Commit graph

792 commits

Author SHA1 Message Date
photonstorm
ca752cc59c jsdoc updates. 2015-03-23 08:13:59 +00:00
photonstorm
5a9b509b44 ArraySet.removeAll allows you to remove all members of an ArraySet and optionally call destroy on them as well.
GameObject.input.dragStartPoint now stores the coordinates the object was at when the drag started. This value is populated when the drag starts. It can be used to return an object to its pre-drag position, for example if it was dropped in an invalid place in-game.
2015-03-19 00:51:13 +00:00
photonstorm
a69e53f901 Copyright date change. 2015-02-25 03:36:23 +00:00
photonstorm
f613e5882e Allowed Keyboard and Gamepad to be optional. 2015-02-19 05:00:41 +00:00
photonstorm
8483eac6aa Removing all use of _cache from all Game Objects. 2015-02-16 17:22:51 +00:00
photonstorm
9670c8aa86 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.
2015-02-16 15:49:46 +00:00
photonstorm
ae198e9364 InputHandler was using the wrong property in checkBoundsSprite when fixedToCamera (thanks @yig #1613) 2015-02-14 19:10:06 +00:00
photonstorm
aa2df803b7 Pointer.stop would call event.preventDefault if Pointer._stateReset was true, which is always true after a State has changed and before Pointer.start has been called. However this broken interacting with DOM elements in the case where the State changes and you immediately try to use the DOM element without first having clicked on the Phaser game. An additional guard was added so preventDefault will now only be called if both _stateReste and Pointer.withinGame are true (thanks @satan6 #1509) 2015-02-11 16:03:24 +00:00
photonstorm
c891d617d9 Swapped back to 2.2.2 expected setting. 2015-02-08 21:57:09 +00:00
photonstorm
9cdcdc7bc5 Device.touch checks if window.navigator.maxTouchPoints is >= 1 rather than > 1, which now allows touch events to work properly in Chrome mobile emulation. 2015-02-05 06:12:20 +00:00
photonstorm
5bd231d532 JSDoc fixes. 2015-02-05 05:13:22 +00:00
photonstorm
8dec37107e MSPointer.capture allows you to optionally event.preventDefault the pointer events (was previously always on)
MSPointer.event now stores the most recent pointer event.
MSPointer.pointerDownCallback, pointerMoveCallback and pointerUpCallback all allow you to set your own event based callbacks.
2015-02-05 05:12:00 +00:00
photonstorm
f55ba6755f jsdoc fix 2015-02-03 21:32:39 +00:00
photonstorm
3eba508382 Sprite.events.onDragStart has 2 new parameters x and y which is the position of the Sprite before the drag was started. The full list of parameters is: (sprite, pointer, x, y). This allows you to retain the position of the Sprite prior to dragging should dragFromCenter have been enabled (thanks @vulvulune #1583) 2015-02-03 21:32:39 +00:00
Richard Davey
a2854d21fd Merge pull request #1580 from integricho/fix#1551
fix #1551 - detect mouseup on tilesprites
2015-02-03 21:16:33 +00:00
photonstorm
7003b65df6 Added missing properties to the InputHandler prototype, reducing hidden class modifications. 2015-02-03 20:28:18 +00:00
Andrean Franc
b52b765c53 fix #1551 - detect mouseup on tilesprites 2015-01-28 19:31:36 +01:00
photonstorm
d6ea8fb956 jsdoc updates (spelling mistakes, code formatting, etc) 2015-01-28 17:18:33 +00:00
photonstorm
c1eb456ed2 Mouse.mouseMoveCallback is flagged as deprecated. 2015-01-02 04:14:44 +00:00
Richard Davey
81f356c235 Merge pull request #1386 from pnstickne/wip-docs-1130
Assorted documentation/consistency updates
2014-12-01 12:07:10 +00:00
Paul
d15037e283 Event-Signal object count optimization
There are a bunch of signals added for Sprites; more when input is
enabled. However, very few of these signals are ever actually used. While
the previous performance update related to Signals addressed the size of
each Signal object, this update is to reduce the number of Signal objects
as used by the Events type.

As a comparison the "Particle: Random Sprite" demo creates 3200+ Signals;
with this change there less than 70 signals created when running the same
demo. (Each Event creates at 8 signals by default, and there is an Event
for each of the 400 particles.) While this is an idealized scenario, a
huge amount (of albeit small) object reduction should be expected.

It does this by creating a signal proxy property getter and a signal
dispatch proxy. When the event property (eg. `onEvent`) is accessed a new
Signal object is created (and cached in `_onEvent`) as required. This
ensures that no user code has to perform an existance-check on the event
property first: it just continues to use the signal property as normal.

When the Phaser game code needs to dispatch the event it uses
`event.onEvent$dispath(..)` instead of `event.onEvent.dispatch(..)`. This
special auto-generated method automatically takes care of checking for if
the Signal has been created and only dispatches the event if this is the
case. (If the game code used the `onEvent` property itself the event
deferal approach would be defeated.)

This approach is designed to require minimal changes, not negatively
affect performance, and reduce the number of Signal objects and
corresponding Signal/Event resource usage.

The only known user-code change is that code can add to signal (eg.
onInput) events even when input is not enabled - this will allow some
previously invalid code run without throwing an exception.
2014-11-30 21:39:25 -08:00
Paul
dab8772de0 Documentation - consistency updates
- Updated `readOnly` doclet to `readonly`

- `array` refined to `type[]`, where such information was immediately
determinable.

- Updated {Any}/{*} to {any}; {...*} is standard exception

- Udated {Object} to {object}
2014-11-30 04:03:35 -08:00
photonstorm
a012d8caa2 jsdoc update 2014-11-29 19:40:50 +00:00
photonstorm
c4b81ff6ea jsdoc fixes. 2014-11-25 00:24:28 +00:00
photonstorm
69b57073f2 Added missing duration parameter. 2014-11-20 21:19:09 +00:00
photonstorm
7e4a494f13 Keyboard.justPressed has bee renamed to Keyboard.downDuration which is a much clearer name for what the method actually does.
Keyboard.justReleased has bee renamed to Keyboard.upDuration which is a much clearer name for what the method actually does.
Keyboard.downDuration, Keyboard.upDuration and Keyboard.isDown now all return `null` if the Key wasn't found in the local keys array.
2014-11-20 20:55:51 +00:00
Geoff Gaudreault
dbde5ee913 Keyboard.js does not reflect Phaser.Key changes
Calling justPressed or justReleased on Phaser.Keyboard throws an exception. Changed to reflect new method names in Phaser.Key

