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1562 lines
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HTML
1562 lines
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<a href="Phaser.Physics.P2.html">P2</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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<a href="Phaser.PluginManager.html">PluginManager</a>
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<a href="Phaser.Point.html">Point</a>
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<a href="Phaser.Pointer.html">Pointer</a>
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<a href="Phaser.Polygon.html">Polygon</a>
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<a href="Phaser.QuadTree.html">QuadTree</a>
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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<a href="Phaser.Rectangle.html">Rectangle</a>
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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<a href="Phaser.Rope.html">Rope</a>
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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<a href="Phaser.Signal.html">Signal</a>
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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<a href="Phaser.SinglePad.html">SinglePad</a>
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<a href="Phaser.Sound.html">Sound</a>
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<li class="class-depth-1">
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<a href="Phaser.SoundManager.html">SoundManager</a>
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<a href="Phaser.Sprite.html">Sprite</a>
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
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<a href="Phaser.Stage.html">Stage</a>
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<a href="Phaser.State.html">State</a>
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<a href="Phaser.StateManager.html">StateManager</a>
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<a href="Phaser.Text.html">Text</a>
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<a href="Phaser.Tilemap.html">Tilemap</a>
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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<a href="Phaser.Tileset.html">Tileset</a>
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<a href="Phaser.TileSprite.html">TileSprite</a>
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<li class="class-depth-1">
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<a href="Phaser.Time.html">Time</a>
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<li class="class-depth-1">
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<a href="Phaser.Timer.html">Timer</a>
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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<li class="class-depth-1">
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<a href="Phaser.Touch.html">Touch</a>
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<li class="class-depth-1">
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<a href="Phaser.Tween.html">Tween</a>
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<li class="class-depth-1">
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<a href="Phaser.TweenData.html">TweenData</a>
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<li class="class-depth-1">
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<a href="Phaser.TweenManager.html">TweenManager</a>
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<li class="class-depth-1">
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<a href="Phaser.Utils.html">Utils</a>
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<li class="class-depth-2">
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<a href="Phaser.Utils.Debug.html">Debug</a>
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<li class="class-depth-1">
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<a href="Phaser.World.html">World</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
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</li>
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<a href="PIXI.AjaxRequest.html">AjaxRequest</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AlphaMaskFilter.html">AlphaMaskFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AsciiFilter.html">AsciiFilter</a>
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</li>
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<a href="PIXI.AssetLoader.html">AssetLoader</a>
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<a href="PIXI.AtlasLoader.html">AtlasLoader</a>
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<li class="class-depth-1">
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<a href="PIXI.BaseTexture.html">BaseTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BitmapFontLoader.html">BitmapFontLoader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BitmapText.html">BitmapText</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BlurFilter.html">BlurFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BlurXFilter.html">BlurXFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BlurYFilter.html">BlurYFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Circle.html">Circle</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ColorMatrixFilter.html">ColorMatrixFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ColorStepFilter.html">ColorStepFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ConvolutionFilter.html">ConvolutionFilter</a>
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</li>
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<a href="PIXI.CrossHatchFilter.html">CrossHatchFilter</a>
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<a href="PIXI.DisplacementFilter.html">DisplacementFilter</a>
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<a href="PIXI.DisplayObject.html">DisplayObject</a>
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<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
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<a href="PIXI.DotScreenFilter.html">DotScreenFilter</a>
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<a href="PIXI.Ellipse.html">Ellipse</a>
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<a href="PIXI.Event.html">Event</a>
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<a href="PIXI.EventTarget.html">EventTarget</a>
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<a href="PIXI.FilterTexture.html">FilterTexture</a>
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<a href="PIXI.Graphics.html">Graphics</a>
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<li class="class-depth-1">
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<a href="PIXI.GraphicsData.html">GraphicsData</a>
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<a href="PIXI.ImageLoader.html">ImageLoader</a>
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<a href="PIXI.InteractionManager.html">InteractionManager</a>
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<a href="PIXI.PixiShader.html">PixiShader</a>
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<a href="PIXI.Point.html">Point</a>
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</li>
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<a href="PIXI.Polygon.html">Polygon</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PolyK.html">PolyK</a>
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
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</li>
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<a href="PIXI.Rectangle.html">Rectangle</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.RenderTexture.html">RenderTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.RGBSplitFilter.html">RGBSplitFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Rope.html">Rope</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.RoundedRectangle.html">RoundedRectangle</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.SepiaFilter.html">SepiaFilter</a>
