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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 12:18:58 +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 12:18:58 +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 >
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 12:18:58 +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 12:18:58 +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 12:18:58 +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 12:18:58 +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" >
2013-10-02 12:18:58 +00:00
< a href = "Phaser.World.html" > World< / a >
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.AbstractFilter.html" > AbstractFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BaseTexture.html" > BaseTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BitmapText.html" > BitmapText< / a >
< / 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.Text.html" > Text< / 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 >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.VideoTexture.html" > VideoTexture< / 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
< li class = "class-depth-0" >
< a href = "RoundedRectangle.html" > RoundedRectangle< / 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" >
< a href = "global.html#append" > append< / 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#apply" > apply< / 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#applyInverse" > applyInverse< / 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" >
< a href = "global.html#clone" > clone< / 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#contains" > contains< / 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#fromArray" > fromArray< / 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#identity" > identity< / 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#rotate" > rotate< / 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#scale" > scale< / 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" >
< a href = "global.html#sort" > sort< / 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#toArray" > toArray< / 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#translate" > translate< / a >
2014-11-15 20:01:46 +00:00
< / li >
2013-10-02 12:18:58 +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 >
< 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 >
2015-01-06 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.Rectangle.html" > Rectangle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Point.html" > Point< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Line.html" > Line< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Ellipse.html" > Ellipse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Polygon.html" > Polygon< / 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" > 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 >
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< / ul >
< / li >
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< 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 >
< 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 >
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< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Community< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "http://phaser.io/examples" > Phaser Examples< / a > < / li >
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< 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 >
2015-03-26 02:55:18 +00:00
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2014-11-25 00:23:44 +00:00
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2015-03-26 02:55:18 +00:00
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2015-03-23 23:46:30 +00:00
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< / ul >
< / li >
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< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span12" >
< div id = "main" >
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< h1 class = "page-title" > Source: src/input/Input.js< / h1 >
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< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
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* @copyright 2015 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
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* Phaser.Input is the Input Manager for all types of Input across Phaser, including mouse, keyboard, touch and MSPointer.
* The Input manager is updated automatically by the core game loop.
*
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* @class Phaser.Input
* @constructor
* @param {Phaser.Game} game - Current game instance.
*/
Phaser.Input = function (game) {
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
this.game = game;
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/**
* @property {HTMLCanvasElement} hitCanvas - The canvas to which single pixels are drawn in order to perform pixel-perfect hit detection.
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* @default
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*/
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this.hitCanvas = null;
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/**
* @property {CanvasRenderingContext2D} hitContext - The context of the pixel perfect hit canvas.
* @default
*/
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this.hitContext = null;
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/**
* @property {array} moveCallbacks - An array of callbacks that will be fired every time the activePointer receives a move event from the DOM.
*/
this.moveCallbacks = [];
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/**
* @property {function} moveCallback - An optional callback that will be fired every time the activePointer receives a move event from the DOM. Set to null to disable.
*/
this.moveCallback = null;
/**
* @property {object} moveCallbackContext - The context in which the moveCallback will be sent. Defaults to Phaser.Input but can be set to any valid JS object.
*/
this.moveCallbackContext = this;
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/**
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* @property {number} pollRate - How often should the input pointers be checked for updates? A value of 0 means every single frame (60fps); a value of 1 means every other frame (30fps) and so on.
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* @default
*/
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this.pollRate = 0;
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/**
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* When enabled, input (eg. Keyboard, Mouse, Touch) will be processed - as long as the individual sources are enabled themselves.
*
* When not enabled, _all_ input sources are ignored. To disable just one type of input; for example, the Mouse, use `input.mouse.enabled = false`.
* @property {boolean} enabled
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* @default
*/
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this.enabled = true;
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/**
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* @property {number} multiInputOverride - Controls the expected behavior when using a mouse and touch together on a multi-input device.
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* @default
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*/
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this.multiInputOverride = Phaser.Input.MOUSE_TOUCH_COMBINE;
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/**
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* @property {Phaser.Point} position - A point object representing the current position of the Pointer.
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* @default
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*/
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this.position = null;
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/**
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* @property {Phaser.Point} speed - A point object representing the speed of the Pointer. Only really useful in single Pointer games; otherwise see the Pointer objects directly.
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*/
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this.speed = null;
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/**
* A Circle object centered on the x/y screen coordinates of the Input.
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* Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything.