I imagine you'd want these methods renamed as well, but it appears to be called by a few other classes and I didn't want a huge pull-request.
2014-11-20 11:23:43 -08:00
Richard Davey
5fa06a241b Merge pull request #1325 from pnstickne/wip-collections
ArrayList/LinkedList updates
2014-11-16 18:54:24 +00:00
photonstorm
527934d909 Key.justPressed has bee renamed to Key.downDuration which is a much clearer name for what the method actually does. See Key.justDown for a nice clean alternative.
Key.justReleased has bee renamed to Key.upDuration which is a much clearer name for what the method actually does. See Key.justUp for a nice clean alternative.
Key.justDown allows you to test if a Key has just been pressed down or not. You can only call justDown once per key press. It will only return `true` once, until the Key is released and pressed down again. This allows you to use it in situations where you want to check if this key is down without using a Signal, such as in a core game loop (thanks @pjbaron #1321)
Key.justUp allows you to test if a Key has just been released or not. You can only call justUp once per key press. It will only return `true` once, until the Key is pressed down and released again. This allows you to use it in situations where you want to check if this key is up without using a Signal, such as in a core game loop (thanks @pjbaron #1321)
2014-11-13 13:01:58 +00:00
Richard Davey
5dc6a8a8c5 Merge pull request #1321 from pjbaron/dev
justDown property indicates if a key has been newly pressed since last time you checked
2014-11-13 12:39:24 +00:00
Paul
aa3c21ade7 ArraySet/LinkedList - minor updates
- Renamed ArrayList to ArraySet
  - Added ArrayList is a deprecated proxy for compatibility
  - Updated internal code to use ArraySet

- ArraySet can be constructed with an array; if the caller is willing to
  accept some responsibility this can remove the O(n^2) behavior of
  repeatedly calling `add`.
  - Updated Group.filter to take advantage of this

- ArraySet.total is read-only proxy for for list.length

- Fixes ArraySet.setAll where it would only set properties with truthy
  values

- Updated documentation
2014-11-13 01:41:08 -08:00
Pete Baron
d1a8ecf3e6 Added justDown access to _justDown internal boolean. Records whether the key has been pressed since the last time it was checked. Resets to false only when it is read. Used for anything that needs to know when a key is first pressed with no autorepeat, without using closures or callbacks. 2014-11-13 18:34:36 +13:00
Paul
7004d68cbd Mouse Scroll Events - device separation
- The wheel event type is now determined in by Device

- The various input checking in Device have been moved to a new function
2014-11-12 13:24:03 -08:00
Paul
a0dcc61df2 Mouse Scroll Events - quibbles 2014-11-12 04:01:50 -08:00
Paul
796b2a7f2f Mouse Scroll Events - added support for WheelEvent, fixes
- Added support for the Wheel Event, which is the DOM3 spec.

- Wheel Scroll Event (old non-FF) and DOM Mouse Wheel (old FF) are
  supported via a non-exported reused wrapper object, WheelEventProxy.
  The proxy methods are generated one-time dynamically; future changes
  to the Mouse class (such as requiring an opt-in for mouse scroll events)
  could bypass secondary stub generation.

