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< li class = "class-depth-1" >
< a href = "Phaser.Rope.html" > Rope< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.ScaleManager.html" > ScaleManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Signal.html" > Signal< / a >
< / li >
2014-04-11 12:09:28 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.SignalBinding.html" > SignalBinding< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.SinglePad.html" > SinglePad< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 00:21:08 +00:00
< a href = "Phaser.Sound.html" > Sound< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 00:21:08 +00:00
< a href = "Phaser.SoundManager.html" > SoundManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Sprite.html" > Sprite< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-18 03:01:51 +00:00
< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Stage.html" > Stage< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.State.html" > State< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.StateManager.html" > StateManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Text.html" > Text< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
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< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Time.html" > Time< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.TweenData.html" > TweenData< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.World.html" > World< / a >
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.AbstractFilter.html" > AbstractFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AjaxRequest.html" > AjaxRequest< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AlphaMaskFilter.html" > AlphaMaskFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AsciiFilter.html" > AsciiFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AssetLoader.html" > AssetLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AtlasLoader.html" > AtlasLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BaseTexture.html" > BaseTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BitmapFontLoader.html" > BitmapFontLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BitmapText.html" > BitmapText< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BlurFilter.html" > BlurFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BlurXFilter.html" > BlurXFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BlurYFilter.html" > BlurYFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasBuffer.html" > CanvasBuffer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasGraphics.html" > CanvasGraphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasMaskManager.html" > CanvasMaskManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasRenderer.html" > CanvasRenderer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasTinter.html" > CanvasTinter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Circle.html" > Circle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ColorMatrixFilter.html" > ColorMatrixFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ColorStepFilter.html" > ColorStepFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ComplexPrimitiveShader.html" > ComplexPrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ConvolutionFilter.html" > ConvolutionFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CrossHatchFilter.html" > CrossHatchFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplacementFilter.html" > DisplacementFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObject.html" > DisplayObject< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObjectContainer.html" > DisplayObjectContainer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DotScreenFilter.html" > DotScreenFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Ellipse.html" > Ellipse< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Event.html" > Event< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.EventTarget.html" > EventTarget< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.FilterBlock.html" > FilterBlock< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.FilterTexture.html" > FilterTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Graphics.html" > Graphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.GraphicsData.html" > GraphicsData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.GrayFilter.html" > GrayFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ImageLoader.html" > ImageLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InteractionData.html" > InteractionData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InteractionManager.html" > InteractionManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InvertFilter.html" > InvertFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.JsonLoader.html" > JsonLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Matrix.html" > Matrix< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.MovieClip.html" > MovieClip< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.NoiseFilter.html" > NoiseFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.NormalMapFilter.html" > NormalMapFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixelateFilter.html" > PixelateFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PIXI.html" > PIXI< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiFastShader.html" > PixiFastShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiShader.html" > PixiShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Point.html" > Point< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Polygon.html" > Polygon< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PolyK.html" > PolyK< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PrimitiveShader.html" > PrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Rectangle.html" > Rectangle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RenderTexture.html" > RenderTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RGBSplitFilter.html" > RGBSplitFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Rope.html" > Rope< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RoundedRectangle.html" > RoundedRectangle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SepiaFilter.html" > SepiaFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SmartBlurFilter.html" > SmartBlurFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Spine.html" > Spine< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpineLoader.html" > SpineLoader< / a >
< / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.SpineTextureLoader.html" > SpineTextureLoader< / a >
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.Sprite.html" > Sprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpriteBatch.html" > SpriteBatch< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpriteSheetLoader.html" > SpriteSheetLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Stage.html" > Stage< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Strip.html" > Strip< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.StripShader.html" > StripShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Text.html" > Text< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Texture.html" > Texture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TilingSprite.html" > TilingSprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftFilter.html" > TiltShiftFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftXFilter.html" > TiltShiftXFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftYFilter.html" > TiltShiftYFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TwistFilter.html" > TwistFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.VideoTexture.html" > VideoTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLBlendModeManager.html" > WebGLBlendModeManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLFastSpriteBatch.html" > WebGLFastSpriteBatch< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLFilterManager.html" > WebGLFilterManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLRenderer.html" > WebGLRenderer< / a >
< / li >
2013-10-02 14:05:55 +00:00
< / ul >
< / li >
2014-11-25 00:23:44 +00:00
2014-11-15 20:01:46 +00:00