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.SmartBlurFilter.html">SmartBlurFilter</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.Spine.html">Spine</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.SpineLoader.html">SpineLoader</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="PIXI.SpineTextureLoader.html">SpineTextureLoader</a>
|
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</li>
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|
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<li class="class-depth-1">
|
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<a href="PIXI.Sprite.html">Sprite</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="PIXI.SpriteSheetLoader.html">SpriteSheetLoader</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Stage.html">Stage</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Strip.html">Strip</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.StripShader.html">StripShader</a>
|
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</li>
|
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|
|
<li class="class-depth-1">
|
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<a href="PIXI.Text.html">Text</a>
|
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</li>
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|
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<li class="class-depth-1">
|
|
<a href="PIXI.Texture.html">Texture</a>
|
|
</li>
|
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|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TilingSprite.html">TilingSprite</a>
|
|
</li>
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|
<li class="class-depth-1">
|
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<a href="PIXI.TiltShiftFilter.html">TiltShiftFilter</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.TiltShiftXFilter.html">TiltShiftXFilter</a>
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.TiltShiftYFilter.html">TiltShiftYFilter</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.TwistFilter.html">TwistFilter</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.VideoTexture.html">VideoTexture</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
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</li>
|
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<li class="class-depth-1">
|
|
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
|
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</li>
|
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</ul>
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</li>
|
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<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
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<li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li>
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<li class="class-depth-1"><a href="Phaser.World.html">World</a></li>
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<li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li>
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<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
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<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
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<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
|
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<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
|
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<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
|
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<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
|
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</ul>
|
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</li>
|
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<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
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<ul class="dropdown-menu ">
|
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<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
|
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<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
|
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<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
|
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<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
|
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<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
|
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<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
|
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<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
|
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</ul>
|
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</li>
|
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|
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<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
|
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<ul class="dropdown-menu ">
|
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<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
|
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</ul>
|
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</li>
|
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<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
|
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<ul class="dropdown-menu ">
|
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<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
|
|
</ul>
|
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</li>
|
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|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
|
|
</ul>
|
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</li>
|
|
|
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<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
|
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<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="https://leanpub.com/u/photonstorm">Phaser Books</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
|
|
<li class="class-depth-1"><a href="http://examples.phaser.io">Phaser Examples</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
|
|
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
|
|
<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
|
|
<li class="class-depth-1"><a href="https://confirmsubscription.com/h/r/369DE48E3E86AF1E">Newsletter</a></li>
|
|
<li class="class-depth-1"><a href="https://twitter.com/photonstorm">Twitter</a></li>
|
|
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/topic/4470-official-phaserio-irc-channel-phaserio-on-freenode/">IRC</a></li>
|
|
<li class="class-depth-1"><a href="https://www.gittip.com/photonstorm/">GitTip</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
</ul>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="row-fluid">
|
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|
|
|
|
<div class="span12">
|
|
|
|
<div id="main">
|
|
|
|
|
|
|
|
<h1 class="page-title">Source: D:/wamp/www/phaser/src/input/SinglePad.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author @karlmacklin <tacklemcclean@gmail.com>
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2014 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* A single Phaser Gamepad
|
|
*
|
|
* @class Phaser.SinglePad
|
|
* @constructor
|
|
* @param {Phaser.Game} game - Current game instance.
|
|
* @param {object} padParent - The parent Phaser.Gamepad object (all gamepads reside under this)
|
|
*/
|
|
Phaser.SinglePad = function (game, padParent) {
|
|
|
|
/**
|
|
* @property {Phaser.Game} game - Local reference to game.
|
|
*/
|
|
this.game = game;
|
|
|
|
/**
|
|
* @property {number} index - The gamepad index as per browsers data
|
|
* @readonly
|
|
*/
|
|
this.index = null;
|
|
|
|
/**
|
|
* @property {boolean} connected - Whether or not this particular gamepad is connected or not.
|
|
* @readonly
|
|
*/
|
|
this.connected = false;
|
|
|
|
/**
|
|
* @property {object} callbackContext - The context under which the callbacks are run.
