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< li class = "class-depth-1" >
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< a href = "Phaser.SinglePad.html" > SinglePad< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Sound.html" > Sound< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.SoundManager.html" > SoundManager< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Sprite.html" > Sprite< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Stage.html" > Stage< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.State.html" > State< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.StateManager.html" > StateManager< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Text.html" > Text< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
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< a href = "Phaser.Tileset.html" > Tileset< / a >
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< li class = "class-depth-1" >
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< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
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< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Time.html" > Time< / a >
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< li class = "class-depth-1" >
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< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
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< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
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< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.World.html" > World< / a >
< / li >
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< 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 >
< 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 >
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< / ul >
< / li >
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< li class = "dropdown" >
< a href = "global.html" class = "dropdown-toggle" data-toggle = "dropdown" > Global< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-0" >
< a href = "global.html#clone" > clone< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#createCustomLayer" > createCustomLayer< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#createFixedLayer" > createFixedLayer< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#createFluidLayer" > createFluidLayer< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#createFullLayer" > createFullLayer< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#debug" > debug< / a >
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< li class = "class-depth-0" >
< a href = "global.html#destroy" > destroy< / a >
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< li class = "class-depth-0" >
< a href = "global.html#onResize" > onResize< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#originalEvent" > originalEvent< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#refresh" > refresh< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#reset" > reset< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#setSize" > setSize< / a >
< / li >
< / ul >
< / li >
2014-09-09 14:36:56 +00:00
2013-10-02 14:05:55 +00:00
< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span12" >
< div id = "main" >
2014-11-15 20:01:46 +00:00
< h1 class = "page-title" > Source: D:/wamp/www/phaser/src/input/Pointer.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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* A Pointer object is used by the Mouse, Touch and MSPoint managers and represents a single finger on the touch screen.
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*
* @class Phaser.Pointer
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {number} id - The ID of the Pointer object within the game. Each game can have up to 10 active pointers.
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*/
Phaser.Pointer = function (game, id) {
/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
this.game = game;
/**
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* @property {number} id - The ID of the Pointer object within the game. Each game can have up to 10 active pointers.
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*/
this.id = id;
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/**
* @property {number} type - The const type of this object.
* @readonly
*/
this.type = Phaser.POINTER;
/**
* @property {boolean} exists - A Pointer object that exists is allowed to be checked for physics collisions and overlaps.
* @default
*/
this.exists = true;
/**
* @property {number} identifier - The identifier property of the Pointer as set by the DOM event when this Pointer is started.
* @default
*/
this.identifier = 0;
/**
* @property {number} pointerId - The pointerId property of the Pointer as set by the DOM event when this Pointer is started. The browser can and will recycle this value.
* @default
*/
this.pointerId = null;
/**
* @property {any} target - The target property of the Pointer as set by the DOM event when this Pointer is started.
* @default
*/
this.target = null;
/**
* @property {any} button - The button property of the Pointer as set by the DOM event when this Pointer is started.
* @default
*/
this.button = null;
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/**
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* @property {boolean} _holdSent - Local private variable to store the status of dispatching a hold event.
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* @private
* @default
*/
this._holdSent = false;
/**
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* @property {array} _history - Local private variable storing the short-term history of pointer movements.
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* @private
*/
this._history = [];
/**
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* @property {number} _nextDrop - Local private variable storing the time at which the next history drop should occur.
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* @private
*/
this._nextDrop = 0;
/**
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* @property {boolean} _stateReset - Monitor events outside of a state reset loop.
* @private
*/
this._stateReset = false;
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/**
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* @property {boolean} withinGame - true if the Pointer is over the game canvas, otherwise false.
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*/
this.withinGame = false;
/**
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* @property {number} clientX - The horizontal coordinate of the Pointer within the application's client area at which the event occurred (as opposed to the coordinates within the page).
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*/
this.clientX = -1;
/**
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* @property {number} clientY - The vertical coordinate of the Pointer within the application's client area at which the event occurred (as opposed to the coordinates within the page).
