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https://github.com/photonstorm/phaser
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Local vars to reduce file size.
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1 changed files with 34 additions and 27 deletions
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@ -578,6 +578,8 @@ Phaser.Pointer.prototype = {
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*/
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start: function (event) {
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var input = this.game.input;
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if (event['pointerId'])
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{
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this.pointerId = event.pointerId;
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@ -615,18 +617,19 @@ Phaser.Pointer.prototype = {
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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 === Phaser.Input.MOUSE_OVERRIDES_TOUCH ||
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this.game.input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE ||
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(this.game.input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.totalActivePointers === 0))
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if (input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH ||
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input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE ||
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(input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE && input.totalActivePointers === 0))
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{
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this.game.input.x = this.x;
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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, event);
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this.game.input.resetSpeed(this.x, this.y);
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input.x = this.x;
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input.y = this.y;
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input.position.setTo(this.x, this.y);
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input.onDown.dispatch(this, event);
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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.targetObject !== null)
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@ -644,12 +647,14 @@ Phaser.Pointer.prototype = {
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*/
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update: function () {
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var input = this.game.input;
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if (this.active)
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{
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// Force a check?
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if (this.dirty)
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{
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if (this.game.input.interactiveItems.total > 0)
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if (input.interactiveItems.total > 0)
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{
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this.processInteractiveObjects(false);
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}
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@ -657,29 +662,29 @@ Phaser.Pointer.prototype = {
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this.dirty = false;
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}
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if (this._holdSent === false && this.duration >= this.game.input.holdRate)
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if (this._holdSent === false && this.duration >= input.holdRate)
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{
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if (this.game.input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH ||
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this.game.input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE ||
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(this.game.input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.totalActivePointers === 0))
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if (input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH ||
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input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE ||
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(input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE && input.totalActivePointers === 0))
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{
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this.game.input.onHold.dispatch(this);
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input.onHold.dispatch(this);
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}
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this._holdSent = true;
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}
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// Update the droppings history
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if (this.game.input.recordPointerHistory && this.game.time.time >= this._nextDrop)
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if (input.recordPointerHistory && this.game.time.time >= this._nextDrop)
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{
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this._nextDrop = this.game.time.time + this.game.input.recordRate;
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this._nextDrop = this.game.time.time + input.recordRate;
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this._history.push({
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x: this.position.x,
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y: this.position.y
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});
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if (this._history.length > this.game.input.recordLimit)
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if (this._history.length > input.recordLimit)
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{
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this._history.shift();
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}
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@ -916,6 +921,8 @@ Phaser.Pointer.prototype = {
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*/
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stop: function (event) {
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var input = this.game.input;
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if (this._stateReset && this.withinGame)
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{
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event.preventDefault();
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@ -924,25 +931,25 @@ Phaser.Pointer.prototype = {
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this.timeUp = this.game.time.time;
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if (this.game.input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH ||
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this.game.input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE ||
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(this.game.input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.totalActivePointers === 0))
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if (input.multiInputOverride === Phaser.Input.MOUSE_OVERRIDES_TOUCH ||
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input.multiInputOverride === Phaser.Input.MOUSE_TOUCH_COMBINE ||
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(input.multiInputOverride === Phaser.Input.TOUCH_OVERRIDES_MOUSE && input.totalActivePointers === 0))
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{
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this.game.input.onUp.dispatch(this, event);
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input.onUp.dispatch(this, event);
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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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if (this.duration >= 0 && this.duration <= input.tapRate)
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{
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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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if (this.timeUp - this.previousTapTime < 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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input.onTap.dispatch(this, true);
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}
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else
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{
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// 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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input.onTap.dispatch(this, false);
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}
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this.previousTapTime = this.timeUp;
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@ -973,10 +980,10 @@ Phaser.Pointer.prototype = {
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if (this.isMouse === false)
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{
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this.game.input.currentPointers--;
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input.currentPointers--;
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}
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this.game.input.interactiveItems.callAll('_releasedHandler', this);
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input.interactiveItems.callAll('_releasedHandler', this);
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if (this._clickTrampolines)
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{
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