|
|
*/
|
|
this.callbackContext = this;
|
|
|
|
/**
|
|
* @property {function} onConnectCallback - This callback is invoked every time this gamepad is connected
|
|
*/
|
|
this.onConnectCallback = null;
|
|
|
|
/**
|
|
* @property {function} onDisconnectCallback - This callback is invoked every time this gamepad is disconnected
|
|
*/
|
|
this.onDisconnectCallback = null;
|
|
|
|
/**
|
|
* @property {function} onDownCallback - This callback is invoked every time a button is pressed down.
|
|
*/
|
|
this.onDownCallback = null;
|
|
|
|
/**
|
|
* @property {function} onUpCallback - This callback is invoked every time a gamepad button is released.
|
|
*/
|
|
this.onUpCallback = null;
|
|
|
|
/**
|
|
* @property {function} onAxisCallback - This callback is invoked every time an axis is changed.
|
|
*/
|
|
this.onAxisCallback = null;
|
|
|
|
/**
|
|
* @property {function} onFloatCallback - This callback is invoked every time a button is changed to a value where value > 0 and value < 1.
|
|
*/
|
|
this.onFloatCallback = null;
|
|
|
|
/**
|
|
* @property {number} deadZone - Dead zone for axis feedback - within this value you won't trigger updates.
|
|
*/
|
|
this.deadZone = 0.26;
|
|
|
|
/**
|
|
* @property {Phaser.Gamepad} padParent - Main Phaser Gamepad object
|
|
* @private
|
|
*/
|
|
this._padParent = padParent;
|
|
|
|
/**
|
|
* @property {object} _rawPad - The 'raw' gamepad data.
|
|
* @private
|
|
*/
|
|
this._rawPad = null;
|
|
|
|
/**
|
|
* @property {number} _prevTimestamp - Used to check for differences between earlier polls and current state of gamepads.
|
|
* @private
|
|
*/
|
|
this._prevTimestamp = null;
|
|
|
|
/**
|
|
* @property {Array} _buttons - Array of Phaser.GamepadButton objects. This array is populated when the gamepad is connected.
|
|
* @private
|
|
*/
|
|
this._buttons = [];
|
|
|
|
/**
|
|
* @property {number} _buttonsLen - Length of the _buttons array.
|
|
* @private
|
|
*/
|
|
this._buttonsLen = 0;
|
|
|
|
/**
|
|
* @property {Array} _axes - Current axes state.
|
|
* @private
|
|
*/
|
|
this._axes = [];
|
|
|
|
/**
|
|
* @property {number} _axesLen - Length of the _axes array.
|
|
* @private
|
|
*/
|
|
this._axesLen = 0;
|
|
|
|
};
|
|
|
|
Phaser.SinglePad.prototype = {
|
|
|
|
/**
|
|
* Add callbacks to this Gamepad to handle connect / disconnect / button down / button up / axis change / float value buttons.
|
|
*
|
|
* @method Phaser.SinglePad#addCallbacks
|
|
* @param {object} context - The context under which the callbacks are run.
|
|
* @param {object} callbacks - Object that takes six different callbak methods:
|
|
* onConnectCallback, onDisconnectCallback, onDownCallback, onUpCallback, onAxisCallback, onFloatCallback
|
|
*/
|
|
addCallbacks: function (context, callbacks) {
|
|
|
|
if (typeof callbacks !== 'undefined')
|
|
{
|
|
this.onConnectCallback = (typeof callbacks.onConnect === 'function') ? callbacks.onConnect : this.onConnectCallback;
|
|
this.onDisconnectCallback = (typeof callbacks.onDisconnect === 'function') ? callbacks.onDisconnect : this.onDisconnectCallback;
|
|
this.onDownCallback = (typeof callbacks.onDown === 'function') ? callbacks.onDown : this.onDownCallback;
|
|
this.onUpCallback = (typeof callbacks.onUp === 'function') ? callbacks.onUp : this.onUpCallback;
|
|
this.onAxisCallback = (typeof callbacks.onAxis === 'function') ? callbacks.onAxis : this.onAxisCallback;
|
|
this.onFloatCallback = (typeof callbacks.onFloat === 'function') ? callbacks.onFloat : this.onFloatCallback;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Gets a GamepadButton object from this controller to be stored and referenced locally.
