2013-09-03 14:35:40 +00:00
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Phaser.Physics.Arcade.Body = function (sprite) {
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this.sprite = sprite;
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this.game = sprite.game;
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this.offset = new Phaser.Point;
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2013-09-04 00:10:01 +00:00
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// the top-left of the Body
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this.x = sprite.x;
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this.y = sprite.y;
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// un-scaled original size
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this.sourceWidth = sprite.currentFrame.sourceSizeW;
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this.sourceHeight = sprite.currentFrame.sourceSizeH;
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// calculated (scaled) size
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this.width = sprite.currentFrame.sourceSizeW;
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this.height = sprite.currentFrame.sourceSizeH;
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this.halfWidth = Math.floor(sprite.currentFrame.sourceSizeW / 2);
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this.halfHeight = Math.floor(sprite.currentFrame.sourceSizeH / 2);
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this.bounds = new Phaser.Rectangle(sprite.x, sprite.y, this.width, this.height);
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// Scale value cache
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2013-09-03 16:07:05 +00:00
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this._sx = sprite.scale.x;
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this._sy = sprite.scale.y;
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this.velocity = new Phaser.Point;
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this.acceleration = new Phaser.Point;
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this.drag = new Phaser.Point;
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this.gravity = new Phaser.Point;
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this.bounce = new Phaser.Point;
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this.maxVelocity = new Phaser.Point(10000, 10000);
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this.angularVelocity = 0;
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this.angularAcceleration = 0;
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this.angularDrag = 0;
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this.maxAngular = 1000;
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this.mass = 1;
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2013-09-04 15:12:58 +00:00
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this.quadTreeIDs = [];
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this.quadTreeIndex = -1;
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2013-09-04 12:54:55 +00:00
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// Allow collision
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2013-09-04 15:12:58 +00:00
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this.allowCollision = { none: false, any: true, up: true, down: true, left: true, right: true };
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2013-09-04 12:54:55 +00:00
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this.touching = { none: true, up: false, down: false, left: false, right: false };
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this.wasTouching = { none: true, up: false, down: false, left: false, right: false };
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2013-09-04 00:10:01 +00:00
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2013-09-03 16:28:12 +00:00
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this.immovable = false;
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2013-09-04 00:10:01 +00:00
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this.moves = true;
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this.rotation = 0;
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2013-09-06 14:00:05 +00:00
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this.allowRotation = true;
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2013-09-04 00:10:01 +00:00
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this.allowGravity = true;
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2013-09-03 16:07:05 +00:00
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2013-09-04 02:48:15 +00:00
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this.collideWorldBounds = false;
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2013-09-03 18:34:38 +00:00
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this.lastX = sprite.x;
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this.lastY = sprite.y;
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2013-09-03 14:35:40 +00:00
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};
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Phaser.Physics.Arcade.Body.prototype = {
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2013-09-04 00:10:01 +00:00
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updateBounds: function (centerX, centerY, scaleX, scaleY) {
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2013-09-03 16:07:05 +00:00
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if (scaleX != this._sx || scaleY != this._sy)
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{
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2013-09-04 00:10:01 +00:00
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this.width = this.sourceWidth * scaleX;
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this.height = this.sourceHeight * scaleY;
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this.halfWidth = Math.floor(this.width / 2);
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this.halfHeight = Math.floor(this.height / 2);
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this.bounds.width = this.width;
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this.bounds.height = this.height;
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2013-09-03 16:07:05 +00:00
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this._sx = scaleX;
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this._sy = scaleY;
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}
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},
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2013-09-03 18:34:38 +00:00
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update: function () {
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2013-09-03 16:07:05 +00:00
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2013-09-04 12:54:55 +00:00
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// Store and reset collision flags
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this.wasTouching.none = this.touching.none;
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this.wasTouching.up = this.touching.up;
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this.wasTouching.down = this.touching.down;
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this.wasTouching.left = this.touching.left;
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this.wasTouching.right = this.touching.right;
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this.touching.none = true;
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this.touching.up = false;
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this.touching.down = false;
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this.touching.left = false;
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this.touching.right = false;
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2013-09-03 18:34:38 +00:00
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this.lastX = this.x;
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this.lastY = this.y;
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2013-09-03 16:07:05 +00:00
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2013-09-06 14:00:05 +00:00