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*/
this.clientY = -1;
/**
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* @property {number} pageX - The horizontal coordinate of the Pointer relative to whole document.
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*/
this.pageX = -1;
/**
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* @property {number} pageY - The vertical coordinate of the Pointer relative to whole document.
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*/
this.pageY = -1;
/**
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* @property {number} screenX - The horizontal coordinate of the Pointer relative to the screen.
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*/
this.screenX = -1;
/**
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* @property {number} screenY - The vertical coordinate of the Pointer relative to the screen.
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*/
this.screenY = -1;
/**
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* @property {number} rawMovementX - The horizontal raw relative movement of the Pointer in pixels since last event.
* @default
*/
this.rawMovementX = 0;
/**
* @property {number} rawMovementY - The vertical raw relative movement of the Pointer in pixels since last event.
* @default
*/
this.rawMovementY = 0;
/**
* @property {number} movementX - The horizontal processed relative movement of the Pointer in pixels since last event.
* @default
*/
this.movementX = 0;
/**
* @property {number} movementY - The vertical processed relative movement of the Pointer in pixels since last event.
* @default
*/
this.movementY = 0;
/**
* @property {number} x - The horizontal coordinate of the Pointer. This value is automatically scaled based on the game scale.
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* @default
*/
this.x = -1;
/**
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* @property {number} y - The vertical coordinate of the Pointer. This value is automatically scaled based on the game scale.
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* @default
*/
this.y = -1;
/**
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* @property {boolean} isMouse - If the Pointer is a mouse this is true, otherwise false.
* @default
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*/
this.isMouse = false;
/**
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* @property {boolean} isDown - If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true.
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* @default
*/
this.isDown = false;
/**
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* @property {boolean} isUp - If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true.
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* @default
*/
this.isUp = true;
/**
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* @property {number} timeDown - A timestamp representing when the Pointer first touched the touchscreen.
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* @default
*/
this.timeDown = 0;
/**
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* @property {number} timeUp - A timestamp representing when the Pointer left the touchscreen.
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* @default
*/
this.timeUp = 0;
/**
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* @property {number} previousTapTime - A timestamp representing when the Pointer was last tapped or clicked.
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* @default
*/
this.previousTapTime = 0;
/**
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* @property {number} totalTouches - The total number of times this Pointer has been touched to the touchscreen.
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* @default
*/
this.totalTouches = 0;
/**
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* @property {number} msSinceLastClick - The number of milliseconds since the last click or touch event.
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* @default
*/
this.msSinceLastClick = Number.MAX_VALUE;
/**
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* @property {any} targetObject - The Game Object this Pointer is currently over / touching / dragging.
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* @default
*/
this.targetObject = null;
/**
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* @property {boolean} active - An active pointer is one that is currently pressed down on the display. A Mouse is always active.
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* @default
*/
this.active = false;
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/**
* @property {boolean} dirty - A dirty pointer needs to re-poll any interactive objects it may have been over, regardless if it has moved or not.
* @default
*/
this.dirty = false;
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/**
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* @property {Phaser.Point} position - A Phaser.Point object containing the current x/y values of the pointer on the display.
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*/
this.position = new Phaser.Point();
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/**
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* @property {Phaser.Point} positionDown - A Phaser.Point object containing the x/y values of the pointer when it was last in a down state on the display.
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*/
this.positionDown = new Phaser.Point();
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/**
* @property {Phaser.Point} positionUp - A Phaser.Point object containing the x/y values of the pointer when it was last released.
*/
this.positionUp = new Phaser.Point();
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/**
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* A Phaser.Circle that is centered on the x/y coordinates of this pointer, useful for hit detection.
* The Circle size is 44px (Apples recommended "finger tip" size).
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* @property {Phaser.Circle} circle
*/
this.circle = new Phaser.Circle(0, 0, 44);
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if (id === 0)
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{
this.isMouse = true;
}
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/**
* Click trampolines associated with this pointer. See `addClickTrampoline`.
