*/
this.identifier = 0;
/**
* @property {number} pointerId - The pointerId property of the Pointer as set by the DOM event when this Pointer is started. The browser can and will recycle this value.
* @default
*/
this.pointerId = null;
/**
* @property {any} target - The target property of the Pointer as set by the DOM event when this Pointer is started.
* @default
*/
this.target = null;
/**
2015-07-22 14:31:30 +00:00
* The button property of the most recent DOM event when this Pointer is started.
* You should not rely on this value for accurate button detection, instead use the Pointer properties
* `leftButton`, `rightButton`, `middleButton` and so on.
* @property {any} button
2014-05-20 09:12:48 +00:00
* @default
*/
this.button = null;
2015-07-22 14:31:30 +00:00
/**
* If this Pointer is a Mouse or Pen / Stylus then you can access its left button directly through this property.
*
* The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained
* button control.
*
* @property {Phaser.DeviceButton} leftButton
* @default
*/
this.leftButton = new Phaser.DeviceButton(this, Phaser.Pointer.LEFT_BUTTON);
/**
* If this Pointer is a Mouse or Pen / Stylus then you can access its middle button directly through this property.
*
* The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained
* button control.
*
* Please see the DeviceButton docs for details on browser button limitations.
*
* @property {Phaser.DeviceButton} middleButton
* @default
*/
this.middleButton = new Phaser.DeviceButton(this, Phaser.Pointer.MIDDLE_BUTTON);
/**
* If this Pointer is a Mouse or Pen / Stylus then you can access its right button directly through this property.
*
* The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained
* button control.
*
* Please see the DeviceButton docs for details on browser button limitations.
*
* @property {Phaser.DeviceButton} rightButton
* @default
*/
this.rightButton = new Phaser.DeviceButton(this, Phaser.Pointer.RIGHT_BUTTON);
/**
* If this Pointer is a Mouse or Pen / Stylus then you can access its X1 (back) button directly through this property.
*
* The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained
* button control.
*
* Please see the DeviceButton docs for details on browser button limitations.
*
* @property {Phaser.DeviceButton} backButton
* @default
*/
this.backButton = new Phaser.DeviceButton(this, Phaser.Pointer.BACK_BUTTON);
/**
* If this Pointer is a Mouse or Pen / Stylus then you can access its X2 (forward) button directly through this property.
*
* The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained
* button control.
*
* Please see the DeviceButton docs for details on browser button limitations.
*
* @property {Phaser.DeviceButton} forwardButton
* @default
*/
this.forwardButton = new Phaser.DeviceButton(this, Phaser.Pointer.FORWARD_BUTTON);
/**
* If this Pointer is a Pen / Stylus then you can access its eraser button directly through this property.
*
* The DeviceButton has its own properties such as `isDown`, `duration` and methods like `justReleased` for more fine-grained
* button control.
*
* Please see the DeviceButton docs for details on browser button limitations.
*
* @property {Phaser.DeviceButton} eraserButton
* @default
*/
this.eraserButton = new Phaser.DeviceButton(this, Phaser.Pointer.ERASER_BUTTON);
2013-10-02 14:05:55 +00:00
/**
2013-11-28 15:57:09 +00:00
* @property {boolean} _holdSent - Local private variable to store the status of dispatching a hold event.
2013-10-02 14:05:55 +00:00
* @private
* @default
*/
this._holdSent = false;
/**
2013-11-28 15:57:09 +00:00
* @property {array} _history - Local private variable storing the short-term history of pointer movements.
2013-10-02 14:05:55 +00:00
* @private
*/
this._history = [];
/**
2014-05-20 09:12:48 +00:00
* @property {number} _nextDrop - Local private variable storing the time at which the next history drop should occur.
2013-10-02 14:05:55 +00:00
* @private
*/
this._nextDrop = 0;
/**
2013-11-28 15:57:09 +00:00
* @property {boolean} _stateReset - Monitor events outside of a state reset loop.
* @private
*/
this._stateReset = false;
2013-10-02 14:05:55 +00:00
/**
2014-05-20 09:12:48 +00:00
* @property {boolean} withinGame - true if the Pointer is over the game canvas, otherwise false.
2013-10-02 14:05:55 +00:00
*/
this.withinGame = false;
/**
2014-05-20 09:12:48 +00:00
* @property {number} clientX - The horizontal coordinate of the Pointer within the application's client area at which the event occurred (as opposed to the coordinates within the page).
2013-10-02 14:05:55 +00:00
*/
this.clientX = -1;
/**
2014-05-20 09:12:48 +00:00
* @property {number} clientY - The vertical coordinate of the Pointer within the application's client area at which the event occurred (as opposed to the coordinates within the page).
2013-10-02 14:05:55 +00:00
*/
this.clientY = -1;
/**
2014-05-20 09:12:48 +00:00
* @property {number} pageX - The horizontal coordinate of the Pointer relative to whole document.
2013-10-02 14:05:55 +00:00
*/
this.pageX = -1;
/**
2014-05-20 09:12:48 +00:00
* @property {number} pageY - The vertical coordinate of the Pointer relative to whole document.