< li class = "dropdown" >
2014-11-25 00:23:44 +00:00
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Core< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Group.html" > Group< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.World.html" > World< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Loader.html" > Loader< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Time.html" > Time< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Camera.html" > Camera< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.StateManager.html" > State Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TweenManager.html" > Tween Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.SoundManager.html" > Sound Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.InputManager.html" > Input Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.ScaleManager.html" > Scale Manager< / a > < / li >
< / ul >
< / li >
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2014-11-25 00:23:44 +00:00
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Game Objects< b class = "caret" > < / b > < / a >
2014-11-15 20:01:46 +00:00
< ul class = "dropdown-menu " >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" > < a href = "Phaser.GameObjectFactory.html" > Factory (game.add)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.GameObjectCreator.html" > Creator (game.make)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sprite.html" > Sprite< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Image.html" > Image< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sound.html" > Sound< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Emitter.html" > Emitter< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Text.html" > Text< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tween.html" > Tween< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapText.html" > BitmapText< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tilemap.html" > Tilemap< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapData.html" > BitmapData< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RetroFont.html" > RetroFont< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Button.html" > Button< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Animation.html" > Animation< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Graphics.html" > Graphics< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RenderTexture.html" > RenderTexture< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TileSprite.html" > TileSprite< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Geometry< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Circle.html" > Circle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Rectangle.html" > Rectangle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Point.html" > Point< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Line.html" > Line< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Ellipse.html" > Ellipse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Polygon.html" > Polygon< / a > < / li >
< / ul >
< / li >
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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 >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.InputHandler.html" > Input Handler< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Pointer.html" > Pointer< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Mouse.html" > Mouse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Keyboard.html" > Keyboard< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Key.html" > Key< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Gamepad.html" > Gamepad< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Community< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser" > Phaser Github< / a > < / li >
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2014-11-15 20:01:46 +00:00
< h1 class = "page-title" > Source: D:/wamp/www/phaser/src/input/InputHandler.js< / h1 >
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< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
2014-02-05 06:29:17 +00:00
* @copyright 2014 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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/**
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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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/**
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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.
* 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.
* @property {number} pixelPerfectOver - Use a pixel perfect check when testing for pointer over.
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* @default
*/
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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.
* Warning: This is expensive so only enable if you really need it.
* @property {number} 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
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* @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.
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* @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;
/**
* If this object is set to consume the pointer event then it will stop all propogation from this object on.
* 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 {boolean} _dragPhase - Internal cache var.
* @private
*/
this._dragPhase = false;
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/**
* @property {boolean} _wasEnabled - Internal cache var.
* @private
*/
this._wasEnabled = false;
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/**
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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 (typeof 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 < 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;
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this._wasEnabled = true;
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// Create the signals the Input component will emit
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if (this.sprite.events & & this.sprite.events.onInputOver === null)
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{
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this.sprite.events.onInputOver = new Phaser.Signal();
this.sprite.events.onInputOut = new Phaser.Signal();
this.sprite.events.onInputDown = new Phaser.Signal();
this.sprite.events.onInputUp = new Phaser.Signal();
this.sprite.events.onDragStart = new Phaser.Signal();
this.sprite.events.onDragStop = new Phaser.Signal();
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}
}
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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 & & !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;
}
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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 < 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);
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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) {
if (typeof includePixelPerfect === 'undefined') { includePixelPerfect = true; }
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if (this.sprite.scale.x === 0 || this.sprite.scale.y === 0 || this.priorityID < 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
if (!includePixelPerfect & & (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 & & this.sprite._cache[3] < 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
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* @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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*/
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pointerOver: function (index) {
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if (this.enabled)
{
if (typeof index === 'undefined')
{
for (var i = 0; i < 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
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* @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)
{
if (typeof index === 'undefined')
{
for (var i = 0; i < 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?
