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InputHandler.enableDrag with a boundsRect set now takes into account the Sprites anchor when limiting the drag (thanks @unindented #1593)
InputHandler.enableDrag with a boundsSprite set now takes into account both the Sprites anchor and the boundsSprite anchor when limiting the drag.
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2 changed files with 37 additions and 16 deletions
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@ -132,6 +132,8 @@ Thanks to @pnstickne for vast majority of this update.
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* Loader.audiosprite has a new `autoDecode` parameter. If `true` the audio file will be decoded immediately upon load.
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* Tile.properties is now unique to that specific Tile, and not a reference to the Tileset index bound properties object. Tile.properties can now be modified freely without impacting other tiles sharing the same id (#1254)
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* PIXI.TextureSilentFail is a boolean that defaults to `false`. If `true` then `PIXI.Texture.setFrame` will no longer throw an error if the texture dimensions are incorrect. Instead `Texture.valid` will be set to `false` (#1556)
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* InputHandler.enableDrag with a boundsRect set now takes into account the Sprites anchor when limiting the drag (thanks @unindented #1593)
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* InputHandler.enableDrag with a boundsSprite set now takes into account both the Sprites anchor and the boundsSprite anchor when limiting the drag.
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### Bug Fixes
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@ -1423,6 +1423,7 @@ Phaser.InputHandler.prototype = {
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},
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/**
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* Bounds Rect check for the sprite drag
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* @method Phaser.InputHandler#checkBoundsRect
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@ -1451,22 +1452,22 @@ Phaser.InputHandler.prototype = {
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}
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else
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{
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if (this.sprite.x < this.boundsRect.left)
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if (this.sprite.left < this.boundsRect.left)
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{
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this.sprite.x = this.boundsRect.x;
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this.sprite.x = this.boundsRect.x + this.sprite.offsetX;
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}
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else if ((this.sprite.x + this.sprite.width) > this.boundsRect.right)
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else if (this.sprite.right > this.boundsRect.right)
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{
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this.sprite.x = this.boundsRect.right - this.sprite.width;
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this.sprite.x = this.boundsRect.right - (this.sprite.width - this.sprite.offsetX);
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}
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if (this.sprite.y < this.boundsRect.top)
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if (this.sprite.top < this.boundsRect.top)
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{
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this.sprite.y = this.boundsRect.top;
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this.sprite.y = this.boundsRect.top + this.sprite.offsetY;
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}
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else if ((this.sprite.y + this.sprite.height) > this.boundsRect.bottom)
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else if (this.sprite.bottom > this.boundsRect.bottom)
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{
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this.sprite.y = this.boundsRect.bottom - this.sprite.height;
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this.sprite.y = this.boundsRect.bottom - (this.sprite.height - this.sprite.offsetY);
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}
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}
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@ -1500,23 +1501,41 @@ Phaser.InputHandler.prototype = {
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}
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else
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{
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if (this.sprite.x < this.boundsSprite.x)
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if (this.sprite.left < this.boundsSprite.left)
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{
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this.sprite.x = this.boundsSprite.x;
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this.sprite.x = this.boundsSprite.left + this.sprite.offsetX;
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}
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else if ((this.sprite.x + this.sprite.width) > (this.boundsSprite.x + this.boundsSprite.width))
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else if (this.sprite.right > this.boundsSprite.right)
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{
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this.sprite.x = (this.boundsSprite.x + this.boundsSprite.width) - this.sprite.width;
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this.sprite.x = this.boundsSprite.right - (this.sprite.width - this.sprite.offsetX);
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}
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if (this.sprite.y < this.boundsSprite.y)
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if (this.sprite.top < this.boundsSprite.top)
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{
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this.sprite.y = this.boundsSprite.y;
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this.sprite.y = this.boundsSprite.top + this.sprite.offsetY;
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}
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else if ((this.sprite.y + this.sprite.height) > (this.boundsSprite.y + this.boundsSprite.height))
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else if (this.sprite.bottom > this.boundsSprite.bottom)
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{
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this.sprite.y = (this.boundsSprite.y + this.boundsSprite.height) - this.sprite.height;
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this.sprite.y = this.boundsSprite.bottom - (this.sprite.height - this.sprite.offsetY);
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}
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// if (this.sprite.x < this.boundsSprite.x)
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// {
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// this.sprite.x = this.boundsSprite.x;
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// }
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// else if ((this.sprite.x + this.sprite.width) > (this.boundsSprite.x + this.boundsSprite.width))
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// {
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// this.sprite.x = (this.boundsSprite.x + this.boundsSprite.width) - this.sprite.width;
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// }
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// if (this.sprite.y < this.boundsSprite.y)
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// {
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// this.sprite.y = this.boundsSprite.y;
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// }
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// else if ((this.sprite.y + this.sprite.height) > (this.boundsSprite.y + this.boundsSprite.height))
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// {
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// this.sprite.y = (this.boundsSprite.y + this.boundsSprite.height) - this.sprite.height;
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// }
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}
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}
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