2013-10-02 14:05:55 +00:00
*/
this.pageY = -1;
/**
2014-05-20 09:12:48 +00:00
* @property {number} screenX - The horizontal coordinate of the Pointer relative to the screen.
2013-10-02 14:05:55 +00:00
*/
this.screenX = -1;
/**
2014-05-20 09:12:48 +00:00
* @property {number} screenY - The vertical coordinate of the Pointer relative to the screen.
2013-10-02 14:05:55 +00:00
*/
this.screenY = -1;
/**
2014-05-20 09:12:48 +00:00
* @property {number} rawMovementX - The horizontal raw relative movement of the Pointer in pixels since last event.
* @default
*/
this.rawMovementX = 0;
/**
* @property {number} rawMovementY - The vertical raw relative movement of the Pointer in pixels since last event.
* @default
*/
this.rawMovementY = 0;
/**
* @property {number} movementX - The horizontal processed relative movement of the Pointer in pixels since last event.
* @default
*/
this.movementX = 0;
/**
* @property {number} movementY - The vertical processed relative movement of the Pointer in pixels since last event.
* @default
*/
this.movementY = 0;
/**
* @property {number} x - The horizontal coordinate of the Pointer. This value is automatically scaled based on the game scale.
2013-10-02 14:05:55 +00:00
* @default
*/
this.x = -1;
/**
2014-05-20 09:12:48 +00:00
* @property {number} y - The vertical coordinate of the Pointer. This value is automatically scaled based on the game scale.
2013-10-02 14:05:55 +00:00
* @default
*/
this.y = -1;
/**
2015-07-22 14:31:30 +00:00
* @property {boolean} isMouse - If the Pointer is a mouse or pen / stylus this is true, otherwise false.
2013-10-02 14:05:55 +00:00
*/
2015-07-22 14:31:30 +00:00
this.isMouse = (id === 0);
2013-10-02 14:05:55 +00:00
/**
2015-07-22 14:31:30 +00:00
* If the Pointer is touching the touchscreen, or *any* mouse or pen button is held down, isDown is set to true.
* If you need to check a specific mouse or pen button then use the button properties, i.e. Pointer.rightButton.isDown.
* @property {boolean} isDown
2013-10-02 14:05:55 +00:00
* @default
*/
this.isDown = false;
/**
2015-07-22 14:31:30 +00:00
* If the Pointer is not touching the touchscreen, or *all* mouse or pen buttons are up, isUp is set to true.
* If you need to check a specific mouse or pen button then use the button properties, i.e. Pointer.rightButton.isUp.
* @property {boolean} isUp
2013-10-02 14:05:55 +00:00
* @default
*/
this.isUp = true;
/**
2013-11-28 15:57:09 +00:00
* @property {number} timeDown - A timestamp representing when the Pointer first touched the touchscreen.
2013-10-02 14:05:55 +00:00
* @default
*/
this.timeDown = 0;
/**
2013-11-28 15:57:09 +00:00
* @property {number} timeUp - A timestamp representing when the Pointer left the touchscreen.
2013-10-02 14:05:55 +00:00
* @default
*/
this.timeUp = 0;
/**
2013-11-28 15:57:09 +00:00
* @property {number} previousTapTime - A timestamp representing when the Pointer was last tapped or clicked.
2013-10-02 14:05:55 +00:00
* @default
*/
this.previousTapTime = 0;
/**
2013-11-28 15:57:09 +00:00
* @property {number} totalTouches - The total number of times this Pointer has been touched to the touchscreen.
2013-10-02 14:05:55 +00:00
* @default
*/
this.totalTouches = 0;
/**
2014-05-20 09:12:48 +00:00
* @property {number} msSinceLastClick - The number of milliseconds since the last click or touch event.
2013-10-02 14:05:55 +00:00
* @default
*/
this.msSinceLastClick = Number.MAX_VALUE;
/**
2013-11-28 15:57:09 +00:00
* @property {any} targetObject - The Game Object this Pointer is currently over / touching / dragging.
2013-10-02 14:05:55 +00:00
* @default
*/
this.targetObject = null;
/**
2013-11-28 15:57:09 +00:00
* @property {boolean} active - An active pointer is one that is currently pressed down on the display. A Mouse is always active.
2013-10-02 14:05:55 +00:00
* @default
*/
this.active = false;
2014-09-09 14:36:56 +00:00
/**
* @property {boolean} dirty - A dirty pointer needs to re-poll any interactive objects it may have been over, regardless if it has moved or not.
* @default
*/
this.dirty = false;
2013-10-02 14:05:55 +00:00
/**
2013-11-28 15:57:09 +00:00
* @property {Phaser.Point} position - A Phaser.Point object containing the current x/y values of the pointer on the display.
2013-10-02 14:05:55 +00:00
*/
this.position = new Phaser.Point();
2014-03-28 01:42:49 +00:00
2013-10-02 14:05:55 +00:00
/**
2013-11-28 15:57:09 +00:00
* @property {Phaser.Point} positionDown - A Phaser.Point object containing the x/y values of the pointer when it was last in a down state on the display.
2013-10-02 14:05:55 +00:00
*/
this.positionDown = new Phaser.Point();
2014-04-10 22:13:43 +00:00
/**
* @property {Phaser.Point} positionUp - A Phaser.Point object containing the x/y values of the pointer when it was last released.
