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/// <reference path="../_definitions.ts" />
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/ * *
* Phaser - Pointer
*
* A Pointer object is used by the Touch and MSPoint managers and represents a single finger on the touch screen .
* /
module Phaser {
export class Pointer {
/ * *
* Constructor
* @param { Phaser . Game } game .
* @return { Phaser . Pointer } This object .
* /
constructor ( game : Game , id : number ) {
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this . game = game ;
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this . id = id ;
this . active = false ;
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this . position = new Vec2 ;
this . positionDown = new Vec2 ;
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this . circle = new Circle ( 0 , 0 , 44 ) ;
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if ( id == 0 )
{
this . isMouse = true ;
}
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}
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private _highestRenderOrderID : number ;
private _highestRenderObject : number ;
private _highestInputPriorityID : number ;
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/ * *
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* Local reference to Game .
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* @property game
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* @type { Phaser . Game }
* @private
* * /
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public game : Phaser.Game ;
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/ * *
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* Local private variable to store the status of dispatching a hold event
* @property _holdSent
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* @type { bool }
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* @private
* /
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private _holdSent : bool = false ;
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/ * *
* Local private variable storing the short - term history of pointer movements
* @property _history
* @type { Array }
* @private
* /
private _history = [ ] ;
/ * *
* Local private variable storing the time at which the next history drop should occur
* @property _lastDrop
* @type { Number }
* @private
* /
private _nextDrop : number = 0 ;
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// Monitor events outside of a state reset loop
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private _stateReset : bool = false ;
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/ * *
* The Pointer ID ( a number between 1 and 10 , 0 is reserved for the mouse pointer specifically )
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* @property id
* @type { Number }
* /
public id : number ;
/ * *
* An identification number for each touch point .
* When a touch point becomes active , it is assigned an identifier that is distinct from any other active touch point .
* While the touch point remains active , all events that refer to it are assigned the same identifier .
* @property identifier
* @type { Number }
* /
public identifier : number ;
/ * *
* Is this Pointer active or not ? An active Pointer is one that is in contact with the touch screen .
* @property active
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* @type { bool }
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* /
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public active : bool ;
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/ * *
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* A Vector object containing the initial position when the Pointer was engaged with the screen .
* @property positionDown
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* @type { Vec2 }
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* * /
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public positionDown : Phaser.Vec2 = null ;
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/ * *
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* A Vector object containing the current position of the Pointer on the screen .
* @property position
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* @type { Vec2 }
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* * /
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public position : Phaser.Vec2 = null ;
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/ * *
* A Circle object centered on the x / y screen coordinates of the Pointer .
* Default size of 44 px ( Apple ' s recommended "finger tip" size )
* @property circle
* @type { Circle }
* * /
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public circle : Phaser.Circle = null ;
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/ * *
*
* @property withinGame
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* @type { bool }
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* /
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public withinGame : bool = false ;
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/ * *
* If this Pointer is a mouse the button property holds the value of which mouse button was pressed down
* @property button
* @type { Number }
* /
public button : number ;
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/ * *
* The horizontal coordinate of point relative to the viewport in pixels , excluding any scroll offset
* @property clientX
* @type { Number }
* /
public clientX : number = - 1 ;
/ * *
* The vertical coordinate of point relative to the viewport in pixels , excluding any scroll offset
* @property clientY
* @type { Number }
* /
public clientY : number = - 1 ;
/ * *
* The horizontal coordinate of point relative to the viewport in pixels , including any scroll offset
* @property pageX
* @type { Number }
* /
public pageX : number = - 1 ;
/ * *
* The vertical coordinate of point relative to the viewport in pixels , including any scroll offset
* @property pageY
* @type { Number }
* /
public pageY : number = - 1 ;
/ * *
* The horizontal coordinate of point relative to the screen in pixels
* @property screenX
* @type { Number }
* /
public screenX : number = - 1 ;
/ * *
* The vertical coordinate of point relative to the screen in pixels
* @property screenY
* @type { Number }
* /
public screenY : number = - 1 ;
/ * *
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* The horizontal coordinate of point relative to the game element . This value is automatically scaled based on game size .
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* @property x
* @type { Number }
* /
public x : number = - 1 ;
/ * *
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* The vertical coordinate of point relative to the game element . This value is automatically scaled based on game size .