- FIX: Only ONE of the mouse wheel events is listened too, newest standard first.
  This fixes a bug in FF where it would use the default DOMMouseWheel.
2014-11-12 03:53:26 -08:00
photonstorm
1352b526c7 Merged final Pixi v2.1.0 release. 2014-11-11 23:24:50 +00:00
photonstorm
0a86a7ef51 Time.now can no longer be relied upon to contain a timestamp value. If the browser supports requestAnimationFrame then Time.now will contain the high resolution timer value that rAf generates. Otherwise it will contain the value of Date.now. If you require the actual time value (in milliseconds) then please use Time.time instead. Note that all Phaser sub-systems that used to rely on Time.now have been updated, so if you have any code that extends these please be sure to check it. 2014-11-08 20:01:10 +00:00
Richard Davey
f4237b3130 Merge pull request #1272 from pnstickne/wip-1246b
Button - bug fixes, issue #1246 (try number two)
2014-11-04 23:51:46 +00:00
Richard Davey
a4870a7e62 Merge pull request #1283 from pnstickne/wip-pointer-mgmt
Input - Minor Pointer refactor and documentation updates
2014-11-02 12:24:50 +00:00
photonstorm
30159691fa Fixed onClickTrampoline jsdocs. 2014-11-02 12:20:19 +00:00
Richard Davey
21a47faaed Merge pull request #1282 from pnstickne/wip-trampoline-click
Click Trampolines - support to trampoline pointer events into 'click' events
2014-11-02 12:15:37 +00:00
Richard Davey
5a23b77ec9 Merge pull request #1257 from pnstickne/wip-1191
Input "enabled/disabled" API and documentation consistency updates
2014-11-02 12:12:19 +00:00
photonstorm
e57c700816 The Gamepad.addCallbacks context parameter was never actually remembered, causing the callbacks to run in the wrong context (thanks @englercj #1285) 2014-11-02 11:04:02 +00:00
Paul
2f460aaf8a Browser incompatibility fix - MAX_SAFE_INTEGER
- Number.MAX_SAFE_INTEGER is only defined in ES6 and not currently cross-browser
2014-11-01 09:50:28 -07:00
Paul
5ec14929de Input - Minor Pointer refactor and documentation updates
- `pointerN` are aliases to backed `pointers[N-1]` array.
  This simplifies (and increases the efficiency of) looping through all the pointers when applicable; also eliminates pointer-existance checks
  Removes various hard-coded limits (added MAX_POINTERS); changed `maxPointers` default
- Removed some special-casing from cases where it did not matter
- Removed `=== false/true`, `==` usage for consistency, changed missing value check to `typeof`, etc.
- Updated documentation for specificty; added `@public\@protected`
- `@deprecated` currentPointers due to odd set pattern; `totalCurrentPointers` is more appropriate.
2014-11-01 09:45:12 -07:00
Paul
31061775d7 Pointe - removed extra whitespace 2014-11-01 01:25:01 -07:00
Paul
14002ca02d Pointer - minor documentation update for click trampolines 2014-11-01 01:11:26 -07:00
Paul
3005419435 Click Trampolines - support to trampoline pointer events into 'click' events
- This is needed to support Fullscreen on IE11 because IE only trusts 'click' events for this operation; click trampolines as a general solution, although they are only required in some "special" cases.
2014-11-01 01:04:17 -07:00
Paul
136af47064 Merge remote-tracking branch 'upstream/dev' into wip-1246b 2014-10-29 18:09:04 -07:00
Paul
5d04c62b33 Button - bug fixes, issue #1246
- Fix incorrect passing of "was clicked" to processInteractiveObjects
  - Button would not return to Over/Out state because of strict too check to catch `undefined`
  - Removed [undocumented] property usage from processInteractiveObjects and slight reformatting
  - Update Button state frames/sounds to remove duplication
  - Updated documentation in Button for consistency
2014-10-28 23:26:35 -07:00
Paul
2a933093d9 Comment fix
- Added `@private`
2014-10-28 22:47:44 -07:00
Paul
100b69eb99 Fix for Key.enabled issue #1190
- Added `enabled` getter; this resets the key (soft) and then disables they key
- Added `_enabled` property and updated internal usage
- Updated document for `reset`.
2014-10-28 22:45:30 -07:00
Paul
84363d9f36 Updated documentation per current Phaser tag usage 2014-10-28 21:46:33 -07:00
Paul
9a16448021 API / documentation consistency updates
- The `disabled` property of various input classes has been inverted to `enabled`.
  Direct/internal usage of `disabled` has been transformed to `!enabled`.
- A `disabled` get/set property has been added to wrap `enabled`, and marked as @deprecated
  This ensures current API compatibility.
2014-10-26 17:25:03 -07:00
photonstorm
0430cf8a6a jsdoc fix 2014-10-23 12:27:07 +01:00
photonstorm
96fd0ade74 JSDoc fixes. 2014-10-21 22:43:42 +01:00
photonstorm
b580746cb8 Input.hitTest now accurately detects hits on the extreme edges of a display object (thanks InsaneHero) 2014-10-20 14:28:09 +01:00
photonstorm
6b2dbed96b Fixed Input.getLocalPosition.
Updated Input.hitTest so it supports Phaser.Graphics objects.
2014-10-20 01:25:58 +01:00
photonstorm
35d29170d0 Lots of small jsdoc fixes and DocGen updates. 2014-10-20 00:54:56 +01:00
Bobby Wilson
0482684dc8 changed all typeof comparisons from == to === 2014-10-10 21:52:06 -06:00
Victor Bjelkholm
81c0a53ef2 Add PLUS and MINUS to list of keyboard keys 2014-10-03 20:59:29 +02:00
photonstorm
2ee50d0c29 InputHandler now uses localToGlobal conversion for scaled responsive layers. 2014-09-29 12:27:28 +01:00
photonstorm
319146292b First pass at scale handling on drag. Enable with: sprite.input.scaleLayer = true; 2014-09-25 17:01:27 +01:00
photonstorm
d18f523d93 jsdoc fixes. 2014-09-18 16:58:25 +01:00
photonstorm
20551f9129 Lots of jsdocs fixes ready for the new doc generator. 2014-09-16 17:35:08 +01:00
photonstorm
67f14713af Removed Gestures stuff as it was all commented-out anyway. 2014-09-05 01:07:16 +01:00
photonstorm
4d14119a57 Removed console.log. 2014-09-05 00:14:22 +01:00
photonstorm
d5ffe1f971 Phaser.Mouse will now add a listener to the window to detect mouseup events. This is used to detect if the player releases the mouse while outside of the game canvas. Previously Pointer objects incorrectly thought they were still pressed when you returned the mouse over the canvas (#1167) 2014-09-04 23:29:43 +01:00
