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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>
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<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Tile.html">Tile</a>
</li>
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<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>
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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>
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<li class="class-depth-1">
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<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
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<a href="Phaser.Time.html">Time</a>
</li>
2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
<a href="Phaser.Timer.html">Timer</a>
</li>
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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>
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<a href="Phaser.Tween.html">Tween</a>
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<a href="Phaser.TweenData.html">TweenData</a>
</li>
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<a href="Phaser.TweenManager.html">TweenManager</a>
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<a href="Phaser.Utils.html">Utils</a>
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<a href="Phaser.Utils.Debug.html">Debug</a>
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<li class="class-depth-1">
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<a href="Phaser.Video.html">Video</a>
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</li>
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<a href="Phaser.World.html">World</a>
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</li>
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<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
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</li>
<li class="class-depth-1">
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<a href="PIXI.BaseTexture.html">BaseTexture</a>
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</li>
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
</li>
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
</li>
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<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>
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<a href="PIXI.DisplayObject.html">DisplayObject</a>
</li>
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<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
</li>
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<a href="PIXI.Event.html">Event</a>
</li>
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<a href="PIXI.EventTarget.html">EventTarget</a>
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<a href="PIXI.FilterTexture.html">FilterTexture</a>
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<a href="PIXI.Graphics.html">Graphics</a>
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<a href="PIXI.GraphicsData.html">GraphicsData</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PIXI.html">PIXI</a>
</li>
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
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<a href="PIXI.PixiShader.html">PixiShader</a>
</li>
<li class="class-depth-1">
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<a href="PIXI.PolyK.html">PolyK</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
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</li>
<li class="class-depth-1">
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<a href="PIXI.RenderTexture.html">RenderTexture</a>
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</li>
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<a href="PIXI.Rope.html">Rope</a>
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</li>
<li class="class-depth-1">
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<a href="PIXI.Sprite.html">Sprite</a>
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</li>
<li class="class-depth-1">
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<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
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</li>
<li class="class-depth-1">
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<a href="PIXI.Stage.html">Stage</a>
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</li>
<li class="class-depth-1">
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<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">
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<a href="PIXI.Texture.html">Texture</a>
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</li>
<li class="class-depth-1">
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<a href="PIXI.TilingSprite.html">TilingSprite</a>
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</li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1">
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<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">
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<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>
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<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">
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<a href="global.html#AUTO">AUTO</a>
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<a href="global.html#BITMAPDATA">BITMAPDATA</a>
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<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
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</li>
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<li class="class-depth-0">
<a href="global.html#blendModes">blendModes</a>
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</li>
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<a href="global.html#BUTTON">BUTTON</a>
</li>
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<a href="global.html#CANVAS">CANVAS</a>
</li>
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<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
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<a href="global.html#CIRCLE">CIRCLE</a>
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<a href="global.html#CREATURE">CREATURE</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#DOWN">DOWN</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#ELLIPSE">ELLIPSE</a>
2014-11-15 20:01:46 +00:00
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2015-07-22 14:31:30 +00:00
<a href="global.html#EMITTER">EMITTER</a>
2014-11-15 20:01:46 +00:00
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<a href="global.html#GAMES">GAMES</a>
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<a href="global.html#GRAPHICS">GRAPHICS</a>
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<a href="global.html#GROUP">GROUP</a>
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<a href="global.html#HEADLESS">HEADLESS</a>
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<a href="global.html#IMAGE">IMAGE</a>
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<a href="global.html#LEFT">LEFT</a>
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<a href="global.html#LINE">LINE</a>
</li>
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<a href="global.html#MATRIX">MATRIX</a>
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<a href="global.html#NONE">NONE</a>
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<a href="global.html#POINT">POINT</a>
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<a href="global.html#POINTER">POINTER</a>
</li>
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<a href="global.html#POLYGON">POLYGON</a>
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<a href="global.html#RECTANGLE">RECTANGLE</a>
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<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
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<a href="global.html#RETROFONT">RETROFONT</a>
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<a href="global.html#RIGHT">RIGHT</a>
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<a href="global.html#ROPE">ROPE</a>
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<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
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</li>
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<li class="class-depth-0">
<a href="global.html#scaleModes">scaleModes</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#SPRITE">SPRITE</a>
</li>
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<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
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<a href="global.html#TEXT">TEXT</a>
2014-11-15 20:01:46 +00:00
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<a href="global.html#TILEMAP">TILEMAP</a>
2014-11-15 20:01:46 +00:00
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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#TILEMAPLAYER">TILEMAPLAYER</a>
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<a href="global.html#TILESPRITE">TILESPRITE</a>
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<a href="global.html#UP">UP</a>
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<a href="global.html#VERSION">VERSION</a>
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<a href="global.html#VIDEO">VIDEO</a>
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<a href="global.html#WEBGL">WEBGL</a>
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<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
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</li>
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</ul>
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2014-11-25 00:23:44 +00:00
2014-11-15 20:01:46 +00:00
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
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2014-12-03 10:39:11 +00:00
<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
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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>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
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<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>
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<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>
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<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
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<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>
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<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
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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>
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<li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li>
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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 &lt;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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/**
* @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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/**
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* An array of callbacks that will be fired every time the activePointer receives a move event from the DOM.