|
|
* The GamepadButton object can then be polled, have events attached to it, etc.
|
|
*
|
|
* @method Phaser.SinglePad#getButton
|
|
* @param {number} buttonCode - The buttonCode of the button, i.e. Phaser.Gamepad.BUTTON_0, Phaser.Gamepad.XBOX360_A, etc.
|
|
* @return {Phaser.GamepadButton} The GamepadButton object which you can store locally and reference directly.
|
|
*/
|
|
getButton: function (buttonCode) {
|
|
|
|
if (this._buttons[buttonCode])
|
|
{
|
|
return this._buttons[buttonCode];
|
|
}
|
|
else
|
|
{
|
|
return null;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Main update function called by Phaser.Gamepad.
|
|
*
|
|
* @method Phaser.SinglePad#pollStatus
|
|
*/
|
|
pollStatus: function () {
|
|
|
|
if (!this.connected || !this.game.input.enabled || !this.game.input.gamepad.enabled || (this._rawPad.timestamp && (this._rawPad.timestamp === this._prevTimestamp)))
|
|
{
|
|
return;
|
|
}
|
|
|
|
for (var i = 0; i < this._buttonsLen; i++)
|
|
{
|
|
var rawButtonVal = isNaN(this._rawPad.buttons[i]) ? this._rawPad.buttons[i].value : this._rawPad.buttons[i];
|
|
|
|
if (rawButtonVal !== this._buttons[i].value)
|
|
{
|
|
if (rawButtonVal === 1)
|
|
{
|
|
this.processButtonDown(i, rawButtonVal);
|
|
}
|
|
else if (rawButtonVal === 0)
|
|
{
|
|
this.processButtonUp(i, rawButtonVal);
|
|
}
|
|
else
|
|
{
|
|
this.processButtonFloat(i, rawButtonVal);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (var index = 0; index < this._axesLen; index++)
|
|
{
|
|
var value = this._rawPad.axes[index];
|
|
|
|
if ((value > 0 && value > this.deadZone) || (value < 0 && value < -this.deadZone))
|
|
{
|
|
this.processAxisChange(index, value);
|
|
}
|
|
else
|
|
{
|
|
this.processAxisChange(index, 0);
|
|
}
|
|
}
|
|
|
|
this._prevTimestamp = this._rawPad.timestamp;
|
|
|
|
},
|
|
|
|
/**
|
|
* Gamepad connect function, should be called by Phaser.Gamepad.
|
|
*
|
|
* @method Phaser.SinglePad#connect
|
|
* @param {object} rawPad - The raw gamepad object
|
|
*/
|
|
connect: function (rawPad) {
|
|
|
|
var triggerCallback = !this.connected;
|
|
|
|
this.connected = true;
|
|
this.index = rawPad.index;
|
|
|
|
this._rawPad = rawPad;
|
|
|
|
this._buttons = [];
|
|
this._buttonsLen = rawPad.buttons.length;
|
|
|
|
this._axes = [];
|
|
this._axesLen = rawPad.axes.length;
|
|
|
|
for (var a = 0; a < this._axesLen; a++)
|
|
{
|
|
this._axes[a] = rawPad.axes[a];
|
|
}
|
|
|
|
for (var buttonCode in rawPad.buttons)
|
|
{
|
|
buttonCode = parseInt(buttonCode, 10);
|
|
this._buttons[buttonCode] = new Phaser.GamepadButton(this, buttonCode);
|
|
}
|
|
|
|
if (triggerCallback && this._padParent.onConnectCallback)
|
|
{
|
|
this._padParent.onConnectCallback.call(this._padParent.callbackContext, this.index);
|
|
}
|
|
|
|
if (triggerCallback && this.onConnectCallback)
|
|
{
|
|
this.onConnectCallback.call(this.callbackContext);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Gamepad disconnect function, should be called by Phaser.Gamepad.