photonstorm
5fb8c7eb85 ScaleManager window.resize handler would constantly dispatch enterPortrait and enterLandscape events on window resizing, regardless if it actually entered that orientation or not.
Stage.offset has been moved to ScaleManager.offset
Stage.bounds has been removed, you can access it via Stage.getBounds.
Stage.checkOffsetInterval has been moved to ScaleManager.trackParentInterval
ScaleManager.hasResized signal has been removed. Use ScaleManager.setResizeCallback instead.
2014-09-01 01:02:48 +01:00
Richard Davey
b08bfec372 Fixed Key jsdocs #1157 2014-08-31 19:05:31 +01:00
photonstorm
004deff508 Note: This commit will break all input, don't pull it down until I finish this work off later today please!
Moved the DOM offset from Stage to ScaleManager (a more logical location for it) and updated Pointer to use that.
Moved the Pointer offset check to look at the ScaleManager.
Used getBoundingClientRect(), will see if that works better than Phaser.Canvas.getOffset.
2014-08-31 12:17:07 +01:00
Dan Cox
46c8fe3a09 CocoonJS doesn't support mouse wheel
CocoonJS hasn't implemented the "DOMMouseScroll" and "mousewheel" events.
2014-08-29 22:45:52 -04:00
photonstorm
719b81c6e3 GamepadButton.justPressed and justReleased now correctly report if the button has just been pressed or released (thanks @padpadpad #1019) 2014-08-29 16:08:38 +01:00
photonstorm
7b9c1a561e GamePad and SinglePad onAxisCallback parameters have changed. You are now sent: this (a reference to the SinglePad that caused the callback), the axis index and the axis value in that order.
GamePad axis detection now works again properly in Firefox (#1035)
2014-08-29 15:55:05 +01:00
photonstorm
9055fc7e01 The Pointer move callbacks are now sent an extra parameter: fromClick allowing your callbacks to distinguish between the Pointer just moving, or moving as a result of being pressed down (thanks @iforce2d #1055) 2014-08-29 14:19:47 +01:00
photonstorm
dd9e7e6297 Pointer.dirty is a new boolean that is set by the InputHandler. It tells the Pointer to re-check all interactive objects it may be over on the next update, regardless if it has moved position or not. This helps solve issues where you may have a Button that on click generates a pop-up window that now obscures the Button (thanks @jflowers45 #882) 2014-08-29 00:47:49 +01:00
photonstorm
83619ba81e InputHandler docs updated to avoid Pointer data-type confusion (#1097) 2014-08-28 04:07:24 +01:00
photonstorm
ec687868de Input.setMoveCallback has been removed due to deprecation.
BitmapData.refreshBuffer has been removed and replaced with BitmapData.update.
BitmapData.drawSprite has been removed due to deprecation. Use BitmapData.draw instead.
Pointer.moveCallback has been removed due to deprecation.
SinglePad.addButton has been removed due to deprecation.
P2.Body.loadData has been removed due to deprecation.
P2.World.defaultFriction and defaultRestitution have been removed due to deprecation.
Canvas.create noCocoon parameter has been removed due to deprecation.
Color.getColorInfo, RGBtoHexstring, RGBtoWebstring and colorToHexstring has been removed due to deprecation.
2014-08-28 03:40:59 +01:00
photonstorm
6e2cd37776 ScaleManager.destroy now removes the window and document event listeners, which are no longer created anonymously (thanks @eguneys #1092)
Input.Gamepad.destroy now destroys all connected SinglePads and clears event listeners.
SinglePad.destroy now clears all associated GamepadButton objects and signals.
2014-08-28 03:31:47 +01:00
photonstorm
ccc8369f43 InputHandler.checkBoundsRect was incorrectly assigning a property in Sprites fixed to the camera being dragged left (thanks @CraigBeswetherick #1093) 2014-08-28 01:29:23 +01:00
photonstorm
33c52eaf09 BitmapData alpha option added.
Pointer return type added.
pixi manifest updated to remove need for geom classes.
2014-08-27 21:26:29 +01:00
photonstorm
aabdf6f97a Resolves issue with pixel perfect click / over detection on Sprites that used trimmed image atlases for animations or frames > 0. 2014-08-01 17:46:51 +01:00
photonstorm
afeeeecbe0 Keyboard.processKeyPress now checks if the Keyboard Input handler is disabled or not before processing the key callbacks. 2014-07-16 00:12:59 +01:00
photonstorm
538425193a World.wrap when using the bounds of the object wouldn't adjust the bounds correctly, meaning wrapping outside the camera failed (thanks @jackrugile #1020) 2014-07-15 14:22:24 +01:00
photonstorm
64000dfcb6 Fixed small boolean check error. 2014-07-15 11:49:05 +01:00
photonstorm
f78a527ad5 Prevented objects with pixel perfect checks from over-riding other higher priority ID items (#983)
Rebuilt the way items are polled for Pointer events (drag, click, move). Now faster and more efficient, especially when some items in the stack require pixel perfect checks.
2014-07-15 11:20:57 +01:00
Jeroen Verfallie
01a761b77f Fixed pixel perfect dragging, this was still using the old property 'pixelPerfect' instead of the new 'pixelPerfectClick' 2014-07-11 09:58:38 +02:00
photonstorm
2293b64c94 Removing debug / console.log output. 2014-07-09 05:49:13 +01:00
photonstorm
79bd7c400b Key.duration wasn't set to zero after a Key.reset (thanks @DrHackenstein, #932) 2014-07-01 16:57:55 +01:00
Richard Davey
de270908de Merge pull request #958 from renatodarrigo/patch-2
Fix rawpad button array to support win and linux
2014-07-01 15:59:06 +01:00
Wouter Commandeur
a863482439 Add constants for wheel up and down 2014-06-29 14:23:09 +02:00
Wouter Commandeur
7b8f08d5f9 appease travis 2014-06-29 13:49:45 +02:00
Wouter Commandeur
c716709f66 Add mouse wheel support 2014-06-29 13:45:39 +02:00
renatodarrigo
149016093c Fix rawpad button array to support win and linux
On Linux, rawpad button array doesn't get populated with GamepadButton objects, so I made a check to verify if it is an object or a number, then pass the correct value to appropriate function.

