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<a href="Phaser.StateManager.html">StateManager</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
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<a href="Phaser.Text.html">Text</a>
</li>
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2013-11-28 15:57:09 +00:00
<a href="Phaser.Tile.html">Tile</a>
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<a href="Phaser.Tilemap.html">Tilemap</a>
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<li class="class-depth-1">
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<a href="Phaser.TilemapLayer.html">TilemapLayer</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.TilemapParser.html">TilemapParser</a>
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<a href="Phaser.Tileset.html">Tileset</a>
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<a href="Phaser.TileSprite.html">TileSprite</a>
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<a href="Phaser.Time.html">Time</a>
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<a href="Phaser.Timer.html">Timer</a>
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2014-02-05 06:29:17 +00:00
<a href="Phaser.TimerEvent.html">TimerEvent</a>
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<a href="Phaser.Touch.html">Touch</a>
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<a href="Phaser.Tween.html">Tween</a>
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<a href="Phaser.TweenData.html">TweenData</a>
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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.Video.html">Video</a>
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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>
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
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<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
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<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
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<a href="PIXI.DisplayObject.html">DisplayObject</a>
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<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
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<a href="PIXI.Event.html">Event</a>
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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>
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<a href="PIXI.PIXI.html">PIXI</a>
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
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<a href="PIXI.PixiShader.html">PixiShader</a>
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<a href="PIXI.PolyK.html">PolyK</a>
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</li>
<li class="class-depth-1">
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
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</li>
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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>
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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>
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</li>
<li class="class-depth-1">
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<a href="PIXI.StripShader.html">StripShader</a>
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</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>
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<li class="class-depth-1">
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
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</li>
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<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">
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<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
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<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
2014-11-15 20:01:46 +00:00
</li>
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</ul>
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<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
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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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<a href="global.html#blendModes">blendModes</a>
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</li>
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<a href="global.html#BUTTON">BUTTON</a>
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<a href="global.html#CANVAS">CANVAS</a>
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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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<a href="global.html#DOWN">DOWN</a>
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<a href="global.html#ELLIPSE">ELLIPSE</a>
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<a href="global.html#EMITTER">EMITTER</a>
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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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</li>
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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#POINT">POINT</a>
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<a href="global.html#POINTER">POINTER</a>
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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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<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>
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<a href="global.html#TILEMAP">TILEMAP</a>
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<a href="global.html#TILEMAPLAYER">TILEMAPLAYER</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>
2014-11-15 20:01:46 +00:00
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<a href="global.html#WEBGL">WEBGL</a>
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<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
2014-11-15 20:01:46 +00:00
</li>
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</ul>
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2014-11-25 00:23:44 +00:00
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
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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>
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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>
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<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>
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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>
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<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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<h1 class="page-title">Source: src/input/InputHandler.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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* The Input Handler is bound to a specific Sprite and is responsible for managing all Input events on that Sprite.
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*
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* @class Phaser.InputHandler
* @constructor
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* @param {Phaser.Sprite} sprite - The Sprite object to which this Input Handler belongs.
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*/
Phaser.InputHandler = function (sprite) {
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/**
* @property {Phaser.Sprite} sprite - The Sprite object to which this Input Handler belongs.
*/
this.sprite = sprite;
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/**
* @property {Phaser.Game} game - A reference to the currently running game.
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*/
this.game = sprite.game;
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/**
* @property {boolean} enabled - If enabled the Input Handler will process input requests and monitor pointer activity.
* @default
*/
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this.enabled = false;
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/**
* @property {boolean} checked - A disposable flag used by the Pointer class when performing priority checks.
* @protected
*/
this.checked = false;
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/**
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* The priorityID is used to determine which game objects should get priority when input events occur. For example if you have
* several Sprites that overlap, by default the one at the top of the display list is given priority for input events. You can
* stop this from happening by controlling the priorityID value. The higher the value, the more important they are considered to the Input events.
* @property {number} priorityID
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* @default
*/
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this.priorityID = 0;
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/**
* @property {boolean} useHandCursor - On a desktop browser you can set the 'hand' cursor to appear when moving over the Sprite.
* @default
*/
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this.useHandCursor = false;
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/**
* @property {boolean} _setHandCursor - Did this Sprite trigger the hand cursor?
* @private
*/
this._setHandCursor = false;
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/**
* @property {boolean} isDragged - true if the Sprite is being currently dragged.
* @default
*/
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this.isDragged = false;
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/**
* @property {boolean} allowHorizontalDrag - Controls if the Sprite is allowed to be dragged horizontally.
* @default
*/
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this.allowHorizontalDrag = true;
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/**
* @property {boolean} allowVerticalDrag - Controls if the Sprite is allowed to be dragged vertically.
* @default
*/
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this.allowVerticalDrag = true;
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/**
* @property {boolean} bringToTop - If true when this Sprite is clicked or dragged it will automatically be bought to the top of the Group it is within.
* @default
*/
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this.bringToTop = false;
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/**
* @property {Phaser.Point} snapOffset - A Point object that contains by how far the Sprite snap is offset.
* @default
*/
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this.snapOffset = null;
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/**
* @property {boolean} snapOnDrag - When the Sprite is dragged this controls if the center of the Sprite will snap to the pointer on drag or not.
* @default
*/
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this.snapOnDrag = false;
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/**
* @property {boolean} snapOnRelease - When the Sprite is dragged this controls if the Sprite will be snapped on release.
* @default
*/
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this.snapOnRelease = false;
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/**
* @property {number} snapX - When a Sprite has snapping enabled this holds the width of the snap grid.
* @default
*/
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this.snapX = 0;
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/**
* @property {number} snapY - When a Sprite has snapping enabled this holds the height of the snap grid.
* @default
*/
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this.snapY = 0;
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/**
* @property {number} snapOffsetX - This defines the top-left X coordinate of the snap grid.
* @default
*/
this.snapOffsetX = 0;
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/**
* @property {number} snapOffsetY - This defines the top-left Y coordinate of the snap grid..
* @default
*/
this.snapOffsetY = 0;
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/**
* Set to true to use pixel perfect hit detection when checking if the pointer is over this Sprite.
* The x/y coordinates of the pointer are tested against the image in combination with the InputHandler.pixelPerfectAlpha value.
