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980 lines
26 KiB
HTML
980 lines
26 KiB
HTML
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<h1 class="page-title">Source: input/Pointer.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Phaser - Pointer constructor.
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*
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* @class Phaser.Pointer
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* @classdesc A Pointer object is used by the Mouse, Touch and MSPoint managers and represents a single finger on the touch screen.
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {Description} id - Description.
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*/
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Phaser.Pointer = function (game, id) {
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/**
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* @property {Phaser.Game} game - Local reference to game.
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*/
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this.game = game;
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/**
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* @property {Description} id - Description.
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*/
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this.id = id;
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/**
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* Local private variable to store the status of dispatching a hold event.
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* @property {boolean} _holdSent
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* @private
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* @default
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*/
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this._holdSent = false;
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/**
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* Local private variable storing the short-term history of pointer movements.
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* @property {array} _history
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* @private
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*/
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this._history = [];
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/**
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* Local private variable storing the time at which the next history drop should occur
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* @property {number} _lastDrop
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* @private
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* @default
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*/
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this._nextDrop = 0;
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/**
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* Monitor events outside of a state reset loop.
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* @property {boolean} _stateReset
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* @private
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* @default
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*/
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this._stateReset = false;
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/**
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* A Vector object containing the initial position when the Pointer was engaged with the screen.
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* @property {Vec2} positionDown
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* @default
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**/
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this.positionDown = null;
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/**
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* A Vector object containing the current position of the Pointer on the screen.
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* @property {Vec2} position
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* @default
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**/
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this.position = null;
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/**
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* A Circle object centered on the x/y screen coordinates of the Pointer.
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* Default size of 44px (Apple's recommended "finger tip" size).
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* @property {Circle} circle
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* @default
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**/
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this.circle = null;
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/**
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* Description.
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* @property {boolean} withinGame
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*/
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this.withinGame = false;
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/**
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* The horizontal coordinate of point relative to the viewport in pixels, excluding any scroll offset.
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* @property {number} clientX
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* @default
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*/
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this.clientX = -1;
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/**
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* The vertical coordinate of point relative to the viewport in pixels, excluding any scroll offset.
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* @property {number} clientY
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* @default
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*/
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this.clientY = -1;
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/**
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* The horizontal coordinate of point relative to the viewport in pixels, including any scroll offset.
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* @property {number} pageX
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* @default
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*/
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this.pageX = -1;
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/**
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* The vertical coordinate of point relative to the viewport in pixels, including any scroll offset.
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* @property {number} pageY
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* @default
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*/
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this.pageY = -1;
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/**
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* The horizontal coordinate of point relative to the screen in pixels.
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* @property {number} screenX
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* @default
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*/
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this.screenX = -1;
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/**
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* The vertical coordinate of point relative to the screen in pixels.
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* @property {number} screenY
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* @default
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*/
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this.screenY = -1;
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/**
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* The horizontal coordinate of point relative to the game element. This value is automatically scaled based on game size.
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* @property {number} x
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* @default
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*/
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this.x = -1;
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/**
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* The vertical coordinate of point relative to the game element. This value is automatically scaled based on game size.
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* @property {number} y
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* @default
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*/
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this.y = -1;
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/**
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* If the Pointer is a mouse this is true, otherwise false.
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* @property {boolean} isMouse
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* @type {boolean}
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*/
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this.isMouse = false;
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/**
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* If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true.
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* @property {boolean} isDown
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* @default
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*/
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this.isDown = false;
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/**
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* If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true.
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* @property {boolean} isUp
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* @default
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*/
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this.isUp = true;
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/**
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* A timestamp representing when the Pointer first touched the touchscreen.
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* @property {number} timeDown
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* @default
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*/
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this.timeDown = 0;
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/**
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* A timestamp representing when the Pointer left the touchscreen.
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* @property {number} timeUp
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* @default
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*/
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this.timeUp = 0;
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/**
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* A timestamp representing when the Pointer was last tapped or clicked.
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* @property {number} previousTapTime
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* @default
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*/
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this.previousTapTime = 0;
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/**
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* The total number of times this Pointer has been touched to the touchscreen.
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* @property {number} totalTouches
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* @default
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*/
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this.totalTouches = 0;
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/**
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* The number of miliseconds since the last click.
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* @property {number} msSinceLastClick
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* @default
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*/
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this.msSinceLastClick = Number.MAX_VALUE;
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/**
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* The Game Object this Pointer is currently over / touching / dragging.