|
|
*
|
|
* @method Phaser.SinglePad#disconnect
|
|
*/
|
|
disconnect: function () {
|
|
|
|
var triggerCallback = this.connected;
|
|
var disconnectingIndex = this.index;
|
|
|
|
this.connected = false;
|
|
this.index = null;
|
|
|
|
this._rawPad = undefined;
|
|
|
|
for (var i = 0; i < this._buttonsLen; i++)
|
|
{
|
|
this._buttons[i].destroy();
|
|
}
|
|
|
|
this._buttons = [];
|
|
this._buttonsLen = 0;
|
|
|
|
this._axes = [];
|
|
this._axesLen = 0;
|
|
|
|
if (triggerCallback && this._padParent.onDisconnectCallback)
|
|
{
|
|
this._padParent.onDisconnectCallback.call(this._padParent.callbackContext, disconnectingIndex);
|
|
}
|
|
|
|
if (triggerCallback && this.onDisconnectCallback)
|
|
{
|
|
this.onDisconnectCallback.call(this.callbackContext);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Destroys this object and associated callback references.
|
|
*
|
|
* @method Phaser.SinglePad#destroy
|
|
*/
|
|
destroy: function () {
|
|
|
|
this._rawPad = undefined;
|
|
|
|
for (var i = 0; i < this._buttonsLen; i++)
|
|
{
|
|
this._buttons[i].destroy();
|
|
}
|
|
|
|
this._buttons = [];
|
|
this._buttonsLen = 0;
|
|
|
|
this._axes = [];
|
|
this._axesLen = 0;
|
|
|
|
this.onConnectCallback = null;
|
|
this.onDisconnectCallback = null;
|
|
this.onDownCallback = null;
|
|
this.onUpCallback = null;
|
|
this.onAxisCallback = null;
|
|
this.onFloatCallback = null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Handles changes in axis.
|
|
*
|
|
* @method Phaser.SinglePad#processAxisChange
|
|
* @param {object} axisState - State of the relevant axis
|
|
*/
|
|
processAxisChange: function (index, value) {
|
|
|
|
if (this._axes[index] === value)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this._axes[index] = value;
|
|
|
|
if (this._padParent.onAxisCallback)
|
|
{
|
|
this._padParent.onAxisCallback.call(this._padParent.callbackContext, this, index, value);
|
|
}
|
|
|
|
if (this.onAxisCallback)
|
|
{
|
|
this.onAxisCallback.call(this.callbackContext, this, index, value);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Handles button down press.
|
|
*
|
|
* @method Phaser.SinglePad#processButtonDown
|
|
* @param {number} buttonCode - Which buttonCode of this button
|
|
* @param {object} value - Button value
|
|
*/
|
|
processButtonDown: function (buttonCode, value) {
|
|
|
|
if (this._padParent.onDownCallback)
|
|
{
|
|
this._padParent.onDownCallback.call(this._padParent.callbackContext, buttonCode, value, this.index);
|
|
}
|
|
|
|
if (this.onDownCallback)
|
|
{
|
|
this.onDownCallback.call(this.callbackContext, buttonCode, value);
|
|
}
|
|
|
|
if (this._buttons[buttonCode])
|
|
{
|
|
this._buttons[buttonCode].processButtonDown(value);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Handles button release.
|
|
*
|
|
* @method Phaser.SinglePad#processButtonUp
|
|
* @param {number} buttonCode - Which buttonCode of this button
|
|
* @param {object} value - Button value
|
|
*/
|
|
processButtonUp: function (buttonCode, value) {
|
|
|
|
if (this._padParent.onUpCallback)
|
|
{
|
|
this._padParent.onUpCallback.call(this._padParent.callbackContext, buttonCode, value, this.index);
|
|
}
|
|
|
|
if (this.onUpCallback)
|
|
{
|
|
this.onUpCallback.call(this.callbackContext, buttonCode, value);
|
|
}
|
|
|
|
if (this._buttons[buttonCode])
|
|
{
|
|
this._buttons[buttonCode].processButtonUp(value);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Handles buttons with floating values (like analog buttons that acts almost like an axis but still registers like a button)
|
|
*
|
|
* @method Phaser.SinglePad#processButtonFloat
|
|
* @param {number} buttonCode - Which buttonCode of this button
|
|
* @param {object} value - Button value (will range somewhere between 0 and 1, but not specifically 0 or 1.