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* This feature only works for display objects with image based textures such as Sprites. It won't work on BitmapText or Rope.
* Warning: This is expensive, especially on mobile (where it's not even needed!) so only enable if required. Also see the less-expensive InputHandler.pixelPerfectClick.
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* @property {boolean} pixelPerfectOver - Use a pixel perfect check when testing for pointer over.
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* @default
*/
this.pixelPerfectOver = false;
/**
* Set to true to use pixel perfect hit detection when checking if the pointer is over this Sprite when it's clicked or touched.
* The x/y coordinates of the pointer are tested against the image in combination with the InputHandler.pixelPerfectAlpha value.
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* This feature only works for display objects with image based textures such as Sprites. It won't work on BitmapText or Rope.
* Warning: This is expensive so only enable if you really need it.
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* @property {boolean} pixelPerfectClick - Use a pixel perfect check when testing for clicks or touches on the Sprite.
* @default
*/
this.pixelPerfectClick = false;
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/**
* @property {number} pixelPerfectAlpha - The alpha tolerance threshold. If the alpha value of the pixel matches or is above this value, it's considered a hit.
* @default
*/
this.pixelPerfectAlpha = 255;
/**
* @property {boolean} draggable - Is this sprite allowed to be dragged by the mouse? true = yes, false = no
* @default
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*/
this.draggable = false;
/**
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* @property {Phaser.Rectangle} boundsRect - A region of the game world within which the sprite is restricted during drag.
* @default
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*/
this.boundsRect = null;
/**
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* @property {Phaser.Sprite} boundsSprite - A Sprite the bounds of which this sprite is restricted during drag.
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* @default
*/
this.boundsSprite = null;
/**
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* If this object is set to consume the pointer event then it will stop all propagation from this object on.
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* For example if you had a stack of 6 sprites with the same priority IDs and one consumed the event, none of the others would receive it.
* @property {boolean} consumePointerEvent
* @default
*/
this.consumePointerEvent = false;
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/**
* @property {boolean} scaleLayer - EXPERIMENTAL: Please do not use this property unless you know what it does. Likely to change in the future.
*/
this.scaleLayer = false;
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/**
* @property {Phaser.Point} dragOffset - The offset from the Sprites position that dragging takes place from.
*/
this.dragOffset = new Phaser.Point();
/**
* @property {boolean} dragFromCenter - Is the Sprite dragged from its center, or the point at which the Pointer was pressed down upon it?
*/
this.dragFromCenter = false;
/**
* @property {Phaser.Point} dragStartPoint - The Point from which the most recent drag started from. Useful if you need to return an object to its starting position.
*/
this.dragStartPoint = new Phaser.Point();
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/**
* @property {Phaser.Point} snapPoint - If the sprite is set to snap while dragging this holds the point of the most recent 'snap' event.
*/
this.snapPoint = new Phaser.Point();
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/**
* @property {Phaser.Point} _dragPoint - Internal cache var.
* @private
*/
this._dragPoint = new Phaser.Point();
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/**
* @property {boolean} _dragPhase - Internal cache var.
* @private
*/
this._dragPhase = false;
/**
* @property {boolean} _wasEnabled - Internal cache var.
* @private
*/
this._wasEnabled = false;
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/**
* @property {Phaser.Point} _tempPoint - Internal cache var.
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* @private
*/
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this._tempPoint = new Phaser.Point();
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/**
* @property {array} _pointerData - Internal cache var.
* @private
*/
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this._pointerData = [];
this._pointerData.push({
id: 0,
x: 0,
y: 0,
isDown: false,
isUp: false,
isOver: false,
isOut: false,
timeOver: 0,
timeOut: 0,
timeDown: 0,
timeUp: 0,
downDuration: 0,
isDragged: false
});
};
Phaser.InputHandler.prototype = {
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/**
* Starts the Input Handler running. This is called automatically when you enable input on a Sprite, or can be called directly if you need to set a specific priority.
* @method Phaser.InputHandler#start
* @param {number} priority - Higher priority sprites take click priority over low-priority sprites when they are stacked on-top of each other.
* @param {boolean} useHandCursor - If true the Sprite will show the hand cursor on mouse-over (doesn't apply to mobile browsers)
* @return {Phaser.Sprite} The Sprite object to which the Input Handler is bound.
*/
start: function (priority, useHandCursor) {
priority = priority || 0;
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if (useHandCursor === undefined) { useHandCursor = false; }
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// Turning on
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if (this.enabled === false)
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{
// Register, etc
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this.game.input.interactiveItems.add(this);
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this.useHandCursor = useHandCursor;
this.priorityID = priority;
for (var i = 0; i &lt; 10; i++)
{
this._pointerData[i] = {
id: i,
x: 0,
y: 0,
isDown: false,
isUp: false,
isOver: false,
isOut: false,
timeOver: 0,
timeOut: 0,
timeDown: 0,
timeUp: 0,
downDuration: 0,
isDragged: false
};
}
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this.snapOffset = new Phaser.Point();
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this.enabled = true;
this._wasEnabled = true;
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}
this.sprite.events.onAddedToGroup.add(this.addedToGroup, this);
this.sprite.events.onRemovedFromGroup.add(this.removedFromGroup, this);
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this.flagged = false;
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return this.sprite;
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},
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/**
* Handles when the parent Sprite is added to a new Group.
*
* @method Phaser.InputHandler#addedToGroup
* @private
*/
addedToGroup: function () {
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if (this._dragPhase)
{
return;
}
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if (this._wasEnabled &amp;&amp; !this.enabled)
{
this.start();
}
},
/**
* Handles when the parent Sprite is removed from a Group.
*
* @method Phaser.InputHandler#removedFromGroup
* @private
*/
removedFromGroup: function () {
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if (this._dragPhase)
{
return;
}
if (this.enabled)
{
this._wasEnabled = true;
this.stop();
}
else
{
this._wasEnabled = false;
}
},
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/**
* Resets the Input Handler and disables it.