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* @property {Any} targetObject
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* @default
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*/
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this.targetObject = null;
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/**
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* Description.
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* @property {boolean} isDown - Description.
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* @default
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*/
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this.active = false;
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/**
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* Description
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* @property {Phaser.Point} position
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*/
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this.position = new Phaser.Point();
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/**
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* Description
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* @property {Phaser.Point} positionDown
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*/
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this.positionDown = new Phaser.Point();
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/**
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* Description
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* @property {Phaser.Circle} circle
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*/
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this.circle = new Phaser.Circle(0, 0, 44);
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if (id == 0)
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{
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this.isMouse = true;
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}
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};
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Phaser.Pointer.prototype = {
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/**
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* Called when the Pointer is pressed onto the touchscreen.
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* @method Phaser.Pointer#start
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* @param {Any} event
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*/
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start: function (event) {
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this.identifier = event.identifier;
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this.target = event.target;
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if (event.button)
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{
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this.button = event.button;
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}
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// Fix to stop rogue browser plugins from blocking the visibility state event
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if (this.game.paused == true && this.game.stage.scale.incorrectOrientation == false)
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{
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this.game.paused = false;
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return this;
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}
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this._history.length = 0;
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this.active = true;
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this.withinGame = true;
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this.isDown = true;
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this.isUp = false;
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// Work out how long it has been since the last click
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this.msSinceLastClick = this.game.time.now - this.timeDown;
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this.timeDown = this.game.time.now;
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this._holdSent = false;
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// This sets the x/y and other local values
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this.move(event);
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// x and y are the old values here?
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this.positionDown.setTo(this.x, this.y);
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if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
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{
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this.game.input.x = this.x * this.game.input.scale.x;
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this.game.input.y = this.y * this.game.input.scale.y;
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this.game.input.position.setTo(this.x, this.y);
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this.game.input.onDown.dispatch(this);
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this.game.input.resetSpeed(this.x, this.y);
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}
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this._stateReset = false;
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this.totalTouches++;
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if (this.isMouse == false)
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{
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this.game.input.currentPointers++;
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}
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if (this.targetObject !== null)
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{
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this.targetObject._touchedHandler(this);
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}
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return this;
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},
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/**
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* Description.
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* @method Phaser.Pointer#update
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*/
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update: function () {
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if (this.active)
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{
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if (this._holdSent == false && this.duration >= this.game.input.holdRate)
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{
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if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
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{
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this.game.input.onHold.dispatch(this);
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}
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this._holdSent = true;
