phaser/src/input
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
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Input.js Updating examples with new runner and menu system. 2013-09-13 17:48:47 +01:00
InputHandler.js * Fixed issue in Sound.play where if you gave a missing marker it would play the whole sound sprite instead. 2013-09-30 17:12:22 +01:00
Keyboard.js DebugUtils converted, re-name spaced the Input classes and started on Camera culling. 2013-08-31 21:50:34 +01:00
Mouse.js 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
MSPointer.js 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
Pointer.js Input updates 2013-09-21 13:07:06 +01:00
Touch.js 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