* @method Phaser.InputHandler#reset
*/
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reset: function () {
this.enabled = false;
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this.flagged = false;
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for (var i = 0; i &lt; 10; i++)
{
this._pointerData[i] = {
id: i,
x: 0,
y: 0,
isDown: false,
isUp: false,
isOver: false,
isOut: false,
timeOver: 0,
timeOut: 0,
timeDown: 0,
timeUp: 0,
downDuration: 0,
isDragged: false
};
}
},
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/**
* Stops the Input Handler from running.
* @method Phaser.InputHandler#stop
*/
stop: function () {
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// Turning off
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if (this.enabled === false)
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{
return;
}
else
{
// De-register, etc
this.enabled = false;
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this.game.input.interactiveItems.remove(this);
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}
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},
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/**
* Clean up memory.
* @method Phaser.InputHandler#destroy
*/
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destroy: function () {
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if (this.sprite)
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{
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if (this._setHandCursor)
{
this.game.canvas.style.cursor = "default";
this._setHandCursor = false;
}
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this.enabled = false;
this.game.input.interactiveItems.remove(this);
this._pointerData.length = 0;
this.boundsRect = null;
this.boundsSprite = null;
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this.sprite = null;
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}
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},
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/**
* Checks if the object this InputHandler is bound to is valid for consideration in the Pointer move event.
* This is called by Phaser.Pointer and shouldn't typically be called directly.
*
* @method Phaser.InputHandler#validForInput
* @protected
* @param {number} highestID - The highest ID currently processed by the Pointer.
* @param {number} highestRenderID - The highest Render Order ID currently processed by the Pointer.
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* @param {boolean} [includePixelPerfect=true] - If this object has `pixelPerfectClick` or `pixelPerfectOver` set should it be considered as valid?
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* @return {boolean} True if the object this InputHandler is bound to should be considered as valid for input detection.
*/
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validForInput: function (highestID, highestRenderID, includePixelPerfect) {
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if (includePixelPerfect === undefined) { includePixelPerfect = true; }
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if (this.sprite.scale.x === 0 || this.sprite.scale.y === 0 || this.priorityID &lt; this.game.input.minPriorityID)
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{
return false;
}
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// If we're trying to specifically IGNORE pixel perfect objects, then set includePixelPerfect to false and skip it
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if (!includePixelPerfect &amp;&amp; (this.pixelPerfectClick || this.pixelPerfectOver))
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{
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return false;
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}
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if (this.priorityID > highestID || (this.priorityID === highestID &amp;&amp; this.sprite.renderOrderID &lt; highestRenderID))
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{
return true;
}
return false;
},
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/**
* Is this object using pixel perfect checking?
*
* @method Phaser.InputHandler#isPixelPerfect
* @return {boolean} True if the this InputHandler has either `pixelPerfectClick` or `pixelPerfectOver` set to `true`.
*/
isPixelPerfect: function () {
return (this.pixelPerfectClick || this.pixelPerfectOver);
},
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/**
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* The x coordinate of the Input pointer, relative to the top-left of the parent Sprite.
* This value is only set when the pointer is over this Sprite.
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*
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* @method Phaser.InputHandler#pointerX
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* @param {number} pointer - The index of the pointer to check. You can get this from Phaser.Pointer.id.
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* @return {number} The x coordinate of the Input pointer.
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*/
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pointerX: function (pointer) {
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pointer = pointer || 0;
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return this._pointerData[pointer].x;
},
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/**
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* The y coordinate of the Input pointer, relative to the top-left of the parent Sprite
* This value is only set when the pointer is over this Sprite.
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*
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* @method Phaser.InputHandler#pointerY
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* @param {number} pointer - The index of the pointer to check. You can get this from Phaser.Pointer.id.
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* @return {number} The y coordinate of the Input pointer.
*/
pointerY: function (pointer) {
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pointer = pointer || 0;
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return this._pointerData[pointer].y;
},
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/**
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* If the Pointer is down this returns true. Please note that it only checks if the Pointer is down, not if it's down over any specific Sprite.
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*
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* @method Phaser.InputHandler#pointerDown
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* @param {number} pointer - The index of the pointer to check. You can get this from Phaser.Pointer.id.
* @return {boolean} - True if the given pointer is down, otherwise false.
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*/
pointerDown: function (pointer) {
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pointer = pointer || 0;
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return this._pointerData[pointer].isDown;
},
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/**
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* If the Pointer is up this returns true. Please note that it only checks if the Pointer is up, not if it's up over any specific Sprite.
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*
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* @method Phaser.InputHandler#pointerUp
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* @param {number} pointer - The index of the pointer to check. You can get this from Phaser.Pointer.id.
* @return {boolean} - True if the given pointer is up, otherwise false.
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*/
pointerUp: function (pointer) {
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pointer = pointer || 0;
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return this._pointerData[pointer].isUp;
},
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/**
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* A timestamp representing when the Pointer first touched the touchscreen.
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*
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* @method Phaser.InputHandler#pointerTimeDown
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* @param {number} pointer - The index of the pointer to check. You can get this from Phaser.Pointer.id.
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* @return {number}
*/
pointerTimeDown: function (pointer) {
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pointer = pointer || 0;
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return this._pointerData[pointer].timeDown;
},
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/**
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* A timestamp representing when the Pointer left the touchscreen.
* @method Phaser.InputHandler#pointerTimeUp
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* @param {Phaser.Pointer} pointer
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* @return {number}
*/
pointerTimeUp: function (pointer) {
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pointer = pointer || 0;
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return this._pointerData[pointer].timeUp;
},
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/**
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* Is the Pointer over this Sprite?
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*
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* @method Phaser.InputHandler#pointerOver
* @param {number} [index] - The ID number of a Pointer to check. If you don't provide a number it will check all Pointers.
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* @return {boolean} - True if the given pointer (if a index was given, or any pointer if not) is over this object.
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*/
pointerOver: function (index) {
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if (this.enabled)
{
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if (index === undefined)
{
for (var i = 0; i &lt; 10; i++)
{
if (this._pointerData[i].isOver)
{
return true;
}
}
}
else
{
return this._pointerData[index].isOver;
}
}
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return false;
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},
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/**
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* Is the Pointer outside of this Sprite?
* @method Phaser.InputHandler#pointerOut
* @param {number} [index] - The ID number of a Pointer to check. If you don't provide a number it will check all Pointers.
