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https://github.com/wassname/phaser.git
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Updated doc files.
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+73
-34
@@ -90,6 +90,10 @@
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<a href="Phaser.Device.html">Device</a>
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</li>
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<li>
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<a href="Phaser.DOMSprite.html">DOMSprite</a>
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</li>
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<li>
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<a href="Phaser.Easing.html">Easing</a>
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</li>
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@@ -162,6 +166,14 @@
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<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
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</li>
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<li>
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<a href="Phaser.Gamepad.html">Gamepad</a>
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</li>
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<li>
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<a href="Phaser.GamepadButton.html">GamepadButton</a>
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</li>
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<li>
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<a href="Phaser.Graphics.html">Graphics</a>
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</li>
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@@ -186,6 +198,10 @@
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<a href="Phaser.Keyboard.html">Keyboard</a>
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</li>
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<li>
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<a href="Phaser.Line.html">Line</a>
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</li>
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<li>
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<a href="Phaser.LinkedList.html">LinkedList</a>
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</li>
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@@ -278,6 +294,10 @@
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<a href="Phaser.Signal.html">Signal</a>
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</li>
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<li>
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<a href="Phaser.SinglePad.html">SinglePad</a>
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</li>
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<li>
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<a href="Phaser.Sound.html">Sound</a>
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</li>
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@@ -342,6 +362,10 @@
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<a href="Phaser.Timer.html">Timer</a>
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</li>
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<li>
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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</li>
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<li>
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<a href="Phaser.Touch.html">Touch</a>
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</li>
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@@ -374,36 +398,6 @@
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</ul>
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</li>
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<li class="dropdown">
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<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
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class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li>
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<a href="global.html#bottom">bottom</a>
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</li>
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<li>
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<a href="global.html#HEXtoRGB">HEXtoRGB</a>
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</li>
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<li>
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<a href="global.html#render">render</a>
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</li>
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<li>
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<a href="global.html#renderXY">renderXY</a>
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</li>
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<li>
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<a href="global.html#right">right</a>
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</li>
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</ul>
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</li>
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</ul>
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</div>
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</div>
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@@ -423,7 +417,7 @@
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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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* @copyright 2014 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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@@ -453,6 +447,16 @@ Phaser.Input = function (game) {
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* @default
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*/
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this.hitContext = null;
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/**
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* @property {function} moveCallback - An optional callback that will be fired every time the activePointer receives a move event from the DOM. Set to null to disable.
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*/
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this.moveCallback = null;
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/**
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* @property {object} moveCallbackContext - The context in which the moveCallback will be sent. Defaults to Phaser.Input but can be set to any valid JS object.
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*/
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this.moveCallbackContext = this;
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};
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@@ -729,6 +733,13 @@ Phaser.Input.prototype = {
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*/
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mspointer: null,
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/**
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* The Gamepad Input manager.
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* @property {Phaser.Gamepad} gamepad - The Gamepad Input manager.
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* @default
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*/
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gamepad: null,
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/**
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* A Signal that is dispatched each time a pointer is pressed down.
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* @property {Phaser.Signal} onDown
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@@ -778,6 +789,7 @@ Phaser.Input.prototype = {
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this.keyboard = new Phaser.Keyboard(this.game);
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this.touch = new Phaser.Touch(this.game);
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this.mspointer = new Phaser.MSPointer(this.game);
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this.gamepad = new Phaser.Gamepad(this.game);
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this.onDown = new Phaser.Signal();
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this.onUp = new Phaser.Signal();
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@@ -817,6 +829,24 @@ Phaser.Input.prototype = {
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this.keyboard.stop();
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this.touch.stop();
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this.mspointer.stop();
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this.gamepad.stop();
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this.moveCallback = null;
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},
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/**
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* Sets a callback that is fired every time the activePointer receives a DOM move event such as a mousemove or touchmove.
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* It will be called every time the activePointer moves, which in a multi-touch game can be a lot of times, so this is best
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* to only use if you've limited input to a single pointer (i.e. mouse or touch)
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* @method Phaser.Input#setMoveCallback
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* @param {function} callback - The callback that will be called each time the activePointer receives a DOM move event.
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* @param {object} callbackContext - The context in which the callback will be called.
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*/
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setMoveCallback: function (callback, callbackContext) {
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this.moveCallback = callback;
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this.moveCallbackContext = callbackContext;
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},
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@@ -870,6 +900,8 @@ Phaser.Input.prototype = {
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this._oldPosition.copyFrom(this.position);
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this.mousePointer.update();
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if (this.gamepad.active) { this.gamepad.update(); }
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this.pointer1.update();
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this.pointer2.update();
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@@ -901,6 +933,7 @@ Phaser.Input.prototype = {
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this.keyboard.reset();
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this.mousePointer.reset();
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this.gamepad.reset();
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for (var i = 1; i <= 10; i++)
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{
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@@ -911,7 +944,11 @@ Phaser.Input.prototype = {
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}
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this.currentPointers = 0;
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this.game.stage.canvas.style.cursor = "default";
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if (this.game.canvas.style.cursor !== 'none')
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{
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this.game.canvas.style.cursor = 'default';
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}
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if (hard === true)
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{
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@@ -1108,6 +1145,8 @@ Phaser.Input.prototype = {
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};
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Phaser.Input.prototype.constructor = Phaser.Input;
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/**
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* The X coordinate of the most recently active pointer. This value takes game scaling into account automatically. See Pointer.screenX/clientX for source values.
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* @name Phaser.Input#x
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@@ -1235,13 +1274,13 @@ Object.defineProperty(Phaser.Input.prototype, "worldY", {
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<span class="copyright">
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Phaser Copyright © 2012-2013 Photon Storm Ltd.
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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</span>
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<br />
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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 Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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on Wed Feb 05 2014 06:28:24 GMT-0000 (GMT) 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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</div>
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