Also, uncommented the axischange lines.
2014-06-28 04:11:55 -03:00
Lewis Lane
187387126d Fix checkPointerDown method
checkPointerDown method was a verbatim duplication of checkPointerOver - added pointer.isDown check to passed pointer and altered wording of associated docs to make it clearer what the method is doing.
2014-06-22 23:03:15 +01:00
photonstorm
c0b34eddda Fixed PS3 mappings. 2014-06-11 14:37:58 +01:00
photonstorm
69525799d7 New build files for testing. 2014-06-11 12:46:49 +01:00
photonstorm
907ba55478 Huge number of gamepad updates to get it working properly on Chrome again. Firefox debugging tomorrow. 2014-06-11 04:25:30 +01:00
photonstorm
0587d944b3 Added PlayStation 3 controller button mappings to Phaser.Gamepad (thanks @wayfu #887) 2014-06-11 00:25:58 +01:00
JeanDavidDaviet
89f860ad46 Updated doc for Input#deleteMoveCallback 2014-06-04 20:36:56 +10:00
photonstorm
1d428a7ca4 Recoded Gamepad detection to stop it breaking on FF. 2014-06-02 00:48:44 +01:00
photonstorm
0c675f741f Wrapped all events that CocoonJS doesn't support in conditional checks to avoid Cocoon Warnings. 2014-05-29 22:25:40 +01:00
photonstorm
8d94b4a91c Swapped keypress callback order. 2014-05-27 11:32:18 +01:00
photonstorm
890d90af4d Keyboard.addCallbacks now has a new parameter for keypress event capture.
Keyboard.pressEvent stores the most recent DOM keypress event.
Keyboard.processKeyDown now runs the callback after all the objects have been created and/or updated.
Keyboard.processKeyUp now runs the callback after all the objects have been created and/or updated.
Phaser.Keyboard.lastChar will return the string value of the last key pressed.
Phaser.Keyboard.lastKey will return the most recently pressed Key object.
2014-05-27 04:26:37 +01:00
photonstorm
f007a77f3d Fixed Gamepad issue that incorrectly checked non-webkit prefix gamepads. 2014-05-26 22:02:53 +01:00
photonstorm
7b876d5fc4 ScaleManager.bounds is a Rectangle object that holds the exact size of the game canvas, taking DOM offset and game scale into account.
Pointer.withinGame is now accurate based on game scale and updated as the Pointer moves.
Stage.bounds is now updated if the game canvas offset changes position. Note that it gives the un-scaled game dimensions.
2014-05-19 18:49:59 +01:00
photonstorm
c9656e48de Group.hasProperty fixed to not use hasOwnProperty, but a series of in checks (thanks @mgiuffrida for the idea, #829) 2014-05-19 13:11:58 +01:00
Richard Davey
ee30dd634a Merge pull request #831 from woutercommandeur/dev
Add movement data for pointerlocked mouse
2014-05-19 11:48:25 +01:00
Wouter Commandeur
ce34da80c6 Only update movement when mouse is locked 2014-05-17 12:01:40 +02:00
Wouter Commandeur
e041eea968 whitespace adjustments 2014-05-17 11:32:11 +02:00
Wouter Commandeur
449c7ebfb0 Add mouse movement to pointer. This should be used with pointerLock. 2014-05-17 11:27:31 +02:00
photonstorm
3f3655a138 jshint fix 2014-05-15 15:38:28 +01:00
Richard Davey
21011c3d03 mouseout handler 2014-05-14 22:56:42 +01:00
photonstorm
5d8a11ae29 Input.addMoveCallback allows you to bind as many callbacks as you like to the DOM move events (Input.setMoveCallback is now flagged as deprecated)
Input.deleteMoveCallback will remove a previously set movement event callback.
2014-05-14 03:01:24 +01:00
photonstorm
b90bcc442c If an object was drag enabled with bringToTop, the onDragStop event wouldn't fire until the mouse was next moved (thanks @alpera, fix #813) 2014-05-14 02:42:55 +01:00
photonstorm
0bfa249ed5 Key.justPressed and justReleased incorrectly set the delay value to 2500ms. Now defaults to 50ms (thanks @draklaw, fix #797) 2014-05-14 00:24:09 +01:00
photonstorm
bac618e842 jsdoc updates. 2014-05-09 16:39:45 +01:00
photonstorm
c94e842c75 InputManager.minPriorityID lets you set the minimum priority level an object needs to be to be checked by a Pointer. Useful for UI layer stacking. 2014-05-07 00:11:28 +01:00
photonstorm
2b40c8a7c7 Pointer.type and Pointer.exists properties added.
QuadTree.retrieve can now accept either a Sprite with a physics body or a Phaser.Rectangle as its parameter.
ArcadePhysics.getObjectsUnderPointer will return all children from a Group that overlap with the given Pointer.
2014-05-06 02:45:10 +01:00
photonstorm
ad7e2aff1f Input.getPointerFromId will return a pointer with a matching pointerId value, if any. pointerId is a value set by the browser in the DOM event. 2014-05-02 12:21:57 +01:00
photonstorm
842abb82d3 Pointer.pointerId added which is set by the DOM event (if present in the browser). Note that browsers can and do recycle pointer IDs. 2014-05-02 12:14:05 +01:00
photonstorm
4466b3cd5d Input.getPointerFromIdentifier docs update to reflect where the identifier comes from. Pointer properties now set to give it fixed defaults (thanks @JirkaDellOro, #793) 2014-05-01 23:35:40 +01:00
photonstorm
54b71ddc23 Phaser.ArrayList is a new iterative object, similar in principal to a linked list but operating on a single array without modifying the object structure.
Input and Pointer now use the new ArrayList instead of a LinkedList, which resolve list item removable during callback issues.
Input.reset no longer resets every interactive item it knows of, because they are removed during the destroy phase and can now persist between States if needed.
2014-04-25 15:11:54 +01:00
photonstorm
0b1fb5a637 Destroying an object with an input handler during its onDown event would throw Signals dispatch errors (thanks @jflowers45, fix #746)
InputHandler._setHandCursor private var wasn't properly set, meaning the hand cursor could sometimes remain (during destroy sequence for example)
All Game Objects have a new property: destroyPhase (boolean) which is true if the object is in the process of being destroyed, otherwise false.
The PIXI.AbstractFilter is now included in the Phaser Pixi build by default, allowing for easier use of external Pixi Filters.
2014-04-22 01:43:22 +01:00
Richard Davey
bf10cfa58f Added ghosting info to Keyboard docs. 2014-04-20 01:57:32 +01:00
photonstorm
6979103634 Fix for #732 (Timer.onComplete not firing).
jsdoc updates across Math and InputHandler.
2014-04-16 18:50:54 +01:00
photonstorm
a7f6165e39 InputManager.resetLocked - If the Input Manager has been reset locked then all calls made to InputManager.reset, such as from a State change, are ignored.
Keyboard.reset has a new `hard` parameter which controls the severity of the reset. A soft reset doesn't remove any callbacks or event listeners.
Key.reset has a new `hard` parameter which controls the severity of the reset. A soft reset doesn't remove any callbacks or event listeners.
