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https://github.com/photonstorm/phaser
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Merge pull request #831 from woutercommandeur/dev
Add movement data for pointerlocked mouse
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commit
ee30dd634a
1 changed files with 42 additions and 0 deletions
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@ -129,6 +129,30 @@ Phaser.Pointer = function (game, id) {
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*/
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this.screenY = -1;
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/**
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* @property {number} rawMovementX - The horizontal raw relative movement of pointer in pixels since last event.
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* @default
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*/
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this.rawMovementX = 0;
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/**
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* @property {number} rawMovementY - The vertical raw relative movement of pointer in pixels since last event.
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* @default
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*/
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this.rawMovementY = 0;
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/**
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* @property {number} movementX - The horizontal processed relative movement of pointer in pixels since last event.
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* @default
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*/
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this.movementX = 0;
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/**
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* @property {number} movementY - The vertical processed relative movement of pointer in pixels since last event.
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* @default
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*/
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this.movementY = 0;
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/**
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* @property {number} x - The horizontal coordinate of point relative to the game element. This value is automatically scaled based on game size.
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* @default
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@ -361,6 +385,15 @@ Phaser.Pointer.prototype = {
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this.screenX = event.screenX;
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this.screenY = event.screenY;
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if (this.isMouse && this.game.input.mouse.locked && !fromClick) {
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this.rawMovementX = event.movementX || event.mozMovementX || event.webkitMovementX || 0;
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this.rawMovementY = event.movementY || event.mozMovementY || event.webkitMovementY || 0;
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this.movementX += this.rawMovementX;
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this.movementY += this.rawMovementY;
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}
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this.x = (this.pageX - this.game.stage.offset.x) * this.game.input.scale.x;
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this.y = (this.pageY - this.game.stage.offset.y) * this.game.input.scale.y;
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@ -622,6 +655,15 @@ Phaser.Pointer.prototype = {
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this.targetObject = null;
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},
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/**
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* Resets the movementX and movementY properties. Use in your update handler after retrieving the values.
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* @method Phaser.Pointer#resetMovement
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*/
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resetMovement: function() {
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this.movementX = 0;
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this.movementY = 0;
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}
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};
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