* @return {boolean} True if the given pointer (if a index was given, or any pointer if not) is out of this object.
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*/
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pointerOut: function (index) {
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if (this.enabled)
{
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if (index === undefined)
{
for (var i = 0; i &lt; 10; i++)
{
if (this._pointerData[i].isOut)
{
return true;
}
}
}
else
{
return this._pointerData[index].isOut;
}
}
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return false;
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},
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/**
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* A timestamp representing when the Pointer first touched the touchscreen.
* @method Phaser.InputHandler#pointerTimeOver
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* @param {Phaser.Pointer} pointer
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* @return {number}
*/
pointerTimeOver: function (pointer) {
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pointer = pointer || 0;
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return this._pointerData[pointer].timeOver;
},
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/**
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* A timestamp representing when the Pointer left the touchscreen.
* @method Phaser.InputHandler#pointerTimeOut
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* @param {Phaser.Pointer} pointer
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* @return {number}
*/
pointerTimeOut: function (pointer) {
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pointer = pointer || 0;
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return this._pointerData[pointer].timeOut;
},
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/**
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* Is this sprite being dragged by the mouse or not?
* @method Phaser.InputHandler#pointerDragged
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* @param {Phaser.Pointer} pointer
* @return {boolean} True if the pointer is dragging an object, otherwise false.
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*/
pointerDragged: function (pointer) {
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pointer = pointer || 0;
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return this._pointerData[pointer].isDragged;
},
/**
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* Checks if the given pointer is both down and over the Sprite this InputHandler belongs to.
* Use the `fastTest` flag is to quickly check just the bounding hit area even if `InputHandler.pixelPerfectOver` is `true`.
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*
* @method Phaser.InputHandler#checkPointerDown
* @param {Phaser.Pointer} pointer
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* @param {boolean} [fastTest=false] - Force a simple hit area check even if `pixelPerfectOver` is true for this object?
* @return {boolean} True if the pointer is down, otherwise false.
*/
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checkPointerDown: function (pointer, fastTest) {
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if (!pointer.isDown || !this.enabled || !this.sprite || !this.sprite.parent || !this.sprite.visible || !this.sprite.parent.visible)
{
return false;
}
// Need to pass it a temp point, in case we need it again for the pixel check
if (this.game.input.hitTest(this.sprite, pointer, this._tempPoint))
{
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if (fastTest === undefined) { fastTest = false; }
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if (!fastTest &amp;&amp; this.pixelPerfectClick)
{
return this.checkPixel(this._tempPoint.x, this._tempPoint.y);
}
else
{
return true;
}
}
return false;
},
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/**
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* Checks if the given pointer is over the Sprite this InputHandler belongs to.
* Use the `fastTest` flag is to quickly check just the bounding hit area even if `InputHandler.pixelPerfectOver` is `true`.
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*
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* @method Phaser.InputHandler#checkPointerOver
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* @param {Phaser.Pointer} pointer
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* @param {boolean} [fastTest=false] - Force a simple hit area check even if `pixelPerfectOver` is true for this object?
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* @return {boolean}
*/
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checkPointerOver: function (pointer, fastTest) {
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if (!this.enabled || !this.sprite || !this.sprite.parent || !this.sprite.visible || !this.sprite.parent.visible)
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{
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return false;
}
// Need to pass it a temp point, in case we need it again for the pixel check
if (this.game.input.hitTest(this.sprite, pointer, this._tempPoint))
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{
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if (fastTest === undefined) { fastTest = false; }
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if (!fastTest &amp;&amp; this.pixelPerfectOver)
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{
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return this.checkPixel(this._tempPoint.x, this._tempPoint.y);
}
else
{
return true;
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}
}
return false;
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},
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/**
* Runs a pixel perfect check against the given x/y coordinates of the Sprite this InputHandler is bound to.
* It compares the alpha value of the pixel and if >= InputHandler.pixelPerfectAlpha it returns true.
* @method Phaser.InputHandler#checkPixel
* @param {number} x - The x coordinate to check.
* @param {number} y - The y coordinate to check.
* @param {Phaser.Pointer} [pointer] - The pointer to get the x/y coordinate from if not passed as the first two parameters.
* @return {boolean} true if there is the alpha of the pixel is >= InputHandler.pixelPerfectAlpha
*/
checkPixel: function (x, y, pointer) {
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// Grab a pixel from our image into the hitCanvas and then test it
if (this.sprite.texture.baseTexture.source)
{
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if (x === null &amp;&amp; y === null)
{
// Use the pointer parameter
this.game.input.getLocalPosition(this.sprite, pointer, this._tempPoint);
var x = this._tempPoint.x;
var y = this._tempPoint.y;
}
if (this.sprite.anchor.x !== 0)
{
x -= -this.sprite.texture.frame.width * this.sprite.anchor.x;
}
if (this.sprite.anchor.y !== 0)
{
y -= -this.sprite.texture.frame.height * this.sprite.anchor.y;
}
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x += this.sprite.texture.frame.x;
y += this.sprite.texture.frame.y;
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if (this.sprite.texture.trim)
{
x -= this.sprite.texture.trim.x;
y -= this.sprite.texture.trim.y;
// If the coordinates are outside the trim area we return false immediately, to save doing a draw call
if (x &lt; this.sprite.texture.crop.x || x > this.sprite.texture.crop.right || y &lt; this.sprite.texture.crop.y || y > this.sprite.texture.crop.bottom)
{
this._dx = x;
this._dy = y;
return false;
}
}
this._dx = x;
this._dy = y;
this.game.input.hitContext.clearRect(0, 0, 1, 1);
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this.game.input.hitContext.drawImage(this.sprite.texture.baseTexture.source, x, y, 1, 1, 0, 0, 1, 1);
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var rgb = this.game.input.hitContext.getImageData(0, 0, 1, 1);
if (rgb.data[3] >= this.pixelPerfectAlpha)
{
return true;
}
}
return false;
},
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/**
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* Update.