2014-04-14 21:53:08 +01:00
photonstorm
a01cc2e1ca Objects with an InputHandler now deactivate it when the object is removed from a Group but not destroyed (fix #672)
Lots of jsdoc fixes in Body and World.
Removed un-used events from World (such as onImpact).
2014-04-11 00:06:22 +01:00
photonstorm
01ccbd97c0 Key.enabled boolean allows you to toggle if a Key processes its update method or dispatches any events without deleting and re-creating it. 2014-04-09 02:29:41 +01:00
photonstorm
8fc2a465cd New Phaser package, small docs updates and preparing P2.World for new bounds code and v0.5.0 migration. 2014-04-08 03:31:13 +01:00
photonstorm
01eec6cef5 Keyboard.stop nulls the function references after removing the event listeners (thanks @bmceldowney, #691) 2014-04-07 12:29:26 +01:00
photonstorm
a4ed94e039 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. 2014-04-01 04:41:43 +01:00
Kimmo Salmela
a23c6ee6fd Added positionUp to Pointer 2014-03-31 20:36:51 +03:00
photonstorm
5b73bb21bb Sprite would glitch if it had an ArcadePhysics Body that was re-positioned out of loop.
Sprite would "fly off" if it had an ArcadePhysics Body that was re-positioned during an input handler.
Newly generated docs
2014-03-28 01:42:49 +00:00
Christian Wesselhoeft
ebad4c1d38 Fix jshint issues in src/input 2014-03-25 14:56:05 -07:00
Christian Wesselhoeft
61f18b675c Trim trailing whitespace. 2014-03-25 14:56:04 -07:00
photonstorm
2d08fab48e When creating a Sprite (via Group.create or directly) with exists = false and a P2 body, the body is not added to the world.
Every Input class now checks to see if it has already been started. If so it doesn't add the listeners again unless they have been nulled.
2014-03-19 13:22:04 +00:00
photonstorm
5d40365b87 InputHandler.dragFromCenter will now work regardless of the anchor point of the Sprite. 2014-03-19 05:21:26 +00:00
photonstorm
11fdd62436 World.destroy incorrectly clashed with the Group.destroy method it over-rode, renamed to World.shutdown and updated StateManager accordingly.
World.shutdown now removes all children iteratively, calling destroy on each one, ultimately performing a soft reset of the World.
Objects with a scale.x or y of 0 are no longer considered valid for input (fix #602)
InputHandler will set the browser pointer back to default if destroyed while over (fix #602)
Group.destroy has a new parameter: `soft`. A soft destruction won't remove the Group from its parent or null game references. Default is `false`.
InputHandler.validForInput is a new method that checks if the handler and its owner should be considered for Pointer input handling or not.
Group.replace will now return the old child, the one that was replaced in the Group.
2014-03-19 00:54:49 +00:00
photonstorm
928b883c17 Swapped the order of the _pollGamepads gamepads check, to stop the Chrome 'webkitGamepads is deprecated' error in the console. 2014-03-18 00:10:43 +00:00
photonstorm
901a7f13d1 Updated docs for 2.0 release and updated README. 2014-03-14 06:36:05 +00:00
photonstorm
c8e63582a4 Lots of small tweaks to pass jshint. 2014-03-13 16:49:52 +00:00
photonstorm
c2d38fe16b jshint passed all the p2 physics and fixed Debug.spriteBounds. 2014-03-13 16:16:14 +00:00
photonstorm
94448d2497 P2 postBroadphase example and handler done. Group.enableBodyDebug added. Sprites no longer remove bodies from the world if exists = false, instead they set safeDestroy to true, which removes the body on the next preUpdate, to avoid mid-step destruction issues. 2014-03-13 07:29:23 +00:00
qdrj
d1aa302b79 add missing Keyboard.removeKey method 2014-03-12 22:29:32 +04:00
photonstorm
081c083176 InputHandler.enableSnap now correctly assigns the snap offset parameters (fixes #515) 2014-03-06 16:45:29 +00:00
photonstorm
3e93f24583 New split physics system is implemented. Still tidying-up, but ArcadePhysics, P2 and Ninja Physics are in and configured. Lots more examples required, and tilemap collision mostly broken in Arcade at the moment. Time to implement in Ninja. 2014-03-06 06:29:19 +00:00
photonstorm
502d74ee39 Keyboard.event now stores the most recent DOM keyboard event. 2014-03-03 11:18:56 +00:00
photonstorm
6f513042c1 Tween no longer copies all the object properties into the _valuesStart object on creation.
Fixed shadow bug in Debug.text
Fixed tween examples.
2014-03-03 02:40:59 +00:00
photonstorm
76040d303e Added in the Gestures support contribution for testing. 2014-03-03 01:42:11 +00:00
photonstorm
442e6bb776 Events.onInputUp would be dispatched twice if the Sprite had drag enabled, now only dispatched once (thanks Overbryd, fixes #502)
Changed webfont URI back to //
2014-03-02 11:31:26 +00:00
photonstorm
664d5b3e2c Fixed issue where Image, Sprite, etc wouldn't call preUpdate or postUpdate of its children.
Fixed issue where renderOrderID wasn't being assigned correctly, causing the Input Handler to be unable to select the "top" item on a display list (would all default to zero)
Fixed issue where Stage would assign renderOrderIDs in reverse, should be in sequence.
Fixed issue where objects where checking World for the currentRenderOrderID by mistake instead of Stage.
Basically, input handling works a lot better now for Groups and nested objects :)
2014-02-28 19:45:15 +00:00
photonstorm
13c99f3491 Phaser.StageScaleMode has been renamed to ScaleManager and moved from the system folder to the core folder. It's still available under game.scale.
If your game references the old Phaser.StageScaleMode consts like SHOW_ALL you need to update them to Phaser.ScaleManager, i.e. Phaser.ScaleManager.SHOW_ALL.
All of the Project Templates have been updated to reflect the above change.
2014-02-25 14:46:48 +00:00
photonstorm
b255fea85f Time.advancedTiming is a new boolean property. If true Time.fps, fpsMin, fpsMax, frames, msMin and msMax will be calculated, otherwise they remain at their defaults. 2014-02-25 04:05:28 +00:00
photonstorm
415342d986 Vastly improved visibility API support + pageshow/pagehide + focus/blur. Working across Chrome, IE, Firefox, iOS, Android (also fixes #161) 2014-02-25 02:59:24 +00:00
photonstorm
d9cadc70ac The Keyboard class has had a complete overhaul. Phaser.Key objects are created automatically, there are fixes against duration and keys reset properly on visibility loss.
Keyboard.removeKey has been removed. The way the new keyboard manager works means it's no longer required.
Fixes issue #462
2014-02-24 15:58:02 +00:00
photonstorm
46e85c8394 Updated version to 2.0.0 (fixes npm install issue #476) 2014-02-24 12:00:28 +00:00