* @property {Phaser.Circle} circle
*/
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this.circle = null;
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/**
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* @property {Phaser.Point} scale - The scale by which all input coordinates are multiplied; calculated by the ScaleManager. In an un-scaled game the values will be x = 1 and y = 1.
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*/
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this.scale = null;
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/**
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* @property {integer} maxPointers - The maximum number of Pointers allowed to be active at any one time. A value of -1 is only limited by the total number of pointers. For lots of games it's useful to set this to 1.
* @default -1 (Limited by total pointers.)
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*/
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this.maxPointers = -1;
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/**
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* @property {number} currentPointers - The current number of active Pointers.
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* @deprecated This is only updated when `maxPointers >= 0` and will generally be innacurate. Use `totalActivePointers` instead.
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*/
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this.currentPointers = 0;
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/**
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* @property {number} tapRate - The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or click.
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* @default
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*/
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this.tapRate = 200;
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/**
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* @property {number} doubleTapRate - The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click.
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* @default
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*/
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this.doubleTapRate = 300;
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/**
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* @property {number} holdRate - The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event.
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* @default
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*/
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this.holdRate = 2000;
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/**
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* @property {number} justPressedRate - The number of milliseconds below which the Pointer is considered justPressed.
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* @default
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*/
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this.justPressedRate = 200;
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/**
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* @property {number} justReleasedRate - The number of milliseconds below which the Pointer is considered justReleased .
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* @default
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*/
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this.justReleasedRate = 200;
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/**
* Sets if the Pointer objects should record a history of x/y coordinates they have passed through.
* The history is cleared each time the Pointer is pressed down.
* The history is updated at the rate specified in Input.pollRate
* @property {boolean} recordPointerHistory
* @default
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*/
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this.recordPointerHistory = false;
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/**
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* @property {number} recordRate - The rate in milliseconds at which the Pointer objects should update their tracking history.
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* @default
*/
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this.recordRate = 100;
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/**
* The total number of entries that can be recorded into the Pointer objects tracking history.
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* If the Pointer is tracking one event every 100ms; then a trackLimit of 100 would store the last 10 seconds worth of history.
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* @property {number} recordLimit
* @default
*/
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this.recordLimit = 100;
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/**
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* @property {Phaser.Pointer} pointer1 - A Pointer object.
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*/
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this.pointer1 = null;
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/**
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* @property {Phaser.Pointer} pointer2 - A Pointer object.
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*/
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this.pointer2 = null;
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/**
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* @property {Phaser.Pointer} pointer3 - A Pointer object.
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*/
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this.pointer3 = null;
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/**
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* @property {Phaser.Pointer} pointer4 - A Pointer object.
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*/
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this.pointer4 = null;
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/**
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* @property {Phaser.Pointer} pointer5 - A Pointer object.
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*/
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this.pointer5 = null;
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/**
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* @property {Phaser.Pointer} pointer6 - A Pointer object.
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*/
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this.pointer6 = null;
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/**
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* @property {Phaser.Pointer} pointer7 - A Pointer object.
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*/
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this.pointer7 = null;
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/**
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* @property {Phaser.Pointer} pointer8 - A Pointer object.
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*/
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this.pointer8 = null;
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/**
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* @property {Phaser.Pointer} pointer9 - A Pointer object.
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*/
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this.pointer9 = null;
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/**
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* @property {Phaser.Pointer} pointer10 - A Pointer object.
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*/
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this.pointer10 = null;
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/**
* An array of non-mouse pointers that have been added to the game.
* The properties `pointer1..N` are aliases for `pointers[0..N-1]`.
* @property {Phaser.Pointer[]} pointers
* @public
* @readonly
*/
this.pointers = [];
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/**
* The most recently active Pointer object.
* When you've limited max pointers to 1 this will accurately be either the first finger touched or mouse.
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* @property {Phaser.Pointer} activePointer
*/
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this.activePointer = null;
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/**
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* @property {Pointer} mousePointer - The mouse has its own unique Phaser.Pointer object which you can use if making a desktop specific game.
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*/
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this.mousePointer = null;
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/**
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* @property {Phaser.Mouse} mouse - The Mouse Input manager.
*/
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this.mouse = null;
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/**
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* @property {Phaser.Keyboard} keyboard - The Keyboard Input manager.
*/
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this.keyboard = null;
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/**
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* @property {Phaser.Touch} touch - the Touch Input manager.