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this.x = this.sprite.x;
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this.y = this.sprite.y;
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this.rotation = this.sprite.angle;
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2013-09-05 20:07:44 +00:00
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if (this.moves)
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{
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this.game.physics.updateMotion(this);
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}
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2013-09-03 16:07:05 +00:00
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2013-09-04 00:10:01 +00:00
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this.bounds.x = this.x;
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this.bounds.y = this.y;
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2013-09-03 16:07:05 +00:00
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2013-09-06 14:00:05 +00:00
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if (this.collideWorldBounds)
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{
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this.checkWorldBounds();
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}
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2013-09-04 15:12:58 +00:00
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if (this.allowCollision.none == false && this.sprite.visible && this.sprite.alive)
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2013-09-04 02:48:15 +00:00
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{
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2013-09-04 12:54:55 +00:00
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this.quadTreeIDs = [];
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this.quadTreeIndex = -1;
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2013-09-04 02:48:15 +00:00
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this.game.physics.quadTree.insert(this);
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}
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2013-09-06 14:00:05 +00:00
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// Adjust the sprite based on all of the above, so the x/y coords will be correct going into the State update
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this.sprite.x = this.x - this.offset.x + (this.sprite.anchor.x * this.width);
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this.sprite.y = this.y - this.offset.y + (this.sprite.anchor.y * this.height);
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if (this.allowRotation)
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{
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this.sprite.angle = this.rotation;
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}
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2013-09-04 02:48:15 +00:00
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},
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checkWorldBounds: function () {
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if (this.bounds.x < this.game.world.bounds.x)
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{
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this.x = this.game.world.bounds.x;
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this.velocity.x *= -1;
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this.velocity.x *= this.bounce.x;
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}
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else if (this.bounds.right > this.game.world.bounds.right)
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{
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this.x = this.game.world.bounds.right - this.width;
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this.velocity.x *= -1;
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this.velocity.x *= this.bounce.x;
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}
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if (this.bounds.y < this.game.world.bounds.y)
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{
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this.y = this.game.world.bounds.y;
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this.velocity.y *= -1;
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this.velocity.y *= this.bounce.y;
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}
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else if (this.bounds.bottom > this.game.world.bounds.bottom)
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{
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this.y = this.game.world.bounds.bottom - this.height;
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this.velocity.y *= -1;
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this.velocity.y *= this.bounce.y;
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}
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2013-09-03 16:07:05 +00:00
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},
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2013-09-04 00:10:01 +00:00
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setSize: function (width, height, offsetX, offsetY) {
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offsetX = offsetX || this.offset.x;
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offsetY = offsetY || this.offset.y;
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2013-09-03 14:35:40 +00:00
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2013-09-04 00:10:01 +00:00
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this.sourceWidth = width;
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this.sourceHeight = height;
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this.width = this.sourceWidth * this._sx;
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this.height = this.sourceHeight * this._sy;
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this.halfWidth = Math.floor(this.width / 2);
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this.halfHeight = Math.floor(this.height / 2);
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this.bounds.width = this.width;
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this.bounds.height = this.height;
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this.offset.setTo(offsetX, offsetY);
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2013-09-03 14:35:40 +00:00
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},
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2013-09-03 18:34:38 +00:00
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deltaAbsX: function () {
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return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
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2013-09-03 16:07:05 +00:00
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},
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2013-09-03 18:34:38 +00:00
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deltaAbsY: function () {
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return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY());
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2013-09-03 16:07:05 +00:00
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},
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deltaX: function () {
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2013-09-03 18:34:38 +00:00
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return this.x - this.lastX;
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2013-09-03 16:07:05 +00:00
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},
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deltaY: function () {
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2013-09-03 18:34:38 +00:00
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return this.y - this.lastY;
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2013-09-03 16:07:05 +00:00
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}
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2013-09-03 14:35:40 +00:00
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};
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