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*
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* @method Phaser.InputHandler#update
* @protected
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* @param {Phaser.Pointer} pointer
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*/
update: function (pointer) {
if (this.sprite === null || this.sprite.parent === undefined)
{
// Abort. We've been destroyed.
return;
}
if (!this.enabled || !this.sprite.visible || !this.sprite.parent.visible)
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{
this._pointerOutHandler(pointer);
return false;
}
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if (this.draggable &amp;&amp; this._draggedPointerID === pointer.id)
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{
return this.updateDrag(pointer);
}
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else if (this._pointerData[pointer.id].isOver)
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{
if (this.checkPointerOver(pointer))
{
this._pointerData[pointer.id].x = pointer.x - this.sprite.x;
this._pointerData[pointer.id].y = pointer.y - this.sprite.y;
return true;
}
else
{
this._pointerOutHandler(pointer);
return false;
}
}
},
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/**
* Internal method handling the pointer over event.
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*
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* @method Phaser.InputHandler#_pointerOverHandler
* @private
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* @param {Phaser.Pointer} pointer - The pointer that triggered the event
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*/
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_pointerOverHandler: function (pointer) {
if (this.sprite === null)
{
// Abort. We've been destroyed.
return;
}
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if (this._pointerData[pointer.id].isOver === false || pointer.dirty)
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{
this._pointerData[pointer.id].isOver = true;
this._pointerData[pointer.id].isOut = false;
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this._pointerData[pointer.id].timeOver = this.game.time.time;
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this._pointerData[pointer.id].x = pointer.x - this.sprite.x;
this._pointerData[pointer.id].y = pointer.y - this.sprite.y;
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if (this.useHandCursor &amp;&amp; this._pointerData[pointer.id].isDragged === false)
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{
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this.game.canvas.style.cursor = "pointer";
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this._setHandCursor = true;
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}
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if (this.sprite &amp;&amp; this.sprite.events)
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{
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this.sprite.events.onInputOver$dispatch(this.sprite, pointer);
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}
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}
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},
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/**
* Internal method handling the pointer out event.
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*
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* @method Phaser.InputHandler#_pointerOutHandler
* @private
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* @param {Phaser.Pointer} pointer - The pointer that triggered the event.
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*/
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_pointerOutHandler: function (pointer) {
if (this.sprite === null)
{
// Abort. We've been destroyed.
return;
}
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this._pointerData[pointer.id].isOver = false;
this._pointerData[pointer.id].isOut = true;
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this._pointerData[pointer.id].timeOut = this.game.time.time;
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if (this.useHandCursor &amp;&amp; this._pointerData[pointer.id].isDragged === false)
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{
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this.game.canvas.style.cursor = "default";
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this._setHandCursor = false;
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}
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if (this.sprite &amp;&amp; this.sprite.events)
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{
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this.sprite.events.onInputOut$dispatch(this.sprite, pointer);
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}
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},
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/**
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* Internal method handling the touched / clicked event.
*
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* @method Phaser.InputHandler#_touchedHandler
* @private
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* @param {Phaser.Pointer} pointer - The pointer that triggered the event.
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*/
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_touchedHandler: function (pointer) {
if (this.sprite === null)
{
// Abort. We've been destroyed.
return;
}
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if (!this._pointerData[pointer.id].isDown &amp;&amp; this._pointerData[pointer.id].isOver)
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{
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if (this.pixelPerfectClick &amp;&amp; !this.checkPixel(null, null, pointer))
{
return;
}
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this._pointerData[pointer.id].isDown = true;
this._pointerData[pointer.id].isUp = false;
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this._pointerData[pointer.id].timeDown = this.game.time.time;
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2015-03-23 23:46:30 +00:00
if (this.sprite &amp;&amp; this.sprite.events)
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{
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this.sprite.events.onInputDown$dispatch(this.sprite, pointer);
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}
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// It's possible the onInputDown event created a new Sprite that is on-top of this one, so we ought to force a Pointer update
pointer.dirty = true;
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// Start drag
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if (this.draggable &amp;&amp; this.isDragged === false)
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{
this.startDrag(pointer);
}
if (this.bringToTop)
{
this.sprite.bringToTop();
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}
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}
// Consume the event?
return this.consumePointerEvent;
},
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/**
* Internal method handling the pointer released event.
* @method Phaser.InputHandler#_releasedHandler
* @private
* @param {Phaser.Pointer} pointer
*/
2013-10-02 14:05:55 +00:00
_releasedHandler: function (pointer) {
if (this.sprite === null)
{
// Abort. We've been destroyed.
return;
}
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// If was previously touched by this Pointer, check if still is AND still over this item
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if (this._pointerData[pointer.id].isDown &amp;&amp; pointer.isUp)
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{
this._pointerData[pointer.id].isDown = false;
this._pointerData[pointer.id].isUp = true;
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this._pointerData[pointer.id].timeUp = this.game.time.time;
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this._pointerData[pointer.id].downDuration = this._pointerData[pointer.id].timeUp - this._pointerData[pointer.id].timeDown;
// Only release the InputUp signal if the pointer is still over this sprite
if (this.checkPointerOver(pointer))
{
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// Release the inputUp signal and provide optional parameter if pointer is still over the sprite or not
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if (this.sprite &amp;&amp; this.sprite.events)
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{
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this.sprite.events.onInputUp$dispatch(this.sprite, pointer, true);
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}
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}
else
{
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// Release the inputUp signal and provide optional parameter if pointer is still over the sprite or not
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if (this.sprite &amp;&amp; this.sprite.events)
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{
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this.sprite.events.onInputUp$dispatch(this.sprite, pointer, false);
2014-04-29 14:39:02 +00:00
}
2014-02-05 06:29:17 +00:00
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// Pointer outside the sprite? Reset the cursor
if (this.useHandCursor)
{
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this.game.canvas.style.cursor = "default";
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this._setHandCursor = false;
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}
}
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// It's possible the onInputUp event created a new Sprite that is on-top of this one, so we ought to force a Pointer update
pointer.dirty = true;
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// Stop drag
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if (this.draggable &amp;&amp; this.isDragged &amp;&amp; this._draggedPointerID === pointer.id)
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{
this.stopDrag(pointer);
}
}
},
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/**
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* Updates the Pointer drag on this Sprite.