*/
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this.touch = null;
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/**
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* @property {Phaser.MSPointer} mspointer - The MSPointer Input manager.
*/
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this.mspointer = null;
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/**
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* @property {Phaser.Gamepad} gamepad - The Gamepad Input manager.
*/
this.gamepad = null;
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/**
* @property {boolean} resetLocked - If the Input Manager has been reset locked then all calls made to InputManager.reset, such as from a State change, are ignored.
* @default
*/
this.resetLocked = false;
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/**
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* @property {Phaser.Signal} onDown - A Signal that is dispatched each time a pointer is pressed down.
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*/
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this.onDown = null;
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/**
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* @property {Phaser.Signal} onUp - A Signal that is dispatched each time a pointer is released.
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*/
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this.onUp = null;
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/**
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* @property {Phaser.Signal} onTap - A Signal that is dispatched each time a pointer is tapped.
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*/
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this.onTap = null;
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/**
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* @property {Phaser.Signal} onHold - A Signal that is dispatched each time a pointer is held down.
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*/
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this.onHold = null;
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/**
* @property {number} minPriorityID - You can tell all Pointers to ignore any object with a priorityID lower than the minPriorityID. Useful when stacking UI layers. Set to zero to disable.
* @default
*/
this.minPriorityID = 0;
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/**
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* A list of interactive objects. The InputHandler components add and remove themselves from this list.
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* @property {Phaser.ArraySet} interactiveItems
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*/
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this.interactiveItems = new Phaser.ArraySet();
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/**
* @property {Phaser.Point} _localPoint - Internal cache var.
* @private
*/
this._localPoint = new Phaser.Point();
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/**
* @property {number} _pollCounter - Internal var holding the current poll counter.
* @private
*/
this._pollCounter = 0;
/**
* @property {Phaser.Point} _oldPosition - A point object representing the previous position of the Pointer.
* @private
*/
this._oldPosition = null;
/**
* @property {number} _x - x coordinate of the most recent Pointer event
* @private
*/
this._x = 0;
/**
* @property {number} _y - Y coordinate of the most recent Pointer event
* @private
*/
this._y = 0;
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};
/**
* @constant
* @type {number}
*/
Phaser.Input.MOUSE_OVERRIDES_TOUCH = 0;
/**
* @constant
* @type {number}
*/
Phaser.Input.TOUCH_OVERRIDES_MOUSE = 1;
/**
* @constant
* @type {number}
*/
Phaser.Input.MOUSE_TOUCH_COMBINE = 2;
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/**
* The maximum number of pointers that can be added. This excludes the mouse pointer.
* @constant
* @type {integer}
*/
Phaser.Input.MAX_POINTERS = 10;
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Phaser.Input.prototype = {
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/**
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* Starts the Input Manager running.
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*
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* @method Phaser.Input#boot
* @protected
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*/
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boot: function () {
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this.mousePointer = new Phaser.Pointer(this.game, 0);
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this.addPointer();
this.addPointer();
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this.mouse = new Phaser.Mouse(this.game);
this.touch = new Phaser.Touch(this.game);
this.mspointer = new Phaser.MSPointer(this.game);
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if (Phaser.Keyboard)
{
this.keyboard = new Phaser.Keyboard(this.game);
}
if (Phaser.Gamepad)
{
this.gamepad = new Phaser.Gamepad(this.game);
}
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this.onDown = new Phaser.Signal();
this.onUp = new Phaser.Signal();
this.onTap = new Phaser.Signal();
this.onHold = new Phaser.Signal();
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this.scale = new Phaser.Point(1, 1);
this.speed = new Phaser.Point();
this.position = new Phaser.Point();
this._oldPosition = new Phaser.Point();
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this.circle = new Phaser.Circle(0, 0, 44);
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this.activePointer = this.mousePointer;
this.currentPointers = 0;
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this.hitCanvas = document.createElement('canvas');
this.hitCanvas.width = 1;
this.hitCanvas.height = 1;
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this.hitContext = this.hitCanvas.getContext('2d');
this.mouse.start();
this.touch.start();
this.mspointer.start();
this.mousePointer.active = true;
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if (this.keyboard)
{
this.keyboard.start();
}
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var _this = this;
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this._onClickTrampoline = function (event) {
_this.onClickTrampoline(event);
};
this.game.canvas.addEventListener('click', this._onClickTrampoline, false);
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},
/**
* Stops all of the Input Managers from running.