* @property {object[]|null} _clickTrampolines
* @private
*/
this._clickTrampolines = null;
/**
* When the Pointer has click trampolines the last target object is stored here
* so it can be used to check for validity of the trampoline in a post-Up/'stop'.
* @property {object} _trampolineTargetObject
* @private
*/
this._trampolineTargetObject = null;
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};
Phaser.Pointer.prototype = {
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/**
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* Called when the Pointer is pressed onto the touchscreen.
* @method Phaser.Pointer#start
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* @param {any} event - The DOM event from the browser.
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*/
start: function (event) {
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if (event['pointerId'])
{
this.pointerId = event.pointerId;
}
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this.identifier = event.identifier;
this.target = event.target;
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if (typeof event.button !== 'undefined')
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{
this.button = event.button;
}
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this._history = [];
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this.active = true;
this.withinGame = true;
this.isDown = true;
this.isUp = false;
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this.dirty = false;
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this._clickTrampolines = null;
this._trampolineTargetObject = null;
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// Work out how long it has been since the last click
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this.msSinceLastClick = this.game.time.time - this.timeDown;
this.timeDown = this.game.time.time;
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this._holdSent = false;
// This sets the x/y and other local values
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this.move(event, true);
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// x and y are the old values here?
this.positionDown.setTo(this.x, this.y);
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if (this.game.input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE & & this.game.input.currentPointers === 0))
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{
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this.game.input.x = this.x;
this.game.input.y = this.y;
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this.game.input.position.setTo(this.x, this.y);
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this.game.input.onDown.dispatch(this, event);
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this.game.input.resetSpeed(this.x, this.y);
}
this._stateReset = false;
this.totalTouches++;
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if (!this.isMouse)
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{
this.game.input.currentPointers++;
}
if (this.targetObject !== null)
{
this.targetObject._touchedHandler(this);
}
return this;
},
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/**
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* Called by the Input Manager.
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* @method Phaser.Pointer#update
*/
update: function () {
if (this.active)
{
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// Force a check?
if (this.dirty)
{
if (this.game.input.interactiveItems.total > 0)
{
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this.processInteractiveObjects(false);
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}
this.dirty = false;
}
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if (this._holdSent === false & & this.duration >= this.game.input.holdRate)
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{
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if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE & & this.game.input.currentPointers === 0))
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{
this.game.input.onHold.dispatch(this);
}
this._holdSent = true;
}
// Update the droppings history
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if (this.game.input.recordPointerHistory & & this.game.time.time >= this._nextDrop)
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{
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this._nextDrop = this.game.time.time + this.game.input.recordRate;
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this._history.push({
x: this.position.x,
y: this.position.y
});
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if (this._history.length > this.game.input.recordLimit)
{
this._history.shift();
}
}
}
},
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/**
* Called when the Pointer is moved.
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*
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* @method Phaser.Pointer#move
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* @param {MouseEvent|PointerEvent|TouchEvent} event - The event passed up from the input handler.
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* @param {boolean} [fromClick=false] - Was this called from the click event?
