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Key.reset now clears any callbacks associated with the onDown and onUp events and nulls the onHoldCallback if set. Key.reset is called by Keyboard.reset when changing state.
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2 changed files with 8 additions and 1 deletions
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@ -73,6 +73,7 @@ Updated
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* The State.update function (and thus the update of any sub-classed Sprites or other objects) is now called before Stage, Tweens, Sound, Input, etc (#662)
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* The State.update function (and thus the update of any sub-classed Sprites or other objects) is now called before Stage, Tweens, Sound, Input, etc (#662)
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* The Phaser jshint process is now running on Travis (thanks @xtian, #656)
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* The Phaser jshint process is now running on Travis (thanks @xtian, #656)
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* The Phaser Gruntfile is now split up into option tasks (thanks @xtian, #638)
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* The Phaser Gruntfile is now split up into option tasks (thanks @xtian, #638)
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* Key.reset now clears any callbacks associated with the onDown and onUp events and nulls the onHoldCallback if set. Key.reset is called by Keyboard.reset when changing state.
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New Features
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New Features
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@ -177,7 +177,8 @@ Phaser.Key.prototype = {
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},
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},
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/**
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/**
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* Resets the state of this Key.
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* Resets the state of this Key. This sets isDown to false, isUp to true, resets the time to be the current time and clears any callbacks
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* associated with the onDown and onUp events and nulls the onHoldCallback if set.
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*
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*
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* @method Phaser.Key#reset
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* @method Phaser.Key#reset
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*/
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*/
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@ -188,6 +189,11 @@ Phaser.Key.prototype = {
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this.timeUp = this.game.time.now;
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this.timeUp = this.game.time.now;
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this.duration = this.game.time.now - this.timeDown;
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this.duration = this.game.time.now - this.timeDown;
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this.onDown.removeAll();
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this.onUp.removeAll();
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this.onHoldCallback = null;
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this.onHoldContext = null;
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},
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},
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/**
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/**
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