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*
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* @method Phaser.Input#destroy
*/
destroy: function () {
this.mouse.stop();
this.touch.stop();
this.mspointer.stop();
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if (this.keyboard)
{
this.keyboard.stop();
}
if (this.gamepad)
{
this.gamepad.stop();
}
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this.moveCallbacks = [];
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this.game.canvas.removeEventListener('click', this._onClickTrampoline);
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},
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/**
* Adds a callback that is fired every time the activePointer receives a DOM move event such as a mousemove or touchmove.
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*
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* The callback will be sent 4 parameters: The Pointer that moved, the x position of the pointer, the y position and the down state.
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* It will be called every time the activePointer moves, which in a multi-touch game can be a lot of times, so this is best
* to only use if you've limited input to a single pointer (i.e. mouse or touch).
* The callback is added to the Phaser.Input.moveCallbacks array and should be removed with Phaser.Input.deleteMoveCallback.
*
* @method Phaser.Input#addMoveCallback
* @param {function} callback - The callback that will be called each time the activePointer receives a DOM move event.
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* @param {object} context - The context in which the callback will be called.
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* @return {number} The index of the callback entry. Use this index when calling Input.deleteMoveCallback.
*/
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addMoveCallback: function (callback, context) {
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return this.moveCallbacks.push({ callback: callback, context: context }) - 1;
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},
/**
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* Removes the callback at the defined index from the Phaser.Input.moveCallbacks array
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*
* @method Phaser.Input#deleteMoveCallback
* @param {number} index - The index of the callback to remove.
*/
deleteMoveCallback: function (index) {
if (this.moveCallbacks[index])
{
this.moveCallbacks.splice(index, 1);
}
},
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/**
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* Add a new Pointer object to the Input Manager.
* By default Input creates 3 pointer objects: `mousePointer` (not include in part of general pointer pool), `pointer1` and `pointer2`.
* This method adds an additional pointer, up to a maximum of Phaser.Input.MAX_POINTERS (default of 10).
*
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* @method Phaser.Input#addPointer
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* @return {Phaser.Pointer|null} The new Pointer object that was created; null if a new pointer could not be added.
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*/
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addPointer: function () {
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if (this.pointers.length >= Phaser.Input.MAX_POINTERS)
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{
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console.warn("Phaser.Input.addPointer: only " + Phaser.Input.MAX_POINTERS + " pointer allowed");
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return null;
}
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var id = this.pointers.length + 1;
var pointer = new Phaser.Pointer(this.game, id);
this.pointers.push(pointer);
this['pointer' + id] = pointer;
return pointer;
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},
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/**
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* Updates the Input Manager. Called by the core Game loop.
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*
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* @method Phaser.Input#update
* @protected
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*/
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update: function () {
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if (this.keyboard)
{
this.keyboard.update();
}
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if (this.pollRate > 0 & & this._pollCounter < this.pollRate)
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{
this._pollCounter++;
return;
}
this.speed.x = this.position.x - this._oldPosition.x;
this.speed.y = this.position.y - this._oldPosition.y;
this._oldPosition.copyFrom(this.position);
this.mousePointer.update();
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if (this.gamepad & & this.gamepad.active)
{
this.gamepad.update();
}
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for (var i = 0; i < this.pointers.length; i++)
{
this.pointers[i].update();
}
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this._pollCounter = 0;
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},
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/**
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* Reset all of the Pointers and Input states.
*
* The optional `hard` parameter will reset any events or callbacks that may be bound.
* Input.reset is called automatically during a State change or if a game loses focus / visibility.
* To control control the reset manually set {@link Phaser.InputManager.resetLocked} to `true`.
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*
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* @method Phaser.Input#reset
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* @public
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* @param {boolean} [hard=false] - A soft reset won't reset any events or callbacks that are bound. A hard reset will.
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*/
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reset: function (hard) {
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if (!this.game.isBooted || this.resetLocked)
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{
return;
}
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if (typeof hard === 'undefined') { hard = false; }
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this.mousePointer.reset();
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if (this.keyboard)
{
this.keyboard.reset(hard);
}
if (this.gamepad)
{
this.gamepad.reset();
}
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for (var i = 0; i < this.pointers.length; i++)
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{
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this.pointers[i].reset();
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}
this.currentPointers = 0;
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if (this.game.canvas.style.cursor !== 'none')
{
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this.game.canvas.style.cursor = 'inherit';
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}
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if (hard)
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{
this.onDown.dispose();
this.onUp.dispose();
this.onTap.dispose();
this.onHold.dispose();
this.onDown = new Phaser.Signal();
this.onUp = new Phaser.Signal();
this.onTap = new Phaser.Signal();
this.onHold = new Phaser.Signal();
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this.moveCallbacks = [];
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}
this._pollCounter = 0;
},
/**
* Resets the speed and old position properties.