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*/
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move: function (event, fromClick) {
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if (this.game.input.pollLocked)
{
return;
}
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if (typeof fromClick === 'undefined') { fromClick = false; }
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if (typeof event.button !== 'undefined')
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{
this.button = event.button;
}
this.clientX = event.clientX;
this.clientY = event.clientY;
this.pageX = event.pageX;
this.pageY = event.pageY;
this.screenX = event.screenX;
this.screenY = event.screenY;
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if (this.isMouse & & this.game.input.mouse.locked & & !fromClick)
{
this.rawMovementX = event.movementX || event.mozMovementX || event.webkitMovementX || 0;
this.rawMovementY = event.movementY || event.mozMovementY || event.webkitMovementY || 0;
this.movementX += this.rawMovementX;
this.movementY += this.rawMovementY;
}
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this.x = (this.pageX - this.game.scale.offset.x) * this.game.input.scale.x;
this.y = (this.pageY - this.game.scale.offset.y) * this.game.input.scale.y;
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this.position.setTo(this.x, this.y);
this.circle.x = this.x;
this.circle.y = this.y;
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if (this.game.input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE & & this.game.input.currentPointers === 0))
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{
this.game.input.activePointer = this;
this.game.input.x = this.x;
this.game.input.y = this.y;
this.game.input.position.setTo(this.game.input.x, this.game.input.y);
this.game.input.circle.x = this.game.input.x;
this.game.input.circle.y = this.game.input.y;
}
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this.withinGame = this.game.scale.bounds.contains(this.pageX, this.pageY);
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// If the game is paused we don't process any target objects or callbacks
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if (this.game.paused)
{
return this;
}
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var i = this.game.input.moveCallbacks.length;
while (i--)
{
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this.game.input.moveCallbacks[i].callback.call(this.game.input.moveCallbacks[i].context, this, this.x, this.y, fromClick);
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}
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// Easy out if we're dragging something and it still exists
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if (this.targetObject !== null & & this.targetObject.isDragged === true)
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{
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if (this.targetObject.update(this) === false)
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{
this.targetObject = null;
}
}
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else if (this.game.input.interactiveItems.total > 0)
{
this.processInteractiveObjects(fromClick);
}
return this;
},
/**
* Process all interactive objects to find out which ones were updated in the recent Pointer move.
*
* @method Phaser.Pointer#processInteractiveObjects
* @protected
* @param {boolean} [fromClick=false] - Was this called from the click event?
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* @return {boolean} True if this method processes an object (i.e. a Sprite becomes the Pointers currentTarget), otherwise false.
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*/
processInteractiveObjects: function (fromClick) {
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// Work out which object is on the top
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var highestRenderOrderID = Number.MAX_VALUE;
var highestInputPriorityID = -1;
var candidateTarget = null;
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// First pass gets all objects that the pointer is over that DON'T use pixelPerfect checks and get the highest ID
// We know they'll be valid for input detection but not which is the top just yet
var currentNode = this.game.input.interactiveItems.first;
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while (currentNode)
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{
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// Reset checked status
currentNode.checked = false;
if (currentNode.validForInput(highestInputPriorityID, highestRenderOrderID, false))
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{
// Flag it as checked so we don't re-scan it on the next phase
currentNode.checked = true;
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if ((fromClick & & currentNode.checkPointerDown(this, true)) ||
(!fromClick & & currentNode.checkPointerOver(this, true)))
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{
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highestRenderOrderID = currentNode.sprite._cache[3]; // renderOrderID
highestInputPriorityID = currentNode.priorityID;
candidateTarget = currentNode;
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}
}
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currentNode = this.game.input.interactiveItems.next;
}
// Then in the second sweep we process ONLY the pixel perfect ones that are checked and who have a higher ID
// because if their ID is lower anyway then we can just automatically discount them
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// (A node that was previously checked did not request a pixel-perfect check.)
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var currentNode = this.game.input.interactiveItems.first;
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while(currentNode)
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{
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if (!currentNode.checked & &
currentNode.validForInput(highestInputPriorityID, highestRenderOrderID, true))
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{
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if ((fromClick & & currentNode.checkPointerDown(this, false)) ||
(!fromClick & & currentNode.checkPointerOver(this, false)))
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{
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highestRenderOrderID = currentNode.sprite._cache[3]; // renderOrderID
highestInputPriorityID = currentNode.priorityID;
candidateTarget = currentNode;
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}
}
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currentNode = this.game.input.interactiveItems.next;
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}
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// Now we know the top-most item (if any) we can process it
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if (candidateTarget === null)
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{
// The pointer isn't currently over anything, check if we've got a lingering previous target
if (this.targetObject)
{
this.targetObject._pointerOutHandler(this);
this.targetObject = null;
}
}
else
{
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if (this.targetObject === null)
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{
// And now set the new one
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this.targetObject = candidateTarget;
candidateTarget._pointerOverHandler(this);
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}
else
{
// We've got a target from the last update
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if (this.targetObject === candidateTarget)
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{
// Same target as before, so update it
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if (candidateTarget.update(this) === false)
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{
this.targetObject = null;
}
}
else
{
// The target has changed, so tell the old one we've left it
this.targetObject._pointerOutHandler(this);
// And now set the new one
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this.targetObject = candidateTarget;
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this.targetObject._pointerOverHandler(this);
}
}
}
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return (this.targetObject !== null);
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},
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/**
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* Called when the Pointer leaves the target area.