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* @method Phaser.InputHandler#pointerDragged
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* @param {Phaser.Pointer} pointer
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* @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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/**
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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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*
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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?
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* @return {boolean} True if the pointer is down, otherwise false.
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*/
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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)
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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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if (typeof fastTest === 'undefined') { fastTest = false; }
if (!fastTest & & this.pixelPerfectClick)
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{
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;
}
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// 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 (typeof fastTest === 'undefined') { fastTest = false; }
if (!fastTest & & 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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}
}
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return false;
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},
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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.
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* @param {Phaser.Pointer} [pointer] - The pointer to get the x/y coordinate from if not passed as the first two parameters.
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* @return {boolean} true if there is the alpha of the pixel is >= InputHandler.pixelPerfectAlpha
*/
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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 & & y === null)
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{
// 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 < this.sprite.texture.crop.x || x > this.sprite.texture.crop.right || y < 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);
2014-03-28 01:42:49 +00:00
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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
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* @protected
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* @param {Phaser.Pointer} pointer
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*/
update: function (pointer) {
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if (this.sprite === null || this.sprite.parent === undefined)
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{
// Abort. We've been destroyed.
return;
}
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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 & & 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
* @param {Phaser.Pointer} pointer
*/
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_pointerOverHandler: function (pointer) {
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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 & & 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 & & this.sprite.events)
{
this.sprite.events.onInputOver.dispatch(this.sprite, pointer);
}
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}
2014-02-18 03:01:51 +00:00
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},
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/**
* Internal method handling the pointer out event.
2014-10-22 20:49:44 +00:00
*
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* @method Phaser.InputHandler#_pointerOutHandler
* @private
* @param {Phaser.Pointer} pointer
*/
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_pointerOutHandler: function (pointer) {
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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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2014-04-11 12:09:28 +00:00
if (this.useHandCursor & & 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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}
2014-04-11 12:09:28 +00:00
if (this.sprite & & this.sprite.events)
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{
this.sprite.events.onInputOut.dispatch(this.sprite, pointer);
}
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},
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/**
* Internal method handling the touched event.
* @method Phaser.InputHandler#_touchedHandler
* @private
* @param {Phaser.Pointer} pointer
*/
2013-10-02 14:05:55 +00:00
_touchedHandler: function (pointer) {
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if (this.sprite === null)
{
// Abort. We've been destroyed.
return;
}
2014-04-11 12:09:28 +00:00
if (this._pointerData[pointer.id].isDown === false & & this._pointerData[pointer.id].isOver === true)
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{
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if (this.pixelPerfectClick & & !this.checkPixel(null, null, pointer))
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{
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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if (this.sprite & & this.sprite.events)
{
this.sprite.events.onInputDown.dispatch(this.sprite, pointer);
}
2013-10-02 14:05:55 +00:00
2014-09-09 14:36:56 +00:00
// 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 & & 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) {
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if (this.sprite === null)
{
// Abort. We've been destroyed.