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*
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* @method Phaser.Input#resetSpeed
* @param {number} x - Sets the oldPosition.x value.
* @param {number} y - Sets the oldPosition.y value.
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*/
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resetSpeed: function (x, y) {
this._oldPosition.setTo(x, y);
this.speed.setTo(0, 0);
},
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/**
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* Find the first free Pointer object and start it, passing in the event data.
* This is called automatically by Phaser.Touch and Phaser.MSPointer.
*
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* @method Phaser.Input#startPointer
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* @protected
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* @param {any} event - The event data from the Touch event.
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* @return {Phaser.Pointer} The Pointer object that was started or null if no Pointer object is available.
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*/
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startPointer: function (event) {
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if (this.maxPointers >= 0 & & this.countActivePointers(this.maxPointers) >= this.maxPointers)
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{
return null;
}
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if (!this.pointer1.active)
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{
return this.pointer1.start(event);
}
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if (!this.pointer2.active)
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{
return this.pointer2.start(event);
}
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for (var i = 2; i < this.pointers.length; i++)
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{
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var pointer = this.pointers[i];
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if (!pointer.active)
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{
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return pointer.start(event);
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}
}
return null;
},
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/**
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* Updates the matching Pointer object, passing in the event data.
* This is called automatically and should not normally need to be invoked.
*
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* @method Phaser.Input#updatePointer
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* @protected
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* @param {any} event - The event data from the Touch event.
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* @return {Phaser.Pointer} The Pointer object that was updated; null if no pointer was updated.
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*/
updatePointer: function (event) {
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if (this.pointer1.active & & this.pointer1.identifier === event.identifier)
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{
return this.pointer1.move(event);
}
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if (this.pointer2.active & & this.pointer2.identifier === event.identifier)
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{
return this.pointer2.move(event);
}
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for (var i = 2; i < this.pointers.length; i++)
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{
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var pointer = this.pointers[i];
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if (pointer.active & & pointer.identifier === event.identifier)
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{
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return pointer.move(event);
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}
}
return null;
},
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/**
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* Stops the matching Pointer object, passing in the event data.
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*
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* @method Phaser.Input#stopPointer
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* @protected
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* @param {any} event - The event data from the Touch event.
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* @return {Phaser.Pointer} The Pointer object that was stopped or null if no Pointer object is available.
*/
stopPointer: function (event) {
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if (this.pointer1.active & & this.pointer1.identifier === event.identifier)
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{
return this.pointer1.stop(event);
}
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if (this.pointer2.active & & this.pointer2.identifier === event.identifier)
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{
return this.pointer2.stop(event);
}
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for (var i = 2; i < this.pointers.length; i++)
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{
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var pointer = this.pointers[i];
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if (pointer.active & & pointer.identifier === event.identifier)
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{
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return pointer.stop(event);
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}
}
return null;
},
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/**
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* Returns the total number of active pointers, not exceeding the specified limit
*
* @name Phaser.Input#countActivePointers
* @private
* @property {integer} [limit=(max pointers)] - Stop counting after this.
* @return {integer} The number of active pointers, or limit - whichever is less.
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*/
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countActivePointers: function (limit) {
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if (typeof limit === 'undefined') { limit = this.pointers.length; }
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var count = limit;
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for (var i = 0; i < this.pointers.length & & count > 0; i++)
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{
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var pointer = this.pointers[i];
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if (pointer.active)
{
count--;
}
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}
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// For backwards compatibility with side-effect in totalActivePointers.
this.currentPointers = (limit - count);
return (limit - count);
},
/**
* Get the first Pointer with the given active state.
*
* @method Phaser.Input#getPointer
* @param {boolean} [isActive=false] - The state the Pointer should be in - active or innactive?
* @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested state.