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*
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* @method Phaser.Pointer#leave
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* @param {MouseEvent|PointerEvent|TouchEvent} event - The event passed up from the input handler.
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*/
leave: function (event) {
this.withinGame = false;
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this.move(event, false);
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},
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/**
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* Called when the Pointer leaves the touchscreen.
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*
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* @method Phaser.Pointer#stop
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* @param {MouseEvent|PointerEvent|TouchEvent} event - The event passed up from the input handler.
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*/
stop: function (event) {
if (this._stateReset)
{
event.preventDefault();
return;
}
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this.timeUp = this.game.time.time;
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if (this.game.input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE & & this.game.input.currentPointers === 0))
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{
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this.game.input.onUp.dispatch(this, event);
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// Was it a tap?
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if (this.duration >= 0 & & this.duration < = this.game.input.tapRate)
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{
// Was it a double-tap?
if (this.timeUp - this.previousTapTime < this.game.input.doubleTapRate)
{
// Yes, let's dispatch the signal then with the 2nd parameter set to true
this.game.input.onTap.dispatch(this, true);
}
else
{
// Wasn't a double-tap, so dispatch a single tap signal
this.game.input.onTap.dispatch(this, false);
}
this.previousTapTime = this.timeUp;
}
}
// Mouse is always active
if (this.id > 0)
{
this.active = false;
}
this.withinGame = false;
this.isDown = false;
this.isUp = true;
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this.pointerId = null;
this.identifier = null;
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this.positionUp.setTo(this.x, this.y);
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if (this.isMouse === false)
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{
this.game.input.currentPointers--;
}
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this.game.input.interactiveItems.callAll('_releasedHandler', this);
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if (this._clickTrampolines)
{
this._trampolineTargetObject = this.targetObject;
}
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this.targetObject = null;
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return this;
},
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/**
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* The Pointer is considered justPressed if the time it was pressed onto the touchscreen or clicked is less than justPressedRate.
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* Note that calling justPressed doesn't reset the pressed status of the Pointer, it will return `true` for as long as the duration is valid.
* If you wish to check if the Pointer was pressed down just once then see the Sprite.events.onInputDown event.
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* @method Phaser.Pointer#justPressed
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* @param {number} [duration] - The time to check against. If none given it will use InputManager.justPressedRate.
* @return {boolean} true if the Pointer was pressed down within the duration given.
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*/
justPressed: function (duration) {
duration = duration || this.game.input.justPressedRate;
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return (this.isDown === true & & (this.timeDown + duration) > this.game.time.time);
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},
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/**
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* The Pointer is considered justReleased if the time it left the touchscreen is less than justReleasedRate.
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* Note that calling justReleased doesn't reset the pressed status of the Pointer, it will return `true` for as long as the duration is valid.
* If you wish to check if the Pointer was released just once then see the Sprite.events.onInputUp event.
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* @method Phaser.Pointer#justReleased
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* @param {number} [duration] - The time to check against. If none given it will use InputManager.justReleasedRate.
* @return {boolean} true if the Pointer was released within the duration given.
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*/
justReleased: function (duration) {
duration = duration || this.game.input.justReleasedRate;
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return (this.isUp === true & & (this.timeUp + duration) > this.game.time.time);
},
/**
* Add a click trampoline to this pointer.
*
* A click trampoline is a callback that is run on the DOM 'click' event; this is primarily
* needed with certain browsers (ie. IE11) which restrict some actions like requestFullscreen
* to the DOM 'click' event and reject it for 'pointer*' and 'mouse*' events.
