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The Pointer move callbacks are now sent an extra parameter: fromClick
allowing your callbacks to distinguish between the Pointer just moving, or moving as a result of being pressed down (thanks @iforce2d #1055)
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2 changed files with 2 additions and 1 deletions
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@ -117,6 +117,7 @@ Version 2.1.0 - "Cairhien" - -in development-
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* P2.PointProxy.x and y values are now returned in pixels (previously they were returned in meters). See PointProxy.mx/my for meter values.
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* P2.PointProxy.x and y values are now returned in pixels (previously they were returned in meters). See PointProxy.mx/my for meter values.
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* P2.InversePointProxy.x and y values are now returned in pixels (previously they were returned in meters). See PointProxy.mx/my for meter values.
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* P2.InversePointProxy.x and y values are now returned in pixels (previously they were returned in meters). See PointProxy.mx/my for meter values.
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* Arcade.overlap and collide are now more consistent about allowing a Group vs. Group or Group vs. Array of Groups set (thanks @pyromanfo #877 #1147)
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* Arcade.overlap and collide are now more consistent about allowing a Group vs. Group or Group vs. Array of Groups set (thanks @pyromanfo #877 #1147)
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* The Pointer move callbacks are now sent an extra parameter: `fromClick` allowing your callbacks to distinguish between the Pointer just moving, or moving as a result of being pressed down (thanks @iforce2d #1055)
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### Bug Fixes
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### Bug Fixes
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@ -434,7 +434,7 @@ Phaser.Pointer.prototype = {
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while (i--)
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while (i--)
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{
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{
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this.game.input.moveCallbacks[i].callback.call(this.game.input.moveCallbacks[i].context, this, this.x, this.y);
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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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}
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// Easy out if we're dragging something and it still exists
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// Easy out if we're dragging something and it still exists
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