*/
this.positionUp = new Phaser.Point();
2013-10-02 14:05:55 +00:00
/**
2013-11-28 15:57:09 +00:00
* A Phaser.Circle that is centered on the x/y coordinates of this pointer, useful for hit detection.
* The Circle size is 44px (Apples recommended "finger tip" size).
2013-10-02 14:05:55 +00:00
* @property {Phaser.Circle} circle
*/
this.circle = new Phaser.Circle(0, 0, 44);
2014-11-15 20:01:46 +00:00
/**
* Click trampolines associated with this pointer. See `addClickTrampoline`.
* @property {object[]|null} _clickTrampolines
* @private
*/
this._clickTrampolines = null;
/**
* When the Pointer has click trampolines the last target object is stored here
* so it can be used to check for validity of the trampoline in a post-Up/'stop'.
* @property {object} _trampolineTargetObject
* @private
*/
this._trampolineTargetObject = null;
2013-10-02 14:05:55 +00:00
};
2015-07-22 14:31:30 +00:00
/**
* No buttons at all.
* @constant
* @type {number}
*/
Phaser.Pointer.NO_BUTTON = 0;
/**
* The Left Mouse button, or in PointerEvent devices a Touch contact or Pen contact.
* @constant
* @type {number}
*/
Phaser.Pointer.LEFT_BUTTON = 1;
/**
* The Right Mouse button, or in PointerEvent devices a Pen contact with a barrel button.
* @constant
* @type {number}
*/
Phaser.Pointer.RIGHT_BUTTON = 2;
/**
* The Middle Mouse button.
* @constant
* @type {number}
*/
Phaser.Pointer.MIDDLE_BUTTON = 4;
/**
* The X1 button. This is typically the mouse Back button, but is often reconfigured.
* On Linux (GTK) this is unsupported. On Windows if advanced pointer software (such as IntelliPoint) is installed this doesn't register.
* @constant
* @type {number}
*/
Phaser.Pointer.BACK_BUTTON = 8;
/**
* The X2 button. This is typically the mouse Forward button, but is often reconfigured.
* On Linux (GTK) this is unsupported. On Windows if advanced pointer software (such as IntelliPoint) is installed this doesn't register.
* @constant
* @type {number}
*/
Phaser.Pointer.FORWARD_BUTTON = 16;
/**
* The Eraser pen button on PointerEvent supported devices only.
* @constant
* @type {number}
*/
Phaser.Pointer.ERASER_BUTTON = 32;
2013-10-02 14:05:55 +00:00
Phaser.Pointer.prototype = {
2015-07-22 14:31:30 +00:00
/**
* Resets the states of all the button booleans.
*
* @method Phaser.Pointer#resetButtons
* @protected
*/
resetButtons: function () {
this.isDown = false;
this.isUp = true;
if (this.isMouse)
{
this.leftButton.reset();
this.middleButton.reset();
this.rightButton.reset();
this.backButton.reset();
this.forwardButton.reset();
this.eraserButton.reset();
}
},
/**
* Called when the event.buttons property changes from zero.
* Contains a button bitmask.
*
* @method Phaser.Pointer#updateButtons
* @protected
* @param {MouseEvent} event - The DOM event.
*/
updateButtons: function (event) {
this.button = event.button;
// This is tested back to IE9, but possibly some browsers may report this differently.
// If you find one, please tell us!
var buttons = event.buttons;
if (buttons === undefined)
{
return;
}
// Note: These are bitwise checks, not booleans
if (Phaser.Pointer.LEFT_BUTTON & buttons)
{
this.leftButton.start(event);
}
else
{
this.leftButton.stop(event);
}
if (Phaser.Pointer.RIGHT_BUTTON & buttons)
{
this.rightButton.start(event);
}
else
{
this.rightButton.stop(event);
}
if (Phaser.Pointer.MIDDLE_BUTTON & buttons)
{
this.middleButton.start(event);
}
else
{
this.middleButton.stop(event);
}
if (Phaser.Pointer.BACK_BUTTON & buttons)
{
this.backButton.start(event);
}
else
{
this.backButton.stop(event);
}
if (Phaser.Pointer.FORWARD_BUTTON & buttons)
{
this.forwardButton.start(event);
}
else
{
this.forwardButton.stop(event);
}
if (Phaser.Pointer.ERASER_BUTTON & buttons)
{
this.eraserButton.start(event);
}
else
{
this.eraserButton.stop(event);
}
// On OS X (and other devices with trackpads) you have to press CTRL + the pad
// to initiate a right-click event, so we'll check for that here
if (event.ctrlKey & & this.leftButton.isDown)
{
this.rightButton.start(event);
}
this.isUp = true;
this.isDown = false;
if (this.leftButton.isDown || this.rightButton.isDown || this.middleButton.isDown || this.backButton.isDown || this.forwardButton.isDown || this.eraserButton.isDown)
{
this.isUp = false;
this.isDown = true;
}
},
2013-11-28 15:57:09 +00:00
/**
2013-10-02 14:05:55 +00:00
* Called when the Pointer is pressed onto the touchscreen.