photonstorm
e37188d168 Phaser.Input.Key isUp now defaults to 'true' (#474) 2014-02-24 00:18:12 +00:00
photonstorm
57796a60be TileSprites can now receive full Input events, dragging, etc and be positioned in-world and fixed to cameras (fixes #321) 2014-02-21 19:21:00 +00:00
photonstorm
3ead8aee7b Updated Mouse to use event.button not event.which, so the const references are correct (fix #464) 2014-02-21 15:47:00 +00:00
photonstorm
251b819bdb Fixed InputHandler group check #463 2014-02-21 10:06:53 +00:00
photonstorm
f07c10e38e Fix typo for Phaser.InputHandler#pointerDragged for docs #451 2014-02-19 19:05:54 +00:00
photonstorm
95b3872508 Fixing documentation errors #450 2014-02-19 16:59:27 +00:00
photonstorm
08e5f18257 Fixed some doc typos.
You can now pass a physicsConfig object with the game constructor that is given to p2.World, allowing you to set the broadphase, etc.
2014-02-19 03:51:48 +00:00
photonstorm
d057a9fe11 Device, Canvas and GamePad classes all updated for better CocoonJS support (thanks Videlais) 2014-02-19 02:45:42 +00:00
photonstorm
24f2e2a46d BitmapText updated and bought in-line with the new Text class. Moved to use the new Bitmap Text XML loader which should work fine on CocoonJS now and also supports multiple bitmap fonts per cache. 2014-02-14 03:34:35 +00:00
photonstorm
e9fb8f6389 Updates across the board moving Stage.canvas to Game.canvas 2014-02-13 12:55:58 +00:00
photonstorm
0786e86ee5 Stage.scale has been moved to Game.scale. The same game scaling properties exist as before, but now accessed via Game.scale instead.
Stage.aspectRatio has been moved to StageScaleMode.sourceAspectRatio (so now game.scale.sourceAspectRatio)
Stage.scaleMode has been moved to StageScaleMode.scaleMode (so now game.scale.scaleMode)
Stage.fullScreenScaleMode has been moved to StageScaleMode.fullScreenScaleMode (so now game.scale.fullScreenScaleMode)
Stage.canvas has been removed. It was only ever an alias for Game.canvas anyway, so access it via that instead.
2014-02-13 12:50:10 +00:00
photonstorm
62aa0fc570 Remove some debug info. 2014-02-12 08:24:47 +00:00
photonstorm
ab5c07dfe8 Updated to Pixi 1.5 final.
InputHandler.pixelPerfectOver - performs a pixel perfect check to see if any pointer is over the current object (warning: very expensive!)
InputHandler.pixelPerfectClick - performs a pixel perfect check but only when the pointer touches/clicks on the current object.
2014-02-12 01:25:36 +00:00
photonstorm
da878b2181 Updated the Gruntfile. Also:
InputHandler.pixelPerfectOver - performs a pixel perfect check to see if any pointer is over the current object (warning: very expensive!)
InputHandler.pixelPerfectClick - performs a pixel perfect check but only when the pointer touches/clicks on the current object.
Previously using a Pixel Perfect check didn't work if the Sprite was rotated or had a non-zero anchor point, now works under all conditions + atlas frames.
2014-02-11 13:23:54 +00:00
photonstorm
ae74cb02dd Fixes #382 Error when using InputHandler#onInputUp & sprite destroys itself during the event. 2014-02-10 02:14:59 +00:00
photonstorm
bf13c7b569 Updated Sprite to use the new smaller, leaner code. Farewell insane cache objects and multiple point processing! 2014-02-07 18:44:58 +00:00
photonstorm
dd43d59cce InputManager.getLocalPosition(displayObject, pointer, output) will return the local coordinates of the specified displayObject and pointer.
InputManager.hitTest will test for pointer hits against a Sprite/Image, its hitArea (if set) or any of its children.
2014-02-07 18:01:58 +00:00
photonstorm
bc3a3fd43d You can now use the hitArea property on Sprites and Image objects. hitArea can be a geometry object (Rectangle, Circle, Polygon, Ellipse) and is used in pointerOver checks. 2014-02-07 17:14:10 +00:00
photonstorm
0896c2fac7 Updating copyright year and README. 2014-02-05 16:54:59 +00:00
photonstorm
128c7143d5 Lots more physics tests and updates.
PLEASE DO NOT upgrade to this release if you need your game working and it uses any of the physics functions, as they're nearly all broken here.
Just pushing up so I can share it with someone.
2014-01-20 20:14:34 +00:00
photonstorm
754219a978 Fixed some documentation typos. 2014-01-09 01:23:23 +00:00
photonstorm
d1cd1df9a5 Lots of fixes and updates to the Button class, InputHandler for snap offsets, Sound looping and Stage scaling. 2013-12-31 17:03:09 +00:00
photonstorm
3b87ce9fc9 Brand new Gamepad API support fully implemented (thanks to Karl Macklin), with examples to show use. 2013-12-31 01:45:30 +00:00
photonstorm
29d7cc36a0 Merge branch 'gamepadsupport' of https://github.com/karlmacklin/phaser into karlmacklin-gamepadsupport
Conflicts:
	README.md
2013-12-31 00:44:11 +00:00
photonstorm
ce4cf531d4 Added class constructors, fixed Stripshader, added relative Tween example and updated Tween source. 2013-12-30 16:54:00 +00:00
photonstorm
fdbdd81b7b Updated some docs, added the new renderHidden parameter for Canvas and updated the RenderTexture examples as a result. 2013-12-27 00:26:21 +00:00
Richard Davey
923a10ee81 Input no longer sets cursor to default if already set to none 2013-12-26 00:52:01 +00:00
photonstorm
63d90a0176 Sprites that are fixedToCamera can now be input dragged regardless of world position. 2013-12-22 03:46:08 +00:00
photonstorm
dd7ae12271 ArcadePhysics.overlap and collide now recognise TileSprites in the collision checks. 2013-12-17 16:48:03 +00:00
photonstorm
a361a18616 Updated IE11 check, forces IE11 to use Canvas renderer even in AUTO mode. 2013-12-13 14:04:14 +00:00
photonstorm
42c0bed502 Fixed World.scale and Group.scale. 2013-12-03 02:13:57 +00:00
photonstorm
a9a46bfbbf Lots of documentation updates and new Loader examples. 2013-11-27 16:33:49 +00:00
photonstorm
141337bed9 Heavily optimised PixiShader. 2013-11-26 05:13:56 +00:00
photonstorm
06a17b4b26 Fixed an issue in Text. Fixed the background color issue with Canvas games. Updated the Examples viewer so the side-by-side focuses the iframe now. Added new "Extend Group" example. 2013-11-25 13:12:03 +00:00
photonstorm
299115ca5d The entire Phaser library has been updated to match the new JSHint configuration. 2013-11-25 04:40:04 +00:00
photonstorm
13a2cc2feb Updating all files to adhere to the JSHint settings and fixing lots of documentation errors on the way. 2013-11-25 03:13:04 +00:00
photonstorm
155c863d69 New Timer class and scale event updates. 2013-11-24 11:04:58 +00:00
photonstorm
a5f2d65d23 Fixing a few more Pixi issues. 2013-11-17 12:31:57 +00:00
Richard Davey
6a24d6116b Lots of renderTexture updates and examples added 2013-11-13 06:49:24 +00:00