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}
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// Update the droppings history
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if (this.game.input.recordPointerHistory && this.game.time.now >= this._nextDrop)
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{
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this._nextDrop = this.game.time.now + this.game.input.recordRate;
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this._history.push({
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x: this.position.x,
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y: this.position.y
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});
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if (this._history.length > this.game.input.recordLimit)
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{
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this._history.shift();
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}
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}
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}
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},
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/**
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* Called when the Pointer is moved
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* @method Phaser.Pointer#move
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* @param {Any} event
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*/
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move: function (event) {
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if (this.game.input.pollLocked)
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{
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return;
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}
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if (event.button)
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{
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this.button = event.button;
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}
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this.clientX = event.clientX;
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this.clientY = event.clientY;
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this.pageX = event.pageX;
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this.pageY = event.pageY;
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this.screenX = event.screenX;
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this.screenY = event.screenY;
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this.x = (this.pageX - this.game.stage.offset.x) * this.game.input.scale.x;
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this.y = (this.pageY - this.game.stage.offset.y) * this.game.input.scale.y;
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this.position.setTo(this.x, this.y);
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this.circle.x = this.x;
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this.circle.y = this.y;
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if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
|
|
{
|
|
this.game.input.activePointer = this;
|
|
this.game.input.x = this.x;
|
|
this.game.input.y = this.y;
|
|
this.game.input.position.setTo(this.game.input.x, this.game.input.y);
|
|
this.game.input.circle.x = this.game.input.x;
|
|
this.game.input.circle.y = this.game.input.y;
|
|
}
|
|
|
|
// If the game is paused we don't process any target objects
|
|
if (this.game.paused)
|
|
{
|
|
return this;
|
|
}
|
|
|
|
// Easy out if we're dragging something and it still exists
|
|
if (this.targetObject !== null && this.targetObject.isDragged == true)
|
|
{
|
|
if (this.targetObject.update(this) == false)
|
|
{
|
|
this.targetObject = null;
|
|
}
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
// Work out which object is on the top
|
|
this._highestRenderOrderID = -1;
|
|
this._highestRenderObject = null;
|
|
this._highestInputPriorityID = -1;
|
|
|
|
// Just run through the linked list
|
|
if (this.game.input.interactiveItems.total > 0)
|
|
{
|
|
var currentNode = this.game.input.interactiveItems.next;
|
|
|
|
do
|
|
{
|
|
// If the object is using pixelPerfect checks, or has a higher InputManager.PriorityID OR if the priority ID is the same as the current highest AND it has a higher renderOrderID, then set it to the top
|
|
if (currentNode.pixelPerfect || currentNode.priorityID > this._highestInputPriorityID || (currentNode.priorityID == this._highestInputPriorityID && currentNode.sprite.renderOrderID > this._highestRenderOrderID))
|
|
{
|
|
if (currentNode.checkPointerOver(this))
|
|
{
|
|
// console.log('HRO set', currentNode.sprite.name);
|
|
this._highestRenderOrderID = currentNode.sprite.renderOrderID;
|
|
this._highestInputPriorityID = currentNode.priorityID;
|
|
this._highestRenderObject = currentNode;
|
|
}
|
|
}
|
|
currentNode = currentNode.next;
|
|
}
|
|
while (currentNode != null)
|
|
}
|
|
|
|
if (this._highestRenderObject == null)
|
|
{
|
|
// console.log("HRO null");
|
|
|
|
// The pointer isn't currently over anything, check if we've got a lingering previous target
|
|
if (this.targetObject)
|
|
{
|
|
// console.log("The pointer isn't currently over anything, check if we've got a lingering previous target");
|
|
this.targetObject._pointerOutHandler(this);
|
|
this.targetObject = null;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (this.targetObject == null)
|
|
{
|
|
// And now set the new one
|
|
// console.log('And now set the new one');
|
|
this.targetObject = this._highestRenderObject;
|
|
this._highestRenderObject._pointerOverHandler(this);
|
|
}
|
|
else
|
|
{
|
|
// We've got a target from the last update
|
|
// console.log("We've got a target from the last update");
|
|
if (this.targetObject == this._highestRenderObject)
|
|
{
|
|
// Same target as before, so update it
|
|
// console.log("Same target as before, so update it");
|
|
if (this._highestRenderObject.update(this) == false)
|
|
{
|
|
this.targetObject = null;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// The target has changed, so tell the old one we've left it
|
|
// console.log("The target has changed, so tell the old one we've left it");
|
|
this.targetObject._pointerOutHandler(this);
|
|
|
|
// And now set the new one
|
|
this.targetObject = this._highestRenderObject;
|
|
this.targetObject._pointerOverHandler(this);
|
|
}
|
|
}
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Called when the Pointer leaves the target area.
|
|
* @method Phaser.Pointer#leave
|
|
* @param {Any} event
|
|
*/
|
|
leave: function (event) {
|
|
|
|
this.withinGame = false;
|
|
this.move(event);
|
|
|
|
},
|
|
|
|
/**
|
|
* Called when the Pointer leaves the touchscreen.
|
|
* @method Phaser.Pointer#stop
|
|
* @param {Any} event
|
|
*/
|
|
stop: function (event) {
|
|
|
|
if (this._stateReset)
|
|
{
|
|
event.preventDefault();
|
|
return;
|
|
}
|
|
|
|
this.timeUp = this.game.time.now;
|
|
|
|
if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
|
|
{
|
|
this.game.input.onUp.dispatch(this);
|
|
|
|
// Was it a tap?
|
|
if (this.duration >= 0 && this.duration <= this.game.input.tapRate)
|
|
{
|
|
// Was it a double-tap?