* @method Phaser.Pointer#start
2014-05-20 09:12:48 +00:00
* @param {any} event - The DOM event from the browser.
2013-10-02 14:05:55 +00:00
*/
start: function (event) {
2014-05-20 09:12:48 +00:00
if (event['pointerId'])
{
this.pointerId = event.pointerId;
}
2013-10-02 14:05:55 +00:00
this.identifier = event.identifier;
this.target = event.target;
2015-07-22 14:31:30 +00:00
if (this.isMouse)
2013-10-02 14:05:55 +00:00
{
2015-07-22 14:31:30 +00:00
this.updateButtons(event);
}
else
{
this.isDown = true;
this.isUp = false;
2013-10-02 14:05:55 +00:00
}
2014-04-10 22:13:43 +00:00
this._history = [];
2013-10-02 14:05:55 +00:00
this.active = true;
this.withinGame = true;
2014-09-09 14:36:56 +00:00
this.dirty = false;
2014-11-15 20:01:46 +00:00
this._clickTrampolines = null;
this._trampolineTargetObject = null;
2013-10-02 14:05:55 +00:00
// Work out how long it has been since the last click
2014-11-15 20:01:46 +00:00
this.msSinceLastClick = this.game.time.time - this.timeDown;
this.timeDown = this.game.time.time;
2013-10-02 14:05:55 +00:00
this._holdSent = false;
// This sets the x/y and other local values
2014-02-18 03:01:51 +00:00
this.move(event, true);
2013-10-02 14:05:55 +00:00
// x and y are the old values here?
this.positionDown.setTo(this.x, this.y);
2015-07-22 14:31:30 +00:00
if (this.game.input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH ||
this.game.input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE ||
(this.game.input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE & & this.game.input.totalActivePointers === 0))
2013-10-02 14:05:55 +00:00
{
2013-11-01 18:16:52 +00:00
this.game.input.x = this.x;
this.game.input.y = this.y;
2013-10-02 14:05:55 +00:00
this.game.input.position.setTo(this.x, this.y);
2013-10-25 15:54:40 +00:00
this.game.input.onDown.dispatch(this, event);
2013-10-02 14:05:55 +00:00
this.game.input.resetSpeed(this.x, this.y);
}
this._stateReset = false;
this.totalTouches++;
if (this.targetObject !== null)
{
this.targetObject._touchedHandler(this);
}
return this;
},
2013-11-28 15:57:09 +00:00
/**
2014-02-05 06:29:17 +00:00
* Called by the Input Manager.
2013-10-02 14:05:55 +00:00
* @method Phaser.Pointer#update
*/
update: function () {
if (this.active)
{
2014-09-09 14:36:56 +00:00
// Force a check?
if (this.dirty)
{
if (this.game.input.interactiveItems.total > 0)
{
2014-11-15 20:01:46 +00:00
this.processInteractiveObjects(false);
2014-09-09 14:36:56 +00:00
}
this.dirty = false;
}
2015-03-23 23:46:30 +00:00
if (this._holdSent === false & & this.duration >= this.game.input.holdRate)
2013-10-02 14:05:55 +00:00
{
2015-07-22 14:31:30 +00:00
if (this.game.input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH ||
this.game.input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE ||
(this.game.input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE & & this.game.input.totalActivePointers === 0))
2013-10-02 14:05:55 +00:00
{
this.game.input.onHold.dispatch(this);
}
this._holdSent = true;
}
// Update the droppings history
2015-03-23 23:46:30 +00:00
if (this.game.input.recordPointerHistory & & this.game.time.time >= this._nextDrop)
2013-10-02 14:05:55 +00:00
{
2014-11-15 20:01:46 +00:00
this._nextDrop = this.game.time.time + this.game.input.recordRate;
2013-10-02 14:05:55 +00:00
this._history.push({
x: this.position.x,
y: this.position.y
});
2014-03-28 01:42:49 +00:00
2013-10-02 14:05:55 +00:00
if (this._history.length > this.game.input.recordLimit)
{
this._history.shift();
}
}
}
},
2013-11-28 15:57:09 +00:00
/**
* Called when the Pointer is moved.
2014-07-18 11:45:51 +00:00
*
2013-10-02 14:05:55 +00:00
* @method Phaser.Pointer#move
2013-11-28 15:57:09 +00:00
* @param {MouseEvent|PointerEvent|TouchEvent} event - The event passed up from the input handler.
2014-02-18 03:01:51 +00:00
* @param {boolean} [fromClick=false] - Was this called from the click event?