return;
}
2013-10-02 14:05:55 +00:00
// If was previously touched by this Pointer, check if still is AND still over this item
2014-04-11 12:09:28 +00:00
if (this._pointerData[pointer.id].isDown & & 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))
{
2014-02-05 06:29:17 +00:00
// Release the inputUp signal and provide optional parameter if pointer is still over the sprite or not
2014-04-29 14:39:02 +00:00
if (this.sprite & & this.sprite.events)
{
this.sprite.events.onInputUp.dispatch(this.sprite, pointer, true);
}
2013-10-02 14:05:55 +00:00
}
else
{
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// Release the inputUp signal and provide optional parameter if pointer is still over the sprite or not
2014-04-29 14:39:02 +00:00
if (this.sprite & & this.sprite.events)
{
this.sprite.events.onInputUp.dispatch(this.sprite, pointer, false);
}
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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}
}
2014-09-09 14:36:56 +00:00
// 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 & & this.isDragged & & 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;
2014-02-05 06:29:17 +00:00
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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2014-02-05 06:29:17 +00:00
if (this.allowVerticalDrag)
{
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this.sprite.cameraOffset.y = py;
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}
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2014-02-05 06:29:17 +00:00
if (this.boundsRect)
{
this.checkBoundsRect();
}
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2014-02-05 06:29:17 +00:00
if (this.boundsSprite)
{
this.checkBoundsSprite();
}
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2014-02-05 06:29:17 +00:00
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);
}
}
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);
}
2013-10-02 14:05:55 +00:00
}
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;
2013-10-02 14:05:55 +00:00
2014-04-11 12:09:28 +00:00
return (this._pointerData[pointer].isOver & & this.overDuration(pointer) < 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;
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return (this._pointerData[pointer].isOut & & (this.game.time.time - this._pointerData[pointer].timeOut < delay));
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},
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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)
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* @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 & & this.downDuration(pointer) < delay);
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},
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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 & & (this.game.time.time - this._pointerData[pointer].timeUp < 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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* Make this Sprite draggable by the mouse. You can also optionally set mouseStartDragCallback and mouseStopDragCallback
* @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 (typeof lockCenter === 'undefined') { lockCenter = false; }
if (typeof bringToTop === 'undefined') { bringToTop = false; }
if (typeof pixelPerfect === 'undefined') { pixelPerfect = false; }
if (typeof alphaThreshold === 'undefined') { alphaThreshold = 255; }
if (typeof boundsRect === 'undefined') { boundsRect = null; }
if (typeof 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 < 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) {
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();
}
this.sprite.events.onDragStart.dispatch(this.sprite, pointer);
},
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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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}
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 (typeof allowHorizontal === 'undefined') { allowHorizontal = true; }
if (typeof 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.
* @param {number} [snapOffsetX=0] - Used to offset the top-left starting point of the snap grid.
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*/
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enableSnap: function (snapX, snapY, onDrag, onRelease, snapOffsetX, snapOffsetY) {
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if (typeof onDrag === 'undefined') { onDrag = true; }
if (typeof onRelease === 'undefined') { onRelease = false; }
if (typeof snapOffsetX === 'undefined') { snapOffsetX = 0; }
if (typeof 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 < 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 < 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.x < this.boundsRect.left)
{
this.sprite.x = this.boundsRect.x;
}
else if ((this.sprite.x + this.sprite.width) > this.boundsRect.right)
{
this.sprite.x = this.boundsRect.right - this.sprite.width;
}
if (this.sprite.y < this.boundsRect.top)
{
this.sprite.y = this.boundsRect.top;
}
else if ((this.sprite.y + this.sprite.height) > this.boundsRect.bottom)
{
this.sprite.y = this.boundsRect.bottom - this.sprite.height;
}
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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 & & this.boundsSprite.fixedToCamera)
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{
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if (this.sprite.cameraOffset.x < this.boundsSprite.camerOffset.x)
{
this.sprite.cameraOffset.x = this.boundsSprite.camerOffset.x;
}
else if ((this.sprite.cameraOffset.x + this.sprite.width) > (this.boundsSprite.camerOffset.x + this.boundsSprite.width))
{
this.sprite.cameraOffset.x = (this.boundsSprite.camerOffset.x + this.boundsSprite.width) - this.sprite.width;
}
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if (this.sprite.cameraOffset.y < this.boundsSprite.camerOffset.y)
{
this.sprite.cameraOffset.y = this.boundsSprite.camerOffset.y;
}
else if ((this.sprite.cameraOffset.y + this.sprite.height) > (this.boundsSprite.camerOffset.y + this.boundsSprite.height))
{
this.sprite.cameraOffset.y = (this.boundsSprite.camerOffset.y + this.boundsSprite.height) - this.sprite.height;
}
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}
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else
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{
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if (this.sprite.x < 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 < 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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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
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