* To add a callback to this array please use `Input.addMoveCallback`.
* @property {array} moveCallbacks
* @protected
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*/
this.moveCallbacks = [];
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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
*/
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.
* @default
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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.
* @default
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*/
this.position = null;
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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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*/
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
*/
this.circle = null;
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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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*/
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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/**
* @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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*/
this.tapRate = 200;
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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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*/
this.doubleTapRate = 300;
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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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*/
this.holdRate = 2000;
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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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*/
this.justPressedRate = 200;
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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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*/
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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*/
this.recordPointerHistory = false;
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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
*/
this.recordRate = 100;
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/**
* The total number of entries that can be recorded into the Pointer objects tracking history.
* 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
*/
this.recordLimit = 100;
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/**
* @property {Phaser.Pointer} pointer1 - A Pointer object.
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*/
this.pointer1 = null;
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/**
* @property {Phaser.Pointer} pointer2 - A Pointer object.
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*/
this.pointer2 = null;
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/**
* @property {Phaser.Pointer} pointer3 - A Pointer object.
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*/
this.pointer3 = null;
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/**
* @property {Phaser.Pointer} pointer4 - A Pointer object.
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*/
this.pointer4 = null;
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/**
* @property {Phaser.Pointer} pointer5 - A Pointer object.
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*/
this.pointer5 = null;
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/**
* @property {Phaser.Pointer} pointer6 - A Pointer object.
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*/
this.pointer6 = null;
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/**
* @property {Phaser.Pointer} pointer7 - A Pointer object.
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*/
this.pointer7 = null;
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/**
* @property {Phaser.Pointer} pointer8 - A Pointer object.
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*/
this.pointer8 = null;
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/**
* @property {Phaser.Pointer} pointer9 - A Pointer object.
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*/
this.pointer9 = null;
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/**
* @property {Phaser.Pointer} pointer10 - A Pointer object.
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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.
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*
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* When you've limited max pointers to 1 this will accurately be either the first finger touched or mouse.
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*
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* @property {Phaser.Pointer} activePointer
*/
this.activePointer = null;
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/**
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* The mouse has its own unique Phaser.Pointer object which you can use if making a desktop specific game.
*
* @property {Pointer} mousePointer
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*/
this.mousePointer = null;
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/**
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* The Mouse Input manager.
*
* You should not usually access this manager directly, but instead use Input.mousePointer or Input.activePointer
* which normalizes all the input values for you, regardless of browser.
*
* @property {Phaser.Mouse} mouse
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*/
this.mouse = null;
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/**
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* The Keyboard Input manager.
*
* @property {Phaser.Keyboard} keyboard
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*/
this.keyboard = null;
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/**
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* The Touch Input manager.
*
* You should not usually access this manager directly, but instead use Input.activePointer
* which normalizes all the input values for you, regardless of browser.
*
* @property {Phaser.Touch} touch
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*/
this.touch = null;
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/**
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* The MSPointer Input manager.
*
* You should not usually access this manager directly, but instead use Input.activePointer
* which normalizes all the input values for you, regardless of browser.
*
* @property {Phaser.MSPointer} mspointer
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*/
this.mspointer = null;
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/**
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* The Gamepad Input manager.
*
* @property {Phaser.Gamepad} gamepad
*/
this.gamepad = null;
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/**
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* If the Input Manager has been reset locked then all calls made to InputManager.reset,
* such as from a State change, are ignored.
* @property {boolean} resetLocked
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* @default
*/
this.resetLocked = false;
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/**
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* A Signal that is dispatched each time a pointer is pressed down.
* @property {Phaser.Signal} onDown
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*/
this.onDown = null;
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/**
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* A Signal that is dispatched each time a pointer is released.
* @property {Phaser.Signal} onUp
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*/
this.onUp = null;
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/**
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* A Signal that is dispatched each time a pointer is tapped.
* @property {Phaser.Signal} onTap
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*/
this.onTap = null;
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/**
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* A Signal that is dispatched each time a pointer is held down.
* @property {Phaser.Signal} onHold
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*/
this.onHold = null;
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/**
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* You can tell all Pointers to ignore any Game Object with a `priorityID` lower than this value.
* This is useful when stacking UI layers. Set to zero to disable.