2013-10-02 14:05:55 +00:00
*/
2014-02-18 03:01:51 +00:00
move: function (event, fromClick) {
2013-10-02 14:05:55 +00:00
if (this.game.input.pollLocked)
{
return;
}
2015-07-22 14:31:30 +00:00
if (fromClick === undefined) { fromClick = false; }
2014-02-18 03:01:51 +00:00
2015-07-22 14:31:30 +00:00
if (event.button !== undefined)
2013-10-02 14:05:55 +00:00
{
this.button = event.button;
}
2015-07-22 14:31:30 +00:00
if (fromClick)
{
this.updateButtons(event);
}
2013-10-02 14:05:55 +00:00
this.clientX = event.clientX;
this.clientY = event.clientY;
this.pageX = event.pageX;
this.pageY = event.pageY;
this.screenX = event.screenX;
this.screenY = event.screenY;
2015-03-23 23:46:30 +00:00
if (this.isMouse & & this.game.input.mouse.locked & & !fromClick)
2014-05-20 09:12:48 +00:00
{
this.rawMovementX = event.movementX || event.mozMovementX || event.webkitMovementX || 0;
this.rawMovementY = event.movementY || event.mozMovementY || event.webkitMovementY || 0;
this.movementX += this.rawMovementX;
this.movementY += this.rawMovementY;
}
2014-09-09 14:36:56 +00:00
this.x = (this.pageX - this.game.scale.offset.x) * this.game.input.scale.x;
this.y = (this.pageY - this.game.scale.offset.y) * this.game.input.scale.y;
2013-10-02 14:05:55 +00:00
this.position.setTo(this.x, this.y);
this.circle.x = this.x;
this.circle.y = this.y;
2015-07-22 14:31:30 +00:00
if (this.game.input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH ||
this.game.input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE ||
(this.game.input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE & & this.game.input.totalActivePointers === 0))
2013-10-02 14:05:55 +00:00
{
this.game.input.activePointer = this;
this.game.input.x = this.x;
this.game.input.y = this.y;
this.game.input.position.setTo(this.game.input.x, this.game.input.y);
this.game.input.circle.x = this.game.input.x;
this.game.input.circle.y = this.game.input.y;
}
2014-05-20 09:12:48 +00:00
this.withinGame = this.game.scale.bounds.contains(this.pageX, this.pageY);
2014-02-05 06:29:17 +00:00
// If the game is paused we don't process any target objects or callbacks
2013-10-02 14:05:55 +00:00
if (this.game.paused)
{
return this;
}
2014-05-20 09:12:48 +00:00
var i = this.game.input.moveCallbacks.length;
while (i--)
{
2014-09-09 14:36:56 +00:00
this.game.input.moveCallbacks[i].callback.call(this.game.input.moveCallbacks[i].context, this, this.x, this.y, fromClick);
2014-05-20 09:12:48 +00:00
}
2013-10-02 14:05:55 +00:00
// Easy out if we're dragging something and it still exists
2015-03-23 23:46:30 +00:00
if (this.targetObject !== null & & this.targetObject.isDragged === true)
2013-10-02 14:05:55 +00:00
{
2013-11-28 15:57:09 +00:00
if (this.targetObject.update(this) === false)
2013-10-02 14:05:55 +00:00
{
this.targetObject = null;
}
}
2014-07-18 11:45:51 +00:00
else if (this.game.input.interactiveItems.total > 0)
{
this.processInteractiveObjects(fromClick);
}
return this;
},
/**
* Process all interactive objects to find out which ones were updated in the recent Pointer move.
*
* @method Phaser.Pointer#processInteractiveObjects
* @protected
* @param {boolean} [fromClick=false] - Was this called from the click event?
2014-09-09 14:36:56 +00:00
* @return {boolean} True if this method processes an object (i.e. a Sprite becomes the Pointers currentTarget), otherwise false.
2014-07-18 11:45:51 +00:00
*/
processInteractiveObjects: function (fromClick) {
2013-10-02 14:05:55 +00:00
// Work out which object is on the top
2014-11-15 20:01:46 +00:00
var highestRenderOrderID = Number.MAX_VALUE;
var highestInputPriorityID = -1;
var candidateTarget = null;
2013-10-02 14:05:55 +00:00
2014-07-18 11:45:51 +00:00
// First pass gets all objects that the pointer is over that DON'T use pixelPerfect checks and get the highest ID
// We know they'll be valid for input detection but not which is the top just yet
var currentNode = this.game.input.interactiveItems.first;
2014-11-15 20:01:46 +00:00
while (currentNode)
2013-10-02 14:05:55 +00:00
{
2014-11-15 20:01:46 +00:00
// Reset checked status
currentNode.checked = false;
if (currentNode.validForInput(highestInputPriorityID, highestRenderOrderID, false))
2014-07-18 11:45:51 +00:00
{
// Flag it as checked so we don't re-scan it on the next phase
currentNode.checked = true;
2015-03-23 23:46:30 +00:00
if ((fromClick & & currentNode.checkPointerDown(this, true)) ||
(!fromClick & & currentNode.checkPointerOver(this, true)))
2014-07-18 11:45:51 +00:00
{
2015-03-23 23:46:30 +00:00
highestRenderOrderID = currentNode.sprite.renderOrderID;
2014-11-15 20:01:46 +00:00
highestInputPriorityID = currentNode.priorityID;
candidateTarget = currentNode;
2014-07-18 11:45:51 +00:00
}
}
2014-11-15 20:01:46 +00:00
2014-07-18 11:45:51 +00:00
currentNode = this.game.input.interactiveItems.next;
}
// Then in the second sweep we process ONLY the pixel perfect ones that are checked and who have a higher ID
// because if their ID is lower anyway then we can just automatically discount them
2014-11-15 20:01:46 +00:00
// (A node that was previously checked did not request a pixel-perfect check.)