* @method Phaser.InputHandler#updateDrag
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* @param {Phaser.Pointer} pointer
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* @return {boolean}
*/
updateDrag: function (pointer) {
if (pointer.isUp)
{
this.stopDrag(pointer);
return false;
}
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var px = this.globalToLocalX(pointer.x) + this._dragPoint.x + this.dragOffset.x;
var py = this.globalToLocalY(pointer.y) + this._dragPoint.y + this.dragOffset.y;
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if (this.sprite.fixedToCamera)
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{
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if (this.allowHorizontalDrag)
{
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this.sprite.cameraOffset.x = px;
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}
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if (this.allowVerticalDrag)
{
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this.sprite.cameraOffset.y = py;
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}
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if (this.boundsRect)
{
this.checkBoundsRect();
}
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if (this.boundsSprite)
{
this.checkBoundsSprite();
}
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if (this.snapOnDrag)
{
this.sprite.cameraOffset.x = Math.round((this.sprite.cameraOffset.x - (this.snapOffsetX % this.snapX)) / this.snapX) * this.snapX + (this.snapOffsetX % this.snapX);
this.sprite.cameraOffset.y = Math.round((this.sprite.cameraOffset.y - (this.snapOffsetY % this.snapY)) / this.snapY) * this.snapY + (this.snapOffsetY % this.snapY);
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this.snapPoint.set(this.sprite.cameraOffset.x, this.sprite.cameraOffset.y);
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}
}
else
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{
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if (this.allowHorizontalDrag)
{
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this.sprite.x = px;
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}
if (this.allowVerticalDrag)
{
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this.sprite.y = py;
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}
if (this.boundsRect)
{
this.checkBoundsRect();
}
if (this.boundsSprite)
{
this.checkBoundsSprite();
}
if (this.snapOnDrag)
{
this.sprite.x = Math.round((this.sprite.x - (this.snapOffsetX % this.snapX)) / this.snapX) * this.snapX + (this.snapOffsetX % this.snapX);
this.sprite.y = Math.round((this.sprite.y - (this.snapOffsetY % this.snapY)) / this.snapY) * this.snapY + (this.snapOffsetY % this.snapY);
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this.snapPoint.set(this.sprite.x, this.sprite.y);
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}
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}
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this.sprite.events.onDragUpdate.dispatch(this.sprite, pointer, px, py, this.snapPoint);
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return true;
},
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/**
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* Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second)
* @method Phaser.InputHandler#justOver
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* @param {Phaser.Pointer} pointer
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* @param {number} delay - The time below which the pointer is considered as just over.
* @return {boolean}
*/
justOver: function (pointer, delay) {
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pointer = pointer || 0;
delay = delay || 500;
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return (this._pointerData[pointer].isOver &amp;&amp; this.overDuration(pointer) &lt; delay);
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},
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/**
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* Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second)
* @method Phaser.InputHandler#justOut
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* @param {Phaser.Pointer} pointer
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* @param {number} delay - The time below which the pointer is considered as just out.
* @return {boolean}
*/
justOut: function (pointer, delay) {
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pointer = pointer || 0;
delay = delay || 500;
2013-10-02 14:05:55 +00:00
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return (this._pointerData[pointer].isOut &amp;&amp; (this.game.time.time - this._pointerData[pointer].timeOut &lt; delay));
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},
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/**
* Returns true if the pointer has touched or clicked on the Sprite within the specified delay time (defaults to 500ms, half a second)
2013-10-02 14:05:55 +00:00
* @method Phaser.InputHandler#justPressed
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* @param {Phaser.Pointer} pointer
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* @param {number} delay - The time below which the pointer is considered as just over.
* @return {boolean}
*/
justPressed: function (pointer, delay) {
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pointer = pointer || 0;
delay = delay || 500;
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return (this._pointerData[pointer].isDown &amp;&amp; this.downDuration(pointer) &lt; delay);
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},
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/**
* Returns true if the pointer was touching this Sprite, but has been released within the specified delay time (defaults to 500ms, half a second)
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* @method Phaser.InputHandler#justReleased
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* @param {Phaser.Pointer} pointer
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* @param {number} delay - The time below which the pointer is considered as just out.
* @return {boolean}
*/
justReleased: function (pointer, delay) {
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pointer = pointer || 0;
delay = delay || 500;
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return (this._pointerData[pointer].isUp &amp;&amp; (this.game.time.time - this._pointerData[pointer].timeUp &lt; delay));
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},
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/**
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* If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.
* @method Phaser.InputHandler#overDuration
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* @param {Phaser.Pointer} pointer
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* @return {number} The number of milliseconds the pointer has been over the Sprite, or -1 if not over.
*/
overDuration: function (pointer) {
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pointer = pointer || 0;
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if (this._pointerData[pointer].isOver)
{
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return this.game.time.time - this._pointerData[pointer].timeOver;
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}
return -1;
},
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/**
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* If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.
* @method Phaser.InputHandler#downDuration
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* @param {Phaser.Pointer} pointer
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* @return {number} The number of milliseconds the pointer has been pressed down on the Sprite, or -1 if not over.
*/
downDuration: function (pointer) {
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pointer = pointer || 0;
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if (this._pointerData[pointer].isDown)
{
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return this.game.time.time - this._pointerData[pointer].timeDown;
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}
return -1;
},
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/**
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* Allow this Sprite to be dragged by any valid pointer.
*
* When the drag begins the Sprite.events.onDragStart event will be dispatched.
*
* When the drag completes by way of the user letting go of the pointer that was dragging the sprite, the Sprite.events.onDragStop event is dispatched.
*
* For the duration of the drag the Sprite.events.onDragUpdate event is dispatched. This event is only dispatched when the pointer actually
* changes position and moves. The event sends 5 parameters: `sprite`, `pointer`, `dragX`, `dragY` and `snapPoint`.
*
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* @method Phaser.InputHandler#enableDrag
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* @param {boolean} [lockCenter=false] - If false the Sprite will drag from where you click it minus the dragOffset. If true it will center itself to the tip of the mouse pointer.
* @param {boolean} [bringToTop=false] - If true the Sprite will be bought to the top of the rendering list in its current Group.
* @param {boolean} [pixelPerfect=false] - If true it will use a pixel perfect test to see if you clicked the Sprite. False uses the bounding box.
