Added missing properties to the InputHandler prototype, reducing hidden class modifications.

This commit is contained in:
photonstorm 2015-02-03 19:49:48 +00:00
parent af5d022d95
commit 7003b65df6
2 changed files with 19 additions and 1 deletions

View file

@ -71,6 +71,8 @@ Version 2.3.0 - "Tarabon" - in dev
* TypeScript definitions fixes and updates (thanks @clark-stevenson @TimvdEijnden @belohlavek @ivw) * TypeScript definitions fixes and updates (thanks @clark-stevenson @TimvdEijnden @belohlavek @ivw)
* Sound.fadeTween is now used for Sound.fadeIn and Sound.fadeOut audio tweens. * Sound.fadeTween is now used for Sound.fadeIn and Sound.fadeOut audio tweens.
* Sound.stop and Sound.destroy now halt a fade tween if in effect. * Sound.stop and Sound.destroy now halt a fade tween if in effect.
* Arcade Physics `computeVelocity` now allows a max velocity of 0 allowing movement to be constrained to a single axis (thanks @zekoff #1594)
* Added missing properties to the InputHandler prototype, reducing hidden class modifications.
### Bug Fixes ### Bug Fixes

View file

@ -165,7 +165,7 @@ Phaser.InputHandler = function (sprite) {
this.boundsSprite = null; this.boundsSprite = null;
/** /**
* If this object is set to consume the pointer event then it will stop all propogation from this object on. * If this object is set to consume the pointer event then it will stop all propagation from this object on.
* For example if you had a stack of 6 sprites with the same priority IDs and one consumed the event, none of the others would receive it. * For example if you had a stack of 6 sprites with the same priority IDs and one consumed the event, none of the others would receive it.
* @property {boolean} consumePointerEvent * @property {boolean} consumePointerEvent
* @default * @default
@ -177,6 +177,22 @@ Phaser.InputHandler = function (sprite) {
*/ */
this.scaleLayer = false; this.scaleLayer = false;
/**
* @property {Phaser.Point} dragOffset - The offset from the Sprites position that dragging takes place from.
*/
this.dragOffset = new Phaser.Point();
/**
* @property {boolean} dragFromCenter - Is the Sprite dragged from its center, or the point at which the Pointer was pressed down upon it?
*/
this.dragFromCenter = false;
/**
* @property {Phaser.Point} _dragPoint - Internal cache var.
* @private
*/
this._dragPoint = new Phaser.Point();
/** /**
* @property {boolean} _dragPhase - Internal cache var. * @property {boolean} _dragPhase - Internal cache var.
* @private * @private