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* @property y
* @type { Number }
* /
public y : number = - 1 ;
/ * *
* The Element on which the touch point started when it was first placed on the surface , even if the touch point has since moved outside the interactive area of that element .
* @property target
* @type { Any }
* /
public target ;
/ * *
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* If the Pointer is a mouse this is true , otherwise false
* @property isMouse
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* @type { bool }
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* * /
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public isMouse : bool = false ;
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/ * *
* If the Pointer is touching the touchscreen , or the mouse button is held down , isDown is set to true
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* @property isDown
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* @type { bool }
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* * /
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public isDown : bool = false ;
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/ * *
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* If the Pointer is not touching the touchscreen , or the mouse button is up , isUp is set to true
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* @property isUp
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* @type { bool }
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* * /
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public isUp : bool = true ;
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/ * *
* A timestamp representing when the Pointer first touched the touchscreen .
* @property timeDown
* @type { Number }
* * /
public timeDown : number = 0 ;
/ * *
* A timestamp representing when the Pointer left the touchscreen .
* @property timeUp
* @type { Number }
* * /
public timeUp : number = 0 ;
/ * *
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* A timestamp representing when the Pointer was last tapped or clicked
* @property previousTapTime
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* @type { Number }
* * /
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public previousTapTime : number = 0 ;
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/ * *
* The total number of times this Pointer has been touched to the touchscreen
* @property totalTouches
* @type { Number }
* * /
public totalTouches : number = 0 ;
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/ * *
* The number of miliseconds since the last click
* @property msSinceLastClick
* @type { Number }
* * /
public msSinceLastClick : number = Number . MAX_VALUE ;
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/ * *
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* How long the Pointer has been depressed on the touchscreen . If not currently down it returns - 1 .
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* @property duration
* @type { Number }
* * /
public get duration ( ) : number {
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if ( this . isUp )
{
return - 1 ;
}
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return this . game . time . now - this . timeDown ;
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}
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/ * *
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* The Game Object this Pointer is currently over / touching / dragging .
* @property targetObject
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* @type { Any }
* * /
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public targetObject = null ;
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/ * *
* The top - most Camera that this Pointer is over ( if any , null if none ) .
* If the Pointer is over several cameras that are stacked on - top of each other this is only ever set to the top - most rendered camera .
* @property camera
* @type { Phaser . Camera }
* * /
public camera : Phaser.Camera = null ;
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/ * *
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* Gets the X value of this Pointer in world coordinates based on the given camera .
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* @param { Camera } [ camera ]
* /
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public get worldX ( ) : number {
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if ( this . camera )
{
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return ( this . camera . worldView . x - this . camera . screenView . x ) + this . x ;
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}
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return null ;
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}
/ * *
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* Gets the Y value of this Pointer in world coordinates based on the given camera .
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* @param { Camera } [ camera ]
* /
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public get worldY ( ) : number {
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if ( this . camera )
{
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return ( this . camera . worldView . y - this . camera . screenView . y ) + this . y ;
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}
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return null ;
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}
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/ * *
* Called when the Pointer is pressed onto the touchscreen
* @method start
* @param { Any } event
* /
public start ( event ) : Pointer {
this . identifier = event . identifier ;
this . target = event . target ;
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if ( event . button )
{
this . button = event . button ;
}
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// Fix to stop rogue browser plugins from blocking the visibility state event
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if ( this . game . paused == true && this . game . stage . scale . incorrectOrientation == false )
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{
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this . game . stage . resumeGame ( ) ;
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return this ;
}
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this . _history . length = 0 ;
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this . active = true ;
this . withinGame = true ;
this . isDown = true ;
this . isUp = false ;
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// Work out how long it has been since the last click
this . msSinceLastClick = this . game . time . now - this . timeDown ;
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this . timeDown = this . game . time . now ;
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this . _holdSent = false ;
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// This sets the x/y and other local values
this . move ( event ) ;
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// x and y are the old values here?