2013-10-02 14:05:55 +00:00
2014-07-18 11:45:51 +00:00
var currentNode = this.game.input.interactiveItems.first;
2014-11-15 20:01:46 +00:00
while(currentNode)
2014-07-18 11:45:51 +00:00
{
2015-03-23 23:46:30 +00:00
if (!currentNode.checked & &
2014-11-15 20:01:46 +00:00
currentNode.validForInput(highestInputPriorityID, highestRenderOrderID, true))
2013-10-02 14:05:55 +00:00
{
2015-03-23 23:46:30 +00:00
if ((fromClick & & currentNode.checkPointerDown(this, false)) ||
(!fromClick & & currentNode.checkPointerOver(this, false)))
2013-10-02 14:05:55 +00:00
{
2015-03-23 23:46:30 +00:00
highestRenderOrderID = currentNode.sprite.renderOrderID;
2014-11-15 20:01:46 +00:00
highestInputPriorityID = currentNode.priorityID;
candidateTarget = currentNode;
2013-10-02 14:05:55 +00:00
}
}
2014-11-15 20:01:46 +00:00
2014-07-18 11:45:51 +00:00
currentNode = this.game.input.interactiveItems.next;
2013-10-02 14:05:55 +00:00
}
2014-07-18 11:45:51 +00:00
// Now we know the top-most item (if any) we can process it
2014-11-15 20:01:46 +00:00
if (candidateTarget === null)
2013-10-02 14:05:55 +00:00
{
// The pointer isn't currently over anything, check if we've got a lingering previous target
if (this.targetObject)
{
this.targetObject._pointerOutHandler(this);
this.targetObject = null;
}
}
else
{
2014-02-18 03:01:51 +00:00
if (this.targetObject === null)
2013-10-02 14:05:55 +00:00
{
// And now set the new one
2014-11-15 20:01:46 +00:00
this.targetObject = candidateTarget;
candidateTarget._pointerOverHandler(this);
2013-10-02 14:05:55 +00:00
}
else
{
// We've got a target from the last update
2014-11-15 20:01:46 +00:00
if (this.targetObject === candidateTarget)
2013-10-02 14:05:55 +00:00
{
// Same target as before, so update it
2014-11-15 20:01:46 +00:00
if (candidateTarget.update(this) === false)
2013-10-02 14:05:55 +00:00
{
this.targetObject = null;
}
}
else
{
// The target has changed, so tell the old one we've left it
this.targetObject._pointerOutHandler(this);
// And now set the new one
2014-11-15 20:01:46 +00:00
this.targetObject = candidateTarget;
2013-10-02 14:05:55 +00:00
this.targetObject._pointerOverHandler(this);
}
}
}
2014-09-09 14:36:56 +00:00
return (this.targetObject !== null);
2013-10-02 14:05:55 +00:00
},
2013-11-28 15:57:09 +00:00
/**
2013-10-02 14:05:55 +00:00
* Called when the Pointer leaves the target area.
2014-05-20 09:12:48 +00:00
*
2013-10-02 14:05:55 +00:00
* @method Phaser.Pointer#leave
2013-11-28 15:57:09 +00:00
* @param {MouseEvent|PointerEvent|TouchEvent} event - The event passed up from the input handler.
2013-10-02 14:05:55 +00:00
*/
leave: function (event) {
this.withinGame = false;
2014-02-18 03:01:51 +00:00
this.move(event, false);
2013-10-02 14:05:55 +00:00
},
2013-11-28 15:57:09 +00:00
/**
2013-10-02 14:05:55 +00:00
* Called when the Pointer leaves the touchscreen.
2014-05-20 09:12:48 +00:00
*
2013-10-02 14:05:55 +00:00
* @method Phaser.Pointer#stop
2013-11-28 15:57:09 +00:00
* @param {MouseEvent|PointerEvent|TouchEvent} event - The event passed up from the input handler.
2013-10-02 14:05:55 +00:00
*/
stop: function (event) {
2015-03-23 23:46:30 +00:00
if (this._stateReset & & this.withinGame)
2013-10-02 14:05:55 +00:00
{
event.preventDefault();
return;
}
2015-07-22 14:31:30 +00:00
if (this.isMouse)
{
this.updateButtons(event);
}
else
{
this.isDown = false;
this.isUp = true;
}
2014-11-15 20:01:46 +00:00
this.timeUp = this.game.time.time;
2013-10-02 14:05:55 +00:00
2015-07-22 14:31:30 +00:00
if (this.game.input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH ||
this.game.input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE ||
(this.game.input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE & & this.game.input.totalActivePointers === 0))
2013-10-02 14:05:55 +00:00
{
2013-10-25 15:54:40 +00:00
this.game.input.onUp.dispatch(this, event);
2013-10-02 14:05:55 +00:00
// Was it a tap?