* @property {number} minPriorityID
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* @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();
/**
* @property {Phaser.Point} _localPoint - Internal cache var.
* @private
*/
this._localPoint = new Phaser.Point();
/**
* @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;
};
/**
* @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;
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;
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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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*
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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).
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*
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* 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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*/
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addMoveCallback: function (callback, context) {
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this.moveCallbacks.push({ callback: callback, context: context });
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},
/**
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* Removes the callback from the Phaser.Input.moveCallbacks array.
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*
* @method Phaser.Input#deleteMoveCallback
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* @param {function} callback - The callback to be removed.
* @param {object} context - The context in which the callback exists.
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*/
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deleteMoveCallback: function (callback, context) {
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var i = this.moveCallbacks.length;
while (i--)
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{
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if (this.moveCallbacks[i].callback === callback &amp;&amp; this.moveCallbacks[i].context === context)
{
this.moveCallbacks.splice(i, 1);
return;
}
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}
},
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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: Maximum limit of " + Phaser.Input.MAX_POINTERS + " pointers reached.");
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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 &amp;&amp; this._pollCounter &lt; 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 &amp;&amp; this.gamepad.active)
{
this.gamepad.update();
}
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for (var i = 0; i &lt; 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 (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 &lt; this.pointers.length; i++)
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{
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this.pointers[i].reset();
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}
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if (this.game.canvas.style.cursor !== 'none')
{
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 &amp;&amp; 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 &lt; 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 &amp;&amp; this.pointer1.identifier === event.identifier)
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{
return this.pointer1.move(event);
}
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if (this.pointer2.active &amp;&amp; this.pointer2.identifier === event.identifier)
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{
return this.pointer2.move(event);
}
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for (var i = 2; i &lt; this.pointers.length; i++)
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{
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var pointer = this.pointers[i];
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if (pointer.active &amp;&amp; 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 &amp;&amp; this.pointer1.identifier === event.identifier)
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{
return this.pointer1.stop(event);
}
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if (this.pointer2.active &amp;&amp; this.pointer2.identifier === event.identifier)
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{
return this.pointer2.stop(event);
}
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for (var i = 2; i &lt; this.pointers.length; i++)
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{
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var pointer = this.pointers[i];
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if (pointer.active &amp;&amp; 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 (limit === undefined) { limit = this.pointers.length; }
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var count = limit;
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for (var i = 0; i &lt; this.pointers.length &amp;&amp; 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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return (limit - count);
},
/**
* Get the first Pointer with the given active state.
*
* @method Phaser.Input#getPointer
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* @param {boolean} [isActive=false] - The state the Pointer should be in - active or inactive?
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* @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested state.
*/
getPointer: function (isActive) {
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if (isActive === undefined) { isActive = false; }
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for (var i = 0; i &lt; 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 &lt; 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 &lt; 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;
},
/**
* This will return the local coordinates of the specified displayObject based on the given Pointer.
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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) {
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if (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);
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
);
},
/**
* 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.
*/
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 &amp;&amp; displayObject.hitArea.contains)
{
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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 &amp;&amp; this._localPoint.x &lt; x1 + width)
{
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var y1 = -height * displayObject.anchor.y;
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if (this._localPoint.y >= y1 &amp;&amp; this._localPoint.y &lt; y1 + height)
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{
return true;
}
}
}
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else if (displayObject instanceof PIXI.Sprite)
{
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var width = displayObject.texture.frame.width;
var height = displayObject.texture.frame.height;
var x1 = -width * displayObject.anchor.x;
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if (this._localPoint.x >= x1 &amp;&amp; this._localPoint.x &lt; x1 + width)
{
var y1 = -height * displayObject.anchor.y;
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if (this._localPoint.y >= y1 &amp;&amp; this._localPoint.y &lt; y1 + height)
{
return true;
}
}
}
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else if (displayObject instanceof Phaser.Graphics)
{
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for (var i = 0; i &lt; displayObject.graphicsData.length; i++)
{
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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 &amp;&amp; data.shape.contains(this._localPoint.x, this._localPoint.y))
{
return true;
}
}
}
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// Didn't hit the parent, does it have any children?
for (var i = 0, len = displayObject.children.length; i &lt; 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();
2013-10-02 12:18:58 +00:00
}
};
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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 &amp;&amp; this._pollCounter &lt; 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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}
});
</pre>
</article>
</section>
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Phaser Copyright © 2012-2015 Photon Storm Ltd.
2013-10-02 12:18:58 +00:00
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2015-03-23 23:46:30 +00:00
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-alpha10</a>
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on Wed Jul 29 2015 14:57:51 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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$( function () {
$( "#toc" ).toc( {
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anchorName : function(i, heading, prefix) {
return $(heading).attr("id") || ( prefix + i );
},
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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>