|
|
if (this.timeUp - this.previousTapTime < this.game.input.doubleTapRate)
|
|
{
|
|
// Yes, let's dispatch the signal then with the 2nd parameter set to true
|
|
this.game.input.onTap.dispatch(this, true);
|
|
}
|
|
else
|
|
{
|
|
// Wasn't a double-tap, so dispatch a single tap signal
|
|
this.game.input.onTap.dispatch(this, false);
|
|
}
|
|
|
|
this.previousTapTime = this.timeUp;
|
|
}
|
|
}
|
|
|
|
// Mouse is always active
|
|
if (this.id > 0)
|
|
{
|
|
this.active = false;
|
|
}
|
|
|
|
this.withinGame = false;
|
|
this.isDown = false;
|
|
this.isUp = true;
|
|
|
|
if (this.isMouse == false)
|
|
{
|
|
this.game.input.currentPointers--;
|
|
}
|
|
|
|
if (this.game.input.interactiveItems.total > 0)
|
|
{
|
|
var currentNode = this.game.input.interactiveItems.next;
|
|
|
|
do
|
|
{
|
|
if (currentNode)
|
|
{
|
|
currentNode._releasedHandler(this);
|
|
}
|
|
|
|
currentNode = currentNode.next;
|
|
}
|
|
while (currentNode != null)
|
|
}
|
|
|
|
if (this.targetObject)
|
|
{
|
|
this.targetObject._releasedHandler(this);
|
|
}
|
|
|
|
this.targetObject = null;
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* The Pointer is considered justPressed if the time it was pressed onto the touchscreen or clicked is less than justPressedRate.
|
|
* @method Phaser.Pointer#justPressed
|
|
* @param {number} [duration]
|
|
* @return {boolean}
|
|
*/
|
|
justPressed: function (duration) {
|
|
|
|
duration = duration || this.game.input.justPressedRate;
|
|
|
|
return (this.isDown === true && (this.timeDown + duration) > this.game.time.now);
|
|
|
|
},
|
|
|
|
/**
|
|
* The Pointer is considered justReleased if the time it left the touchscreen is less than justReleasedRate.
|
|
* @method Phaser.Pointer#justReleased
|
|
* @param {number} [duration]
|
|
* @return {boolean}
|
|
*/
|
|
justReleased: function (duration) {
|
|
|
|
duration = duration || this.game.input.justReleasedRate;
|
|
|
|
return (this.isUp === true && (this.timeUp + duration) > this.game.time.now);
|
|
|
|
},
|
|
|
|
/**
|
|
* Resets the Pointer properties. Called by InputManager.reset when you perform a State change.
|
|
* @method Phaser.Pointer#reset
|
|
*/
|
|
reset: function () {
|
|
|
|
if (this.isMouse == false)
|
|
{
|
|
this.active = false;
|
|
}
|
|
|
|
this.identifier = null;
|
|
this.isDown = false;
|
|
this.isUp = true;
|
|
this.totalTouches = 0;
|
|
this._holdSent = false;
|
|
this._history.length = 0;
|
|
this._stateReset = true;
|
|
|
|
if (this.targetObject)
|
|
{
|
|
this.targetObject._releasedHandler(this);
|
|
}
|
|
|
|
this.targetObject = null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns a string representation of this object.
|
|
* @method Phaser.Pointer#toString
|
|
* @return {string} A string representation of the instance.
|
|
**/
|
|
toString: function () {
|
|
return "[{Pointer (id=" + this.id + " identifer=" + this.identifier + " active=" + this.active + " duration=" + this.duration + " withinGame=" + this.withinGame + " x=" + this.x + " y=" + this.y + " clientX=" + this.clientX + " clientY=" + this.clientY + " screenX=" + this.screenX + " screenY=" + this.screenY + " pageX=" + this.pageX + " pageY=" + this.pageY + ")}]";
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* How long the Pointer has been depressed on the touchscreen. If not currently down it returns -1.
|
|
* @name Phaser.Pointer#duration
|
|
* @property {number} duration - How long the Pointer has been depressed on the touchscreen. If not currently down it returns -1.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Pointer.prototype, "duration", {
|
|
|
|
get: function () {
|
|
|
|
if (this.isUp)
|
|
{
|
|
return -1;
|
|
}
|
|
|
|
return this.game.time.now - this.timeDown;
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Gets the X value of this Pointer in world coordinates based on the world camera.
|
|
* @name Phaser.Pointer#worldX
|
|
* @property {number} duration - The X value of this Pointer in world coordinates based on the world camera.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Pointer.prototype, "worldX", {
|
|
|
|
get: function () {
|
|
|
|
return this.game.world.camera.x + this.x;
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Gets the Y value of this Pointer in world coordinates based on the world camera.
|
|
* @name Phaser.Pointer#worldY
|
|
* @property {number} duration - The Y value of this Pointer in world coordinates based on the world camera.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Pointer.prototype, "worldY", {
|
|
|
|
get: function () {
|
|
|
|
return this.game.world.camera.y + this.y;
|
|
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
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|
|
|
|
|
</div>
|
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|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
|
on Wed Oct 02 2013 16:05:22 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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