*/
getPointer: function (isActive) {
if (typeof isActive === 'undefined') { isActive = false; }
for (var i = 0; i < this.pointers.length; i++)
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{
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var pointer = this.pointers[i];
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if (pointer.active === isActive)
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{
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return pointer;
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}
}
return null;
},
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/**
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* Get the Pointer object whos `identifier` property matches the given identifier value.
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*
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* The identifier property is not set until the Pointer has been used at least once, as its populated by the DOM event.
* Also it can change every time you press the pointer down, and is not fixed once set.
* Note: Not all browsers set the identifier property and it's not part of the W3C spec, so you may need getPointerFromId instead.
*
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* @method Phaser.Input#getPointerFromIdentifier
* @param {number} identifier - The Pointer.identifier value to search for.
* @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested identifier.
*/
getPointerFromIdentifier: function (identifier) {
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for (var i = 0; i < this.pointers.length; i++)
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{
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var pointer = this.pointers[i];
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if (pointer.identifier === identifier)
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{
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return pointer;
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}
}
return null;
},
/**
* Get the Pointer object whos `pointerId` property matches the given value.
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*
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* The pointerId property is not set until the Pointer has been used at least once, as its populated by the DOM event.
* Also it can change every time you press the pointer down if the browser recycles it.
*
* @method Phaser.Input#getPointerFromId
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* @param {number} pointerId - The `pointerId` (not 'id') value to search for.
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* @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested identifier.
*/
getPointerFromId: function (pointerId) {
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for (var i = 0; i < this.pointers.length; i++)
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{
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var pointer = this.pointers[i];
if (pointer.pointerId === pointerId)
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{
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return pointer;
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}
}
return null;
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},
/**
* This will return the local coordinates of the specified displayObject based on the given Pointer.
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*
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* @method Phaser.Input#getLocalPosition
* @param {Phaser.Sprite|Phaser.Image} displayObject - The DisplayObject to get the local coordinates for.
* @param {Phaser.Pointer} pointer - The Pointer to use in the check against the displayObject.
* @return {Phaser.Point} A point containing the coordinates of the Pointer position relative to the DisplayObject.
*/
getLocalPosition: function (displayObject, pointer, output) {
if (typeof output === 'undefined') { output = new Phaser.Point(); }
var wt = displayObject.worldTransform;
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var id = 1 / (wt.a * wt.d + wt.c * -wt.b);
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return output.setTo(
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wt.d * id * pointer.x + -wt.c * id * pointer.y + (wt.ty * wt.c - wt.tx * wt.d) * id,
wt.a * id * pointer.y + -wt.b * id * pointer.x + (-wt.ty * wt.a + wt.tx * wt.b) * id
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);
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},
/**
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* Tests if the pointer hits the given object.
*
* @method Phaser.Input#hitTest
* @param {DisplayObject} displayObject - The displayObject to test for a hit.
* @param {Phaser.Pointer} pointer - The pointer to use for the test.
* @param {Phaser.Point} localPoint - The local translated point.
*/
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hitTest: function (displayObject, pointer, localPoint) {
if (!displayObject.worldVisible)
{
return false;
}
this.getLocalPosition(displayObject, pointer, this._localPoint);
localPoint.copyFrom(this._localPoint);
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if (displayObject.hitArea & & displayObject.hitArea.contains)
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{
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return (displayObject.hitArea.contains(this._localPoint.x, this._localPoint.y));
}
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else if (displayObject instanceof Phaser.TileSprite)
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{
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var width = displayObject.width;
var height = displayObject.height;
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var x1 = -width * displayObject.anchor.x;
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if (this._localPoint.x >= x1 & & this._localPoint.x < x1 + width)
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{
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var y1 = -height * displayObject.anchor.y;
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if (this._localPoint.y >= y1 & & this._localPoint.y < y1 + height)
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{
return true;
}
}
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}
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else if (displayObject instanceof PIXI.Sprite)
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{
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var width = displayObject.texture.frame.width;
var height = displayObject.texture.frame.height;
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var x1 = -width * displayObject.anchor.x;
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if (this._localPoint.x >= x1 & & this._localPoint.x < x1 + width)
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{
var y1 = -height * displayObject.anchor.y;
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if (this._localPoint.y >= y1 & & this._localPoint.y < y1 + height)
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{
return true;
}
}
}
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else if (displayObject instanceof Phaser.Graphics)
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{
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for (var i = 0; i < displayObject.graphicsData.length; i++)
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{
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var data = displayObject.graphicsData[i];
if (!data.fill)
{
continue;
}
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// Only deal with fills..