*
* This is used internally by the ScaleManager; click trampoline usage is uncommon.
* Click trampolines can only be added to pointers that are currently down.
*
* @method Phaser.Pointer#addClickTrampoline
* @protected
* @param {string} name - The name of the trampoline; must be unique among active trampolines in this pointer.
* @param {function} callback - Callback to run/trampoline.
* @param {object} callbackContext - Context of the callback.
* @param {object[]|null} callbackArgs - Additional callback args, if any. Supplied as an array.
*/
addClickTrampoline: function (name, callback, callbackContext, callbackArgs) {
if (!this.isDown)
{
return;
}
var trampolines = (this._clickTrampolines = this._clickTrampolines || []);
for (var i = 0; i < trampolines.length; i++)
{
if (trampolines[i].name === name)
{
trampolines.splice(i, 1);
break;
}
}
trampolines.push({
name: name,
targetObject: this.targetObject,
callback: callback,
callbackContext: callbackContext,
callbackArgs: callbackArgs
});
},
/**
* Fire all click trampolines for which the pointers are still refering to the registered object.
* @method Phaser.Pointer#processClickTrampolines
* @private
*/
processClickTrampolines: function () {
var trampolines = this._clickTrampolines;
if (!trampolines)
{
return;
}
for (var i = 0; i < trampolines.length; i++)
{
var trampoline = trampolines[i];
if (trampoline.targetObject === this._trampolineTargetObject)
{
trampoline.callback.apply(trampoline.callbackContext, trampoline.callbackArgs);
}
}
this._clickTrampolines = null;
this._trampolineTargetObject = null;
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},
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/**
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* Resets the Pointer properties. Called by InputManager.reset when you perform a State change.
* @method Phaser.Pointer#reset
*/
reset: function () {
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if (this.isMouse === false)
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{
this.active = false;
}
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this.pointerId = null;
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this.identifier = null;
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this.dirty = false;
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this.isDown = false;
this.isUp = true;
this.totalTouches = 0;
this._holdSent = false;
this._history.length = 0;
this._stateReset = true;
if (this.targetObject)
{
this.targetObject._releasedHandler(this);
}
this.targetObject = null;
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},
/**
* Resets the movementX and movementY properties. Use in your update handler after retrieving the values.
* @method Phaser.Pointer#resetMovement
*/
resetMovement: function() {
this.movementX = 0;
this.movementY = 0;
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}
};
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Phaser.Pointer.prototype.constructor = Phaser.Pointer;
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/**
* How long the Pointer has been depressed on the touchscreen. If not currently down it returns -1.
* @name Phaser.Pointer#duration
* @property {number} duration - How long the Pointer has been depressed on the touchscreen. If not currently down it returns -1.
* @readonly
*/
Object.defineProperty(Phaser.Pointer.prototype, "duration", {
get: function () {
if (this.isUp)
{
return -1;
}
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return this.game.time.time - this.timeDown;
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}
});
/**
* Gets the X value of this Pointer in world coordinates based on the world camera.
* @name Phaser.Pointer#worldX
* @property {number} duration - The X value of this Pointer in world coordinates based on the world camera.
* @readonly
*/
Object.defineProperty(Phaser.Pointer.prototype, "worldX", {
get: function () {
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return this.game.world.camera.x + this.x;
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}
});
/**
* Gets the Y value of this Pointer in world coordinates based on the world camera.
* @name Phaser.Pointer#worldY
* @property {number} duration - The Y value of this Pointer in world coordinates based on the world camera.
* @readonly
*/
Object.defineProperty(Phaser.Pointer.prototype, "worldY", {
get: function () {
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return this.game.world.camera.y + this.y;
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}
});
< / pre >
< / article >
< / section >
< / div >
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< footer >
< span class = "copyright" >
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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< / span >
< br / >
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
2014-11-15 20:01:46 +00:00
on Sat Nov 15 2014 19:54:26 GMT-0000 (GMT) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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},
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