* @param {boolean} [alphaThreshold=255] - If using pixel perfect collision this specifies the alpha level from 0 to 255 above which a collision is processed.
* @param {Phaser.Rectangle} [boundsRect=null] - If you want to restrict the drag of this sprite to a specific Rectangle, pass the Phaser.Rectangle here, otherwise it's free to drag anywhere.
* @param {Phaser.Sprite} [boundsSprite=null] - If you want to restrict the drag of this sprite to within the bounding box of another sprite, pass it here.
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*/
enableDrag: function (lockCenter, bringToTop, pixelPerfect, alphaThreshold, boundsRect, boundsSprite) {
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if (lockCenter === undefined) { lockCenter = false; }
if (bringToTop === undefined) { bringToTop = false; }
if (pixelPerfect === undefined) { pixelPerfect = false; }
if (alphaThreshold === undefined) { alphaThreshold = 255; }
if (boundsRect === undefined) { boundsRect = null; }
if (boundsSprite === undefined) { boundsSprite = null; }
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this._dragPoint = new Phaser.Point();
this.draggable = true;
this.bringToTop = bringToTop;
this.dragOffset = new Phaser.Point();
this.dragFromCenter = lockCenter;
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this.pixelPerfectClick = pixelPerfect;
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this.pixelPerfectAlpha = alphaThreshold;
if (boundsRect)
{
this.boundsRect = boundsRect;
}
if (boundsSprite)
{
this.boundsSprite = boundsSprite;
}
},
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/**
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* Stops this sprite from being able to be dragged. If it is currently the target of an active drag it will be stopped immediately. Also disables any set callbacks.
* @method Phaser.InputHandler#disableDrag
*/
disableDrag: function () {
if (this._pointerData)
{
for (var i = 0; i &lt; 10; i++)
{
this._pointerData[i].isDragged = false;
}
}
this.draggable = false;
this.isDragged = false;
this._draggedPointerID = -1;
},
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/**
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* Called by Pointer when drag starts on this Sprite. Should not usually be called directly.
* @method Phaser.InputHandler#startDrag
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* @param {Phaser.Pointer} pointer
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*/
startDrag: function (pointer) {
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var x = this.sprite.x;
var y = this.sprite.y;
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this.isDragged = true;
this._draggedPointerID = pointer.id;
this._pointerData[pointer.id].isDragged = true;
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if (this.sprite.fixedToCamera)
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{
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if (this.dragFromCenter)
{
this.sprite.centerOn(pointer.x, pointer.y);
this._dragPoint.setTo(this.sprite.cameraOffset.x - pointer.x, this.sprite.cameraOffset.y - pointer.y);
}
else
{
this._dragPoint.setTo(this.sprite.cameraOffset.x - pointer.x, this.sprite.cameraOffset.y - pointer.y);
}
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}
else
{
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if (this.dragFromCenter)
{
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var bounds = this.sprite.getBounds();
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this.sprite.x = this.globalToLocalX(pointer.x) + (this.sprite.x - bounds.centerX);
this.sprite.y = this.globalToLocalY(pointer.y) + (this.sprite.y - bounds.centerY);
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}
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this._dragPoint.setTo(this.sprite.x - this.globalToLocalX(pointer.x), this.sprite.y - this.globalToLocalY(pointer.y));
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}
this.updateDrag(pointer);
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if (this.bringToTop)
{
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this._dragPhase = true;
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this.sprite.bringToTop();
}
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this.dragStartPoint.set(x, y);
this.sprite.events.onDragStart$dispatch(this.sprite, pointer, x, y);
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},
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/**
* Warning: EXPERIMENTAL
* @method Phaser.InputHandler#globalToLocalX
* @param {number} x
*/
globalToLocalX: function (x) {
if (this.scaleLayer)
{
x -= this.game.scale.grid.boundsFluid.x;
x *= this.game.scale.grid.scaleFluidInversed.x;
}
return x;
},
/**
* Warning: EXPERIMENTAL
* @method Phaser.InputHandler#globalToLocalY
* @param {number} y
*/
globalToLocalY: function (y) {
if (this.scaleLayer)
{
y -= this.game.scale.grid.boundsFluid.y;
y *= this.game.scale.grid.scaleFluidInversed.y;
}
return y;
},
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/**
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* Called by Pointer when drag is stopped on this Sprite. Should not usually be called directly.
* @method Phaser.InputHandler#stopDrag
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* @param {Phaser.Pointer} pointer
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*/
stopDrag: function (pointer) {
this.isDragged = false;
this._draggedPointerID = -1;
this._pointerData[pointer.id].isDragged = false;
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this._dragPhase = false;
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if (this.snapOnRelease)
{
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if (this.sprite.fixedToCamera)
{
this.sprite.cameraOffset.x = Math.round((this.sprite.cameraOffset.x - (this.snapOffsetX % this.snapX)) / this.snapX) * this.snapX + (this.snapOffsetX % this.snapX);
this.sprite.cameraOffset.y = Math.round((this.sprite.cameraOffset.y - (this.snapOffsetY % this.snapY)) / this.snapY) * this.snapY + (this.snapOffsetY % this.snapY);
}
else
{
this.sprite.x = Math.round((this.sprite.x - (this.snapOffsetX % this.snapX)) / this.snapX) * this.snapX + (this.snapOffsetX % this.snapX);
this.sprite.y = Math.round((this.sprite.y - (this.snapOffsetY % this.snapY)) / this.snapY) * this.snapY + (this.snapOffsetY % this.snapY);
}
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}
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this.sprite.events.onDragStop$dispatch(this.sprite, pointer);
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if (this.checkPointerOver(pointer) === false)
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{
this._pointerOutHandler(pointer);
}
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},
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/**
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* Restricts this sprite to drag movement only on the given axis. Note: If both are set to false the sprite will never move!
* @method Phaser.InputHandler#setDragLock
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* @param {boolean} [allowHorizontal=true] - To enable the sprite to be dragged horizontally set to true, otherwise false.
* @param {boolean} [allowVertical=true] - To enable the sprite to be dragged vertically set to true, otherwise false.
