Removed Input.moveCallback and Input.moveCallbackContext as neither are used any longer. Use Input.addMoveCallback.

This commit is contained in:
photonstorm 2015-05-05 16:09:22 +01:00
parent df6dc70a41
commit f032578f27

View file

@ -32,20 +32,13 @@ Phaser.Input = function (game) {
this.hitContext = null;
/**
* @property {array} moveCallbacks - An array of callbacks that will be fired every time the activePointer receives a move event from the DOM.
* An array of callbacks that will be fired every time the activePointer receives a move event from the DOM.
* To add a callback to this array please use `Input.addMoveCallback`.
* @property {array} moveCallbacks
* @protected
*/
this.moveCallbacks = [];
/**
* @property {function} moveCallback - An optional callback that will be fired every time the activePointer receives a move event from the DOM. Set to null to disable.
*/
this.moveCallback = null;
/**
* @property {object} moveCallbackContext - The context in which the moveCallback will be sent. Defaults to Phaser.Input but can be set to any valid JS object.
*/
this.moveCallbackContext = this;
/**
* @property {number} pollRate - How often should the input pointers be checked for updates? A value of 0 means every single frame (60fps); a value of 1 means every other frame (30fps) and so on.
* @default
@ -445,7 +438,7 @@ Phaser.Input.prototype = {
* Adds a callback that is fired every time the activePointer receives a DOM move event such as a mousemove or touchmove.
*
* The callback will be sent 4 parameters: The Pointer that moved, the x position of the pointer, the y position and the down state.
*
* It will be called every time the activePointer moves, which in a multi-touch game can be a lot of times, so this is best
* to only use if you've limited input to a single pointer (i.e. mouse or touch).
* The callback is added to the Phaser.Input.moveCallbacks array and should be removed with Phaser.Input.deleteMoveCallback.