2015-03-23 23:46:30 +00:00
if (this.duration >= 0 & & this.duration < = this.game.input.tapRate)
2013-10-02 14:05:55 +00:00
{
// Was it a double-tap?
if (this.timeUp - this.previousTapTime < this.game.input.doubleTapRate)
{
// Yes, let's dispatch the signal then with the 2nd parameter set to true
this.game.input.onTap.dispatch(this, true);
}
else
{
// Wasn't a double-tap, so dispatch a single tap signal
this.game.input.onTap.dispatch(this, false);
}
this.previousTapTime = this.timeUp;
}
}
// Mouse is always active
if (this.id > 0)
{
this.active = false;
}
this.withinGame = false;
2014-05-20 09:12:48 +00:00
this.pointerId = null;
this.identifier = null;
2014-04-10 22:13:43 +00:00
this.positionUp.setTo(this.x, this.y);
2013-11-28 15:57:09 +00:00
if (this.isMouse === false)
2013-10-02 14:05:55 +00:00
{
this.game.input.currentPointers--;
}
2014-04-29 14:39:02 +00:00
this.game.input.interactiveItems.callAll('_releasedHandler', this);
2013-10-02 14:05:55 +00:00
2014-11-15 20:01:46 +00:00
if (this._clickTrampolines)
{
this._trampolineTargetObject = this.targetObject;
}
2015-07-22 14:31:30 +00:00
2013-10-02 14:05:55 +00:00
this.targetObject = null;
2014-04-29 14:39:02 +00:00
2013-10-02 14:05:55 +00:00
return this;
},
2013-11-28 15:57:09 +00:00
/**
2013-10-02 14:05:55 +00:00
* The Pointer is considered justPressed if the time it was pressed onto the touchscreen or clicked is less than justPressedRate.
2013-11-28 15:57:09 +00:00
* Note that calling justPressed doesn't reset the pressed status of the Pointer, it will return `true` for as long as the duration is valid.
* If you wish to check if the Pointer was pressed down just once then see the Sprite.events.onInputDown event.
2013-10-02 14:05:55 +00:00
* @method Phaser.Pointer#justPressed
2013-11-28 15:57:09 +00:00
* @param {number} [duration] - The time to check against. If none given it will use InputManager.justPressedRate.
* @return {boolean} true if the Pointer was pressed down within the duration given.
2013-10-02 14:05:55 +00:00
*/
justPressed: function (duration) {
duration = duration || this.game.input.justPressedRate;
2015-03-23 23:46:30 +00:00
return (this.isDown === true & & (this.timeDown + duration) > this.game.time.time);
2013-10-02 14:05:55 +00:00
},
2013-11-28 15:57:09 +00:00
/**
2013-10-02 14:05:55 +00:00
* The Pointer is considered justReleased if the time it left the touchscreen is less than justReleasedRate.
2013-11-28 15:57:09 +00:00
* Note that calling justReleased doesn't reset the pressed status of the Pointer, it will return `true` for as long as the duration is valid.
* If you wish to check if the Pointer was released just once then see the Sprite.events.onInputUp event.
2013-10-02 14:05:55 +00:00
* @method Phaser.Pointer#justReleased
2013-11-28 15:57:09 +00:00
* @param {number} [duration] - The time to check against. If none given it will use InputManager.justReleasedRate.
* @return {boolean} true if the Pointer was released within the duration given.
2013-10-02 14:05:55 +00:00
*/
justReleased: function (duration) {
duration = duration || this.game.input.justReleasedRate;
2015-07-22 14:31:30 +00:00
return (this.isUp & & (this.timeUp + duration) > this.game.time.time);
2014-11-15 20:01:46 +00:00
},
/**
* Add a click trampoline to this pointer.
*
* A click trampoline is a callback that is run on the DOM 'click' event; this is primarily
* needed with certain browsers (ie. IE11) which restrict some actions like requestFullscreen
2015-07-22 14:31:30 +00:00
* to the DOM 'click' event and rejects it for 'pointer*' and 'mouse*' events.
2014-11-15 20:01:46 +00:00
*
* This is used internally by the ScaleManager; click trampoline usage is uncommon.
* Click trampolines can only be added to pointers that are currently down.
*
* @method Phaser.Pointer#addClickTrampoline
* @protected
* @param {string} name - The name of the trampoline; must be unique among active trampolines in this pointer.
* @param {function} callback - Callback to run/trampoline.
* @param {object} callbackContext - Context of the callback.
* @param {object[]|null} callbackArgs - Additional callback args, if any. Supplied as an array.
*/
addClickTrampoline: function (name, callback, callbackContext, callbackArgs) {
if (!this.isDown)
{
return;
}
var trampolines = (this._clickTrampolines = this._clickTrampolines || []);
for (var i = 0; i < trampolines.length; i++)
{
if (trampolines[i].name === name)
{
trampolines.splice(i, 1);
break;
}
}
trampolines.push({
name: name,
targetObject: this.targetObject,
callback: callback,
callbackContext: callbackContext,
callbackArgs: callbackArgs
});
},
/**
2015-07-22 14:31:30 +00:00
* Fire all click trampolines for which the pointers are still referring to the registered object.