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*/
setDragLock: function (allowHorizontal, allowVertical) {
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if (allowHorizontal === undefined) { allowHorizontal = true; }
if (allowVertical === undefined) { allowVertical = true; }
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this.allowHorizontalDrag = allowHorizontal;
this.allowVerticalDrag = allowVertical;
},
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/**
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* Make this Sprite snap to the given grid either during drag or when it's released.
* For example 16x16 as the snapX and snapY would make the sprite snap to every 16 pixels.
* @method Phaser.InputHandler#enableSnap
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* @param {number} snapX - The width of the grid cell to snap to.
* @param {number} snapY - The height of the grid cell to snap to.
* @param {boolean} [onDrag=true] - If true the sprite will snap to the grid while being dragged.
* @param {boolean} [onRelease=false] - If true the sprite will snap to the grid when released.
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* @param {number} [snapOffsetX=0] - Used to offset the top-left starting point of the snap grid.
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* @param {number} [snapOffsetY=0] - Used to offset the top-left starting point of the snap grid.
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*/
enableSnap: function (snapX, snapY, onDrag, onRelease, snapOffsetX, snapOffsetY) {
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if (onDrag === undefined) { onDrag = true; }
if (onRelease === undefined) { onRelease = false; }
if (snapOffsetX === undefined) { snapOffsetX = 0; }
if (snapOffsetY === undefined) { snapOffsetY = 0; }
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this.snapX = snapX;
this.snapY = snapY;
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this.snapOffsetX = snapOffsetX;
this.snapOffsetY = snapOffsetY;
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this.snapOnDrag = onDrag;
this.snapOnRelease = onRelease;
},
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/**
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* Stops the sprite from snapping to a grid during drag or release.
* @method Phaser.InputHandler#disableSnap
*/
disableSnap: function () {
this.snapOnDrag = false;
this.snapOnRelease = false;
},
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/**
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* Bounds Rect check for the sprite drag
* @method Phaser.InputHandler#checkBoundsRect
*/
checkBoundsRect: function () {
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if (this.sprite.fixedToCamera)
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{
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if (this.sprite.cameraOffset.x &lt; this.boundsRect.left)
{
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this.sprite.cameraOffset.x = this.boundsRect.left;
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}
else if ((this.sprite.cameraOffset.x + this.sprite.width) > this.boundsRect.right)
{
this.sprite.cameraOffset.x = this.boundsRect.right - this.sprite.width;
}
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if (this.sprite.cameraOffset.y &lt; this.boundsRect.top)
{
this.sprite.cameraOffset.y = this.boundsRect.top;
}
else if ((this.sprite.cameraOffset.y + this.sprite.height) > this.boundsRect.bottom)
{
this.sprite.cameraOffset.y = this.boundsRect.bottom - this.sprite.height;
}
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}
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else
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{
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if (this.sprite.left &lt; this.boundsRect.left)
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{
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this.sprite.x = this.boundsRect.x + this.sprite.offsetX;
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}
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else if (this.sprite.right > this.boundsRect.right)
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{
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this.sprite.x = this.boundsRect.right - (this.sprite.width - this.sprite.offsetX);
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}
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if (this.sprite.top &lt; this.boundsRect.top)
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{
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this.sprite.y = this.boundsRect.top + this.sprite.offsetY;
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}
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else if (this.sprite.bottom > this.boundsRect.bottom)
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{
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this.sprite.y = this.boundsRect.bottom - (this.sprite.height - this.sprite.offsetY);
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}
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}
},
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/**
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* Parent Sprite Bounds check for the sprite drag.
* @method Phaser.InputHandler#checkBoundsSprite
*/
checkBoundsSprite: function () {
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if (this.sprite.fixedToCamera &amp;&amp; this.boundsSprite.fixedToCamera)
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{
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if (this.sprite.cameraOffset.x &lt; this.boundsSprite.cameraOffset.x)
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{
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this.sprite.cameraOffset.x = this.boundsSprite.cameraOffset.x;
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}
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else if ((this.sprite.cameraOffset.x + this.sprite.width) > (this.boundsSprite.cameraOffset.x + this.boundsSprite.width))
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{
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this.sprite.cameraOffset.x = (this.boundsSprite.cameraOffset.x + this.boundsSprite.width) - this.sprite.width;
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}
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if (this.sprite.cameraOffset.y &lt; this.boundsSprite.cameraOffset.y)
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{
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this.sprite.cameraOffset.y = this.boundsSprite.cameraOffset.y;
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}
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else if ((this.sprite.cameraOffset.y + this.sprite.height) > (this.boundsSprite.cameraOffset.y + this.boundsSprite.height))
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{
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this.sprite.cameraOffset.y = (this.boundsSprite.cameraOffset.y + this.boundsSprite.height) - this.sprite.height;
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}
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}
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else
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{
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if (this.sprite.left &lt; this.boundsSprite.left)
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{
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this.sprite.x = this.boundsSprite.left + this.sprite.offsetX;
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}
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else if (this.sprite.right > this.boundsSprite.right)
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{
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this.sprite.x = this.boundsSprite.right - (this.sprite.width - this.sprite.offsetX);
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}
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if (this.sprite.top &lt; this.boundsSprite.top)
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{
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this.sprite.y = this.boundsSprite.top + this.sprite.offsetY;
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}
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else if (this.sprite.bottom > this.boundsSprite.bottom)
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{
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this.sprite.y = this.boundsSprite.bottom - (this.sprite.height - this.sprite.offsetY);
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}
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// if (this.sprite.x &lt; this.boundsSprite.x)
// {
// this.sprite.x = this.boundsSprite.x;
// }
// else if ((this.sprite.x + this.sprite.width) > (this.boundsSprite.x + this.boundsSprite.width))
// {
// this.sprite.x = (this.boundsSprite.x + this.boundsSprite.width) - this.sprite.width;
// }
// if (this.sprite.y &lt; this.boundsSprite.y)
// {
// this.sprite.y = this.boundsSprite.y;
// }
// else if ((this.sprite.y + this.sprite.height) > (this.boundsSprite.y + this.boundsSprite.height))
// {
// this.sprite.y = (this.boundsSprite.y + this.boundsSprite.height) - this.sprite.height;
// }
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}
}
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};
Phaser.InputHandler.prototype.constructor = Phaser.InputHandler;
</pre>
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</article>
</section>
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-alpha10</a>
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