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if (data.shape & & data.shape.contains(this._localPoint.x, this._localPoint.y))
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{
return true;
}
}
}
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// Didn't hit the parent, does it have any children?
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for (var i = 0, len = displayObject.children.length; i < len; i++)
{
if (this.hitTest(displayObject.children[i], pointer, localPoint))
{
return true;
}
}
return false;
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},
/**
* Used for click trampolines. See {@link Phaser.Pointer.addClickTrampoline}.
*
* @method Phaser.Input#onClickTrampoline
* @private
*/
onClickTrampoline: function () {
// It might not always be the active pointer, but this does work on
// Desktop browsers (read: IE) with Mouse or MSPointer input.
this.activePointer.processClickTrampolines();
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}
};
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Phaser.Input.prototype.constructor = Phaser.Input;
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/**
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* The X coordinate of the most recently active pointer.
* This value takes game scaling into account automatically. See Pointer.screenX/clientX for source values.
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* @name Phaser.Input#x
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* @property {number} x
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*/
Object.defineProperty(Phaser.Input.prototype, "x", {
get: function () {
return this._x;
},
set: function (value) {
this._x = Math.floor(value);
}
});
/**
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* The Y coordinate of the most recently active pointer.
* This value takes game scaling into account automatically. See Pointer.screenY/clientY for source values.
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* @name Phaser.Input#y
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* @property {number} y
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*/
Object.defineProperty(Phaser.Input.prototype, "y", {
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get: function () {
return this._y;
},
set: function (value) {
this._y = Math.floor(value);
}
});
/**
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* True if the Input is currently poll rate locked.
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* @name Phaser.Input#pollLocked
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* @property {boolean} pollLocked
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* @readonly
*/
Object.defineProperty(Phaser.Input.prototype, "pollLocked", {
get: function () {
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return (this.pollRate > 0 & & this._pollCounter < this.pollRate);
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}
});
/**
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* The total number of inactive Pointers.
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* @name Phaser.Input#totalInactivePointers
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* @property {number} totalInactivePointers
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* @readonly
*/
Object.defineProperty(Phaser.Input.prototype, "totalInactivePointers", {
get: function () {
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return this.pointers.length - this.countActivePointers();
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}
});
/**
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* The total number of active Pointers, not counting the mouse pointer.
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* @name Phaser.Input#totalActivePointers
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* @property {integers} totalActivePointers
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* @readonly
*/
Object.defineProperty(Phaser.Input.prototype, "totalActivePointers", {
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get: function () {
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return this.countActivePointers();
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}
});
/**
* The world X coordinate of the most recently active pointer.
* @name Phaser.Input#worldX
* @property {number} worldX - The world X coordinate of the most recently active pointer.
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* @readonly
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*/
Object.defineProperty(Phaser.Input.prototype, "worldX", {
get: function () {
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return this.game.camera.view.x + this.x;
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}
});
/**
* The world Y coordinate of the most recently active pointer.
* @name Phaser.Input#worldY
* @property {number} worldY - The world Y coordinate of the most recently active pointer.
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* @readonly
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*/
Object.defineProperty(Phaser.Input.prototype, "worldY", {
get: function () {
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return this.game.camera.view.y + this.y;
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}
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});
/**
* _All_ input sources (eg. Mouse, Keyboard, Touch) are ignored when Input is disabled.
* To disable just one type of input; for example, the Mouse, use `input.mouse.enabled = false`.
* @property {boolean} disabled
* @memberof Phaser.Input
* @default false
* @deprecated Use {@link Phaser.Input#enabled} instead
*/
Object.defineProperty(Phaser.Input.prototype, "disabled", {
get: function () {
return !this.enabled;
},
set: function (value) {
this.enabled = !value;
}
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});
< / pre >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
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Phaser Copyright © 2012-2015 Photon Storm Ltd.
2013-10-02 12:18:58 +00:00
< / span >
< br / >
< span class = "jsdoc-message" >
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-alpha10< / a >
2015-03-26 02:55:18 +00:00
on Thu Mar 26 2015 02:53:48 GMT+0000 (GMT Standard Time) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
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$( function () {
$( "#toc" ).toc( {
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anchorName : function(i, heading, prefix) {
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return $(heading).attr("id") || ( prefix + i );
},
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showAndHide : false,
scrollTo : 60
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$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
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