2014-11-15 20:01:46 +00:00
* @method Phaser.Pointer#processClickTrampolines
* @private
*/
processClickTrampolines: function () {
var trampolines = this._clickTrampolines;
2015-07-22 14:31:30 +00:00
2014-11-15 20:01:46 +00:00
if (!trampolines)
{
return;
}
for (var i = 0; i < trampolines.length; i++)
{
var trampoline = trampolines[i];
if (trampoline.targetObject === this._trampolineTargetObject)
{
trampoline.callback.apply(trampoline.callbackContext, trampoline.callbackArgs);
}
}
this._clickTrampolines = null;
this._trampolineTargetObject = null;
2013-10-02 14:05:55 +00:00
},
2013-11-28 15:57:09 +00:00
/**
2013-10-02 14:05:55 +00:00
* Resets the Pointer properties. Called by InputManager.reset when you perform a State change.
* @method Phaser.Pointer#reset
*/
reset: function () {
2013-11-28 15:57:09 +00:00
if (this.isMouse === false)
2013-10-02 14:05:55 +00:00
{
this.active = false;
}
2014-05-20 09:12:48 +00:00
this.pointerId = null;
2013-10-02 14:05:55 +00:00
this.identifier = null;
2014-09-09 14:36:56 +00:00
this.dirty = false;
2013-10-02 14:05:55 +00:00
this.totalTouches = 0;
this._holdSent = false;
this._history.length = 0;
this._stateReset = true;
2015-07-22 14:31:30 +00:00
this.resetButtons();
2013-10-02 14:05:55 +00:00
if (this.targetObject)
{
this.targetObject._releasedHandler(this);
}
this.targetObject = null;
2014-05-20 09:12:48 +00:00
},
/**
* Resets the movementX and movementY properties. Use in your update handler after retrieving the values.
* @method Phaser.Pointer#resetMovement
*/
resetMovement: function() {
this.movementX = 0;
this.movementY = 0;
2013-10-02 14:05:55 +00:00
}
};
2014-02-05 06:29:17 +00:00
Phaser.Pointer.prototype.constructor = Phaser.Pointer;
2013-10-02 14:05:55 +00:00
/**
2015-07-22 14:31:30 +00:00
* How long the Pointer has been depressed on the touchscreen or *any* of the mouse buttons have been held down.
* If not currently down it returns -1.
* If you need to test a specific mouse or pen button then access the buttons directly, i.e. `Pointer.rightButton.duration`.
*
2013-10-02 14:05:55 +00:00
* @name Phaser.Pointer#duration
2015-07-22 14:31:30 +00:00
* @property {number} duration
2013-10-02 14:05:55 +00:00
* @readonly
*/
Object.defineProperty(Phaser.Pointer.prototype, "duration", {
get: function () {
if (this.isUp)
{
return -1;
}
2014-11-15 20:01:46 +00:00
return this.game.time.time - this.timeDown;
2013-10-02 14:05:55 +00:00
}
});
/**
* Gets the X value of this Pointer in world coordinates based on the world camera.
* @name Phaser.Pointer#worldX
* @property {number} duration - The X value of this Pointer in world coordinates based on the world camera.
* @readonly
*/
Object.defineProperty(Phaser.Pointer.prototype, "worldX", {
get: function () {
2013-11-28 15:57:09 +00:00
return this.game.world.camera.x + this.x;
2013-10-02 14:05:55 +00:00
}
});
/**
* Gets the Y value of this Pointer in world coordinates based on the world camera.
* @name Phaser.Pointer#worldY
* @property {number} duration - The Y value of this Pointer in world coordinates based on the world camera.
* @readonly
*/
Object.defineProperty(Phaser.Pointer.prototype, "worldY", {
get: function () {
2013-11-28 15:57:09 +00:00
return this.game.world.camera.y + this.y;
2013-10-02 14:05:55 +00:00
}
});
< / pre >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
2015-03-23 23:46:30 +00:00
Phaser Copyright © 2012-2015 Photon Storm Ltd.
2013-10-02 14:05:55 +00:00
< / span >
< br / >
< span class = "jsdoc-message" >
2015-03-23 23:46:30 +00:00
Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-alpha10< / a >
2015-07-22 14:31:30 +00:00
on Wed Jul 22 2015 14:55:11 GMT+0100 (GMT Daylight Time) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
2013-10-02 14:05:55 +00:00
< / span >
< / footer >
< / div >
< br clear = "both" >
< / div >
< / div >
< script src = "scripts/sunlight.js" > < / script >
< script src = "scripts/sunlight.javascript.js" > < / script >
< script src = "scripts/sunlight-plugin.doclinks.js" > < / script >
< script src = "scripts/sunlight-plugin.linenumbers.js" > < / script >
< script src = "scripts/sunlight-plugin.menu.js" > < / script >
< script src = "scripts/jquery.min.js" > < / script >
< script src = "scripts/jquery.scrollTo.js" > < / script >
< script src = "scripts/jquery.localScroll.js" > < / script >
< script src = "scripts/bootstrap-dropdown.js" > < / script >
< script src = "scripts/toc.js" > < / script >
< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
< script >
$( function () {
$( "#toc" ).toc( {
2014-04-10 22:13:43 +00:00
anchorName : function(i, heading, prefix) {
2014-03-14 06:36:05 +00:00
return $(heading).attr("id") || ( prefix + i );
},
2013-10-02 14:05:55 +00:00
selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
< / html >