photonstorm
1eca16a948 ArcadePhysics.updateMotion applies the dt to the velocity calculations as well as position now (thanks jcs) 2013-11-05 16:14:24 +00:00
photonstorm
2e576fa9a7 Input Handler updates, orientation screen and World visibility 2013-11-04 20:44:32 +00:00
photonstorm
19ddad8095 Mouse handler updates. 2013-11-04 20:44:32 +00:00
wKLV
8678373754 fix typo 2013-11-04 00:18:59 +01:00
wKLV
e8bac6c8c7 Check type uses the static values 2013-11-04 00:16:36 +01:00
KLV
4593a42a5b Mouse property to say what button is being clicked
It follows the convention that already was in the
file 0 for left, 1 for middle and 2 for right.
It also changes to -1 when mouseUp.
2013-11-03 23:43:47 +01:00
photonstorm
3c164b466c * Updated: event.preventDefault() has been added to all Mouse event handlers.
* Updated: Sprite.deltaX/Y removed due to non-use. prevX/Y values moved to Sprite._cache.prevX/Y.
* Updated: Due to missing extends parameter the Sprite prototype was picking up functions from classes it never meant to (Button, TilemapLayer), now fully isolated.
2013-11-01 02:07:21 +00:00
photonstorm
01eab3aeb1 Fixed issue 141 - If a Sprite is dragged and you release the Pointer while not over the Sprite, it will think it's still over it (thanks Paratron) 2013-10-31 16:27:10 +00:00
photonstorm
b6efdff286 Adding the key capture to addCursors. 2013-10-25 19:13:00 +01:00
photonstorm
2921a6de2e Pixel Perfect click detection now works even if the Sprite is part of a texture atlas. 2013-10-25 05:40:46 +01:00
photonstorm
1469663ea5 Button fixes and Input coordinate fixes. 2013-10-25 02:19:16 +01:00
photonstorm
1f28d328a7 Commit before refactoring Sprite guts. 2013-10-24 21:21:00 +01:00
photonstorm
a6fac64248 Loads of issues reported on Github resolved (sprite crop, music resume, etc). 2013-10-24 04:27:28 +01:00
photonstorm
dd695e066f More tilemap tweaks. 2013-10-14 19:37:52 +01:00
photonstorm
574f4f351b Github Issue #101 fixed. Plus more Tilemap updates. 2013-10-11 20:02:12 +01:00
photonstorm
ebc4e5dc3d New examples HTML page added. 2013-10-08 12:52:20 +01:00
Richard Davey
54f073e5cb Testing some new Camera tricks. 2013-10-03 23:20:24 +01:00
Richard Davey
868ae81bab Input, Loader and Math docs tidied up. 2013-10-02 15:05:55 +01:00
Richard Davey
1a2dc05609 Input and keyboard docs. 2013-10-02 13:18:58 +01:00
Richard Davey
ca113b85aa More docs coming on. 2013-10-01 16:39:39 +01:00
Richard Davey
9b4b267e7a Working through building the docs. 2013-10-01 16:15:45 +01:00
Richard Davey
305b12d76b Adding docs. 2013-10-01 15:01:46 +01:00
Richard Davey
8668b82ef6 * Fixed issue causing Keyboard.justPressed to always fire (thanks stemkoski)
* Added Keyboard.addKey() which creates a new Phaser.Key object that can be polled for updates, pressed states, etc. See the 2 new examples showing use.
2013-10-01 01:18:29 +01:00
Richard Davey
16b1913de1 * Fixed issue in Sound.play where if you gave a missing marker it would play the whole sound sprite instead.
* Button.setFrames will set the current frame based on the button state immediately.
* InputHandler now creates the _pointerData array on creation and populates with one empty set of values, so pointerOver etc all work before a start call.
* Added Canvas.setUserSelect() to disable touchCallouts and user selections within the canvas.
* When the game boots it will now by default disable user-select and touch action events on the game canvas.
* Loaded.setPreloadSprite now rounds the width/height values and starts from 1. This fixes canvas draw errors in IE9/10 and Firefox.
2013-09-30 17:12:22 +01:00
Webeled
903b11b730 Groups examples and some boolean checks corrected 2013-09-27 13:27:15 +01:00
Richard Davey
d1ea96fd83 Input updates 2013-09-21 13:07:06 +01:00
Richard Davey
45426be0bc Assets update 2013-09-20 23:21:12 +01:00
Richard Davey
70233b7508 Updating examples with new runner and menu system. 2013-09-13 17:48:47 +01:00
Richard Davey
7c6e6df91a State swap example done and working. 2013-09-13 05:44:04 +01:00
Richard Davey
fd0a071cb3 Added Sprite.centerOn(x,y) and fixed the InputHander snap as a result. 2013-09-13 04:37:06 +01:00
Richard Davey
fba731e740 Added optional "pixel perfect" input checks and tested against static sprites, animated sprites, physics sprites and sprites positioned outside the screen (needing camera shift to appear). 2013-09-11 16:25:46 +01:00
Richard Davey
f260108433 Tidying up source code for release. Also refactored World to use a Group instance, rather tha duplicate functions. 2013-09-11 13:21:07 +01:00
Richard Davey
e41e35fd09 Fixed an error that stopped 2 tweens from being able to run on the same object. Also refactored a lot of the classes to remove prototype properties and move them to local instance properties. 2013-09-10 20:40:34 +01:00
Richard Davey
a486bf6b4a Phaser now running on iOS. Also fixed a legacy bug where a pending sound wouldn't play once it was touch unlocked. Also fixed Input not working on WebGL contexts. Added WebGL texture updates to the Group/World swap functions. 2013-09-10 16:46:39 +01:00
Richard Davey
2ba6b4ff67 Added support for Pointer Lock API. 2013-09-09 19:59:31 +01:00
Richard Davey
30fc4099c6 Out of bounds and Sprite events hooked up 2013-09-09 13:29:33 +01:00
Richard Davey
c904475ae6 Added in the game scaling handler and updated Stage 2013-09-09 12:35:09 +01:00
Richard Davey
13d6ab512b Fixed the Button frame issue and Down states now work properly 2013-09-09 10:30:01 +01:00
Richard Davey
50624c1552 Input Handler working. Dragging, sliding, click detection, multi-touch. Appears to be an issue with bringToTop but it's most likely a problem with the swapChild function rather than Input. 2013-09-08 22:58:15 +01:00
Richard Davey
ebda1f99e3 Input Handler 90% there. 2013-09-08 22:38:19 +01:00
Richard Davey
abe344b408 More work on the pointer handlers, nearly there! 2013-09-08 17:39:23 +01:00
Richard Davey
90b1946c25 Input Handler mostly restored 2013-09-08 13:23:21 +01:00
Richard Davey
78598ae54a Implemented my own LinkedList class to make the new Input Handler easier to work with. And also just generally useful to have too. 2013-09-08 11:24:41 +01:00
Richard Davey
f4dab1847e Working on Linked List node swapping. 2013-09-04 21:03:39 +01:00
Richard Davey
22847f6ade DebugUtils converted, re-name spaced the Input classes and started on Camera culling. 2013-08-31 21:50:34 +01:00
Richard Davey
70ee753859 The complete Phaser Input Manager suite is now ported across. Not tested in earnest yet, but all the grunt work is at least done. 2013-08-31 13:54:59 +01:00