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this . positionDown . setTo ( this . x , this . y ) ;
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if ( this . game . input . multiInputOverride == InputManager . MOUSE_OVERRIDES_TOUCH || this . game . input . multiInputOverride == InputManager . MOUSE_TOUCH_COMBINE || ( this . game . input . multiInputOverride == InputManager . 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.scale.x;
//this.game.input.y = this.y * this.game.input.scale.y;
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 ) ;
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this . game . input . resetSpeed ( this . x , this . y ) ;
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}
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this . _stateReset = false ;
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this . totalTouches ++ ;
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if ( this . isMouse == false )
{
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this . game . input . currentPointers ++ ;
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}
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if ( this . targetObject !== null )
{
this . targetObject . input . _touchedHandler ( this ) ;
}
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return this ;
}
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public update() {
if ( this . active )
{
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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 == InputManager . MOUSE_OVERRIDES_TOUCH || this . game . input . multiInputOverride == InputManager . MOUSE_TOUCH_COMBINE || ( this . game . input . multiInputOverride == InputManager . TOUCH_OVERRIDES_MOUSE && this . game . input . currentPointers == 0 ) )
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{
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this . game . input . onHold . dispatch ( this ) ;
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}
this . _holdSent = true ;
}
// Update the droppings history
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if ( this . game . input . recordPointerHistory && this . game . time . now >= this . _nextDrop )
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{
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this . _nextDrop = this . game . time . now + 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 )
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{
this . _history . shift ( ) ;
}
}
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// Check which camera they are over
this . camera = this . game . world . cameras . getCameraUnderPoint ( this . x , this . y ) ;
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}
}
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/ * *
* Called when the Pointer is moved on the touchscreen
* @method move
* @param { Any } event
* /
public move ( event ) : Pointer {
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if ( this . game . input . pollLocked )
{
return ;
}
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if ( event . button )
{
this . button = event . button ;
}
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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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this . x = ( this . pageX - this . game . stage . offset . x ) * this . game . input . scale . x ;
this . y = ( this . pageY - this . game . stage . offset . y ) * this . game . input . scale . y ;
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this . position . setTo ( this . x , this . y ) ;
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this . circle . x = this . x ;
this . circle . y = this . y ;
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if ( this . game . input . multiInputOverride == InputManager . MOUSE_OVERRIDES_TOUCH || this . game . input . multiInputOverride == InputManager . MOUSE_TOUCH_COMBINE || ( this . game . input . multiInputOverride == InputManager . TOUCH_OVERRIDES_MOUSE && this . game . input . currentPointers == 0 ) )
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{
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this . game . input . activePointer = this ;
this . game . input . x = this . x ;
this . game . input . y = this . y ;
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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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}
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// If the game is paused we don't process any target objects
if ( this . game . paused )
{
return this ;
}
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// Easy out if we're dragging something and it still exists
if ( this . targetObject !== null && this . targetObject . input && this . targetObject . input . isDragged == true )
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{
if ( this . targetObject . input . update ( this ) == false )
{
this . targetObject = null ;
}
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return this ;
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}
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// Work out which object is on the top
this . _highestRenderOrderID = - 1 ;
this . _highestRenderObject = - 1 ;
this . _highestInputPriorityID = - 1 ;
for ( var i = 0 ; i < this . game . input . totalTrackedObjects ; i ++ )
{
if ( this . game . input . inputObjects [ i ] && this . game . input . inputObjects [ i ] . input && this . game . input . inputObjects [ i ] . input . checkPointerOver ( this ) )
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{
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// If the object has a higher InputManager.PriorityID OR if the priority ID is the same as the current highest AND it has a higher renderOrderID, then set it to the top
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if ( this . game . input . inputObjects [ i ] . input . priorityID > this . _highestInputPriorityID || ( this . game . input . inputObjects [ i ] . input . priorityID == this . _highestInputPriorityID && this . game . input . inputObjects [ i ] . renderOrderID > this . _highestRenderOrderID ) )
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{
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this . _highestRenderOrderID = this . game . input . inputObjects [ i ] . renderOrderID ;
this . _highestRenderObject = i ;
this . _highestInputPriorityID = this . game . input . inputObjects [ i ] . input . priorityID ;
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}
}
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}
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if ( this . _highestRenderObject == - 1 )
{
// The pointer isn't over anything, check if we've got a lingering previous target
if ( this . targetObject !== null )
{
this . targetObject . input . _pointerOutHandler ( this ) ;
this . targetObject = null ;
}
}
else
{
if ( this . targetObject == null )
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{
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// And now set the new one
this . targetObject = this . game . input . inputObjects [ this . _highestRenderObject ] ;
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this . targetObject . input . _pointerOverHandler ( this ) ;
}
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else
{
// We've got a target from the last update
if ( this . targetObject == this . game . input . inputObjects [ this . _highestRenderObject ] )
{
// Same target as before, so update it
if ( this . targetObject . input . update ( this ) == false )
{
this . targetObject = null ;
}
}
else
{
// The target has changed, so tell the old one we've left it
this . targetObject . input . _pointerOutHandler ( this ) ;
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// And now set the new one
this . targetObject = this . game . input . inputObjects [ this . _highestRenderObject ] ;
this . targetObject . input . _pointerOverHandler ( this ) ;
}
}
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}
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return this ;
}
/ * *
* Called when the Pointer leaves the target area
* @method leave
* @param { Any } event
* /
public leave ( event ) {
this . withinGame = false ;
this . move ( event ) ;
}
/ * *
* Called when the Pointer leaves the touchscreen
* @method stop
* @param { Any } event
* /
public stop ( event ) : Pointer {
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if ( this . _stateReset )
{
event . preventDefault ( ) ;
return ;
}
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this . timeUp = this . game . time . now ;
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if ( this . game . input . multiInputOverride == InputManager . MOUSE_OVERRIDES_TOUCH || this . game . input . multiInputOverride == InputManager . MOUSE_TOUCH_COMBINE || ( this . game . input . multiInputOverride == InputManager . TOUCH_OVERRIDES_MOUSE && this . game . input . currentPointers == 0 ) )
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{
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this . game . input . onUp . dispatch ( this ) ;
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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?