|
|
*/
|
|
processButtonFloat: function (buttonCode, value) {
|
|
|
|
if (this._padParent.onFloatCallback)
|
|
{
|
|
this._padParent.onFloatCallback.call(this._padParent.callbackContext, buttonCode, value, this.index);
|
|
}
|
|
|
|
if (this.onFloatCallback)
|
|
{
|
|
this.onFloatCallback.call(this.callbackContext, buttonCode, value);
|
|
}
|
|
|
|
if (this._buttons[buttonCode])
|
|
{
|
|
this._buttons[buttonCode].processButtonFloat(value);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns value of requested axis.
|
|
*
|
|
* @method Phaser.SinglePad#axis
|
|
* @param {number} axisCode - The index of the axis to check
|
|
* @return {number} Axis value if available otherwise false
|
|
*/
|
|
axis: function (axisCode) {
|
|
|
|
if (this._axes[axisCode])
|
|
{
|
|
return this._axes[axisCode];
|
|
}
|
|
|
|
return false;
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns true if the button is pressed down.
|
|
*
|
|
* @method Phaser.SinglePad#isDown
|
|
* @param {number} buttonCode - The buttonCode of the button to check.
|
|
* @return {boolean} True if the button is pressed down.
|
|
*/
|
|
isDown: function (buttonCode) {
|
|
|
|
if (this._buttons[buttonCode])
|
|
{
|
|
return this._buttons[buttonCode].isDown;
|
|
}
|
|
|
|
return false;
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns true if the button is not currently pressed.
|
|
*
|
|
* @method Phaser.SinglePad#isUp
|
|
* @param {number} buttonCode - The buttonCode of the button to check.
|
|
* @return {boolean} True if the button is not currently pressed down.
|
|
*/
|
|
isUp: function (buttonCode) {
|
|
|
|
if (this._buttons[buttonCode])
|
|
{
|
|
return this._buttons[buttonCode].isUp;
|
|
}
|
|
|
|
return false;
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the "just released" state of a button from this gamepad. Just released is considered as being true if the button was released within the duration given (default 250ms).
|
|
*
|
|
* @method Phaser.SinglePad#justReleased
|
|
* @param {number} buttonCode - The buttonCode of the button to check for.
|
|
* @param {number} [duration=250] - The duration below which the button is considered as being just released.
|
|
* @return {boolean} True if the button is just released otherwise false.
|
|
*/
|
|
justReleased: function (buttonCode, duration) {
|
|
|
|
if (this._buttons[buttonCode])
|
|
{
|
|
return this._buttons[buttonCode].justReleased(duration);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the "just pressed" state of a button from this gamepad. Just pressed is considered true if the button was pressed down within the duration given (default 250ms).
|
|
*
|
|
* @method Phaser.SinglePad#justPressed
|
|
* @param {number} buttonCode - The buttonCode of the button to check for.
|
|
* @param {number} [duration=250] - The duration below which the button is considered as being just pressed.
|
|
* @return {boolean} True if the button is just pressed otherwise false.
|
|
*/
|
|
justPressed: function (buttonCode, duration) {
|
|
|
|
if (this._buttons[buttonCode])
|
|
{
|
|
return this._buttons[buttonCode].justPressed(duration);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the value of a gamepad button. Intended mainly for cases when you have floating button values, for example
|
|
* analog trigger buttons on the XBOX 360 controller.
|
|
*
|
|
* @method Phaser.SinglePad#buttonValue
|
|
* @param {number} buttonCode - The buttonCode of the button to check.
|
|
* @return {number} Button value if available otherwise null. Be careful as this can incorrectly evaluate to 0.
|
|
*/
|
|
buttonValue: function (buttonCode) {
|
|
|
|
if (this._buttons[buttonCode])
|
|
{
|
|
return this._buttons[buttonCode].value;
|
|
}
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Reset all buttons/axes of this gamepad.
|
|
*
|
|
* @method Phaser.SinglePad#reset
|
|
*/
|
|
reset: function () {
|
|
|
|
for (var j = 0; j < this._axes.length; j++)
|
|
{
|
|
this._axes[j] = 0;
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.SinglePad.prototype.constructor = Phaser.SinglePad;
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
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|
|
<div class="clearfix"></div>
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|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
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</span>
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<br />
|
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|
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<span class="jsdoc-message">
|
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Tue Jan 06 2015 06:31:49 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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