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if ( this . timeUp - this . previousTapTime < this . game . input . doubleTapRate )
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{
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// Yes, let's dispatch the signal then with the 2nd parameter set to true
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this . game . input . onTap . dispatch ( this , true ) ;
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}
else
{
// Wasn't a double-tap, so dispatch a single tap signal
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this . game . input . onTap . dispatch ( this , false ) ;
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}
this . previousTapTime = this . timeUp ;
}
}
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// Mouse is always active
if ( this . id > 0 )
{
this . active = false ;
}
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this . withinGame = false ;
this . isDown = false ;
this . isUp = true ;
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if ( this . isMouse == false )
{
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this . game . input . currentPointers -- ;
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}
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for ( var i = 0 ; i < this . game . input . totalTrackedObjects ; i ++ )
{
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if ( this . game . input . inputObjects [ i ] && this . game . input . inputObjects [ i ] . input && this . game . input . inputObjects [ i ] . input . enabled )
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{
this . game . input . inputObjects [ i ] . input . _releasedHandler ( this ) ;
}
}
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if ( this . targetObject )
{
this . targetObject . input . _releasedHandler ( this ) ;
}
this . targetObject = null ;
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return this ;
}
/ * *
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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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* @method justPressed
* @param { Number } [ duration ] .
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* @return { bool }
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* /
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public justPressed ( duration : number = this . game . input . justPressedRate ) : bool {
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if ( this . isDown === true && ( this . timeDown + duration ) > this . game . time . now )
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{
return true ;
}
else
{
return false ;
}
}
/ * *
* The Pointer is considered justReleased if the time it left the touchscreen is less than justReleasedRate
* @method justReleased
* @param { Number } [ duration ] .
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* @return { bool }
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* /
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public justReleased ( duration : number = this . game . input . justReleasedRate ) : bool {
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if ( this . isUp === true && ( this . timeUp + duration ) > this . game . time . now )
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{
return true ;
}
else
{
return false ;
}
}
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/ * *
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* Resets the Pointer properties . Called by InputManager . reset when you perform a State change .
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* @method reset
* /
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public reset() {
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if ( this . isMouse == false )
{
this . active = false ;
}
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this . identifier = null ;
this . isDown = false ;
this . isUp = true ;
this . totalTouches = 0 ;
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this . _holdSent = false ;
this . _history . length = 0 ;
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this . _stateReset = true ;
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if ( this . targetObject && this . targetObject . input )
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{
this . targetObject . input . _releasedHandler ( this ) ;
}
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this . targetObject = null ;
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}
/ * *
* Returns a string representation of this object .
* @method toString
* @return { String } a string representation of the instance .
* * /
public toString ( ) : string {
return "[{Pointer (id=" + this . id + " identifer=" + this . identifier + " active=" + this . active + " duration=" + this . duration + " withinGame=" + this . withinGame + " x=" + this . x + " y=" + this . y + " clientX=" + this . clientX + " clientY=" + this . clientY + " screenX=" + this . screenX + " screenY=" + this . screenY + " pageX=" + this . pageX + " pageY=" + this . pageY + ")}]" ;
}
}
}