mirror of
https://github.com/wassname/phaser.git
synced 2026-08-12 12:20:38 +08:00
Updating all files to adhere to the JSHint settings and fixing lots of documentation errors on the way.
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+66
-73
@@ -5,98 +5,90 @@
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*/
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/**
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* Phaser - Mouse constructor.
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* Phaser.Mouse is responsible for handling all aspects of mouse interaction with the browser. It captures and processes mouse events.
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*
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* @class Phaser.Mouse
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* @classdesc The Mouse class
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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*/
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Phaser.Mouse = function (game) {
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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 {Object} callbackContext - Description.
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*/
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this.callbackContext = this.game;
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
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this.game = game;
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/**
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* @property {Object} callbackContext - The context under which callbacks are called.
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*/
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this.callbackContext = this.game;
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/**
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* @property {function} mouseDownCallback - Description.
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* @default
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*/
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this.mouseDownCallback = null;
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/**
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* @property {function} mouseMoveCallback - Description.
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* @default
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*/
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this.mouseMoveCallback = null;
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/**
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* @property {function} mouseUpCallback - Description.
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* @default
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*/
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this.mouseUpCallback = null;
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/**
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* @property {function} mouseDownCallback - A callback that can be fired when the mouse is pressed down.
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*/
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this.mouseDownCallback = null;
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/**
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* @property {function} mouseMoveCallback - A callback that can be fired when the mouse is moved while pressed down.
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*/
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this.mouseMoveCallback = null;
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/**
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* @property {function} mouseUpCallback - A callback that can be fired when the mouse is released from a pressed down state.
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*/
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this.mouseUpCallback = null;
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/**
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* @property {boolean} capture - If true the DOM mouse events will have event.preventDefault applied to them, if false they will propogate fully.
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*/
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this.capture = true;
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/**
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* @property {number} button- The type of click, either: Phaser.Mouse.NO_BUTTON, Phaser.Mouse.LEFT_BUTTON, Phaser.Mouse.MIDDLE_BUTTON or Phaser.Mouse.RIGHT_BUTTON.
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* @default
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*/
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this.button = -1;
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/**
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* @property {number} button- The type of click, either: Phaser.Mouse.NO_BUTTON, Phaser.Mouse.LEFT_BUTTON, Phaser.Mouse.MIDDLE_BUTTON or Phaser.Mouse.RIGHT_BUTTON.
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* @default
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*/
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this.button = -1;
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/**
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* You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
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* @property {boolean} disabled
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* @property {boolean} disabled - You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
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* @default
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*/
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this.disabled = false;
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/**
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* If the mouse has been Pointer Locked successfully this will be set to true.
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* @property {boolean} locked
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* @property {boolean} locked - If the mouse has been Pointer Locked successfully this will be set to true.
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* @default
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*/
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this.locked = false;
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/**
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* This event is dispatched when the browser enters or leaves pointer lock state.
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* @property {Phaser.Signal} pointerLock
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* @property {Phaser.Signal} pointerLock - This event is dispatched when the browser enters or leaves pointer lock state.
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* @default
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*/
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this.pointerLock = new Phaser.Signal;
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this.pointerLock = new Phaser.Signal();
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/**
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* The browser mouse event.
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* @property {MouseEvent} event
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* @property {MouseEvent} event - The browser mouse event.
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*/
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this.event;
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this.event = null;
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/**
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* @property {function} _onMouseDown
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* @property {function} _onMouseDown - Internal event handler reference.
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* @private
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*/
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this._onMouseDown;
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this._onMouseDown = null;
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/**
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* @property {function} _onMouseMove
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* @property {function} _onMouseMove - Internal event handler reference.
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* @private
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*/
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this._onMouseMove;
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this._onMouseMove = null;
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/**
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* @property {function} _onMouseUp
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* @property {function} _onMouseUp - Internal event handler reference.
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* @private
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*/
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this._onMouseUp;
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this._onMouseUp = null;
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};
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@@ -105,6 +97,7 @@ Phaser.Mouse = function (game) {
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* @type {number}
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*/
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Phaser.Mouse.NO_BUTTON = -1;
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/**
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* @constant
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* @type {number}
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@@ -125,7 +118,7 @@ Phaser.Mouse.RIGHT_BUTTON = 2;
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Phaser.Mouse.prototype = {
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/**
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/**
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* Starts the event listeners running.
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* @method Phaser.Mouse#start
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*/
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@@ -133,7 +126,7 @@ Phaser.Mouse.prototype = {
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var _this = this;
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if (this.game.device.android && this.game.device.chrome == false)
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if (this.game.device.android && this.game.device.chrome === false)
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{
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// Android stock browser fires mouse events even if you preventDefault on the touchStart, so ...
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return;
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@@ -161,10 +154,10 @@ Phaser.Mouse.prototype = {
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},
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/**
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* The internal method that handles the mouse down event from the browser.
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* @method Phaser.Mouse#onMouseDown
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* @param {MouseEvent} event
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/**
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* The internal method that handles the mouse down event from the browser.
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* @method Phaser.Mouse#onMouseDown
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* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
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*/
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onMouseDown: function (event) {
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@@ -193,10 +186,10 @@ Phaser.Mouse.prototype = {
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},
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/**
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/**
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* The internal method that handles the mouse move event from the browser.
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* @method Phaser.Mouse#onMouseMove
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* @param {MouseEvent} event
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* @method Phaser.Mouse#onMouseMove
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* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
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*/
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onMouseMove: function (event) {
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@@ -223,10 +216,10 @@ Phaser.Mouse.prototype = {
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},
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/**
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/**
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* The internal method that handles the mouse up event from the browser.
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* @method Phaser.Mouse#onMouseUp
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* @param {MouseEvent} event
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* @method Phaser.Mouse#onMouseUp
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* @param {MouseEvent} event - The native event from the browser. This gets stored in Mouse.event.
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*/
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onMouseUp: function (event) {
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@@ -237,7 +230,7 @@ Phaser.Mouse.prototype = {
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event.preventDefault();
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}
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this.button = Phaser.Mouse.NO_BUTTON;
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this.button = Phaser.Mouse.NO_BUTTON;
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if (this.mouseUpCallback)
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{
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@@ -259,7 +252,7 @@ Phaser.Mouse.prototype = {
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* If the browser supports it you can request that the pointer be locked to the browser window.
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* This is classically known as 'FPS controls', where the pointer can't leave the browser until the user presses an exit key.
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* If the browser successfully enters a locked state the event Phaser.Mouse.pointerLock will be dispatched and the first parameter will be 'true'.
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* @method Phaser.Mouse#requestPointerLock
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* @method Phaser.Mouse#requestPointerLock
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*/
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requestPointerLock: function () {
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@@ -284,10 +277,10 @@ Phaser.Mouse.prototype = {
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},
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/**
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* Internal pointerLockChange handler.
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* @method Phaser.Mouse#pointerLockChange
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* @param {MouseEvent} event
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/**
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* Internal pointerLockChange handler.
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* @method Phaser.Mouse#pointerLockChange
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* @param {pointerlockchange} event - The native event from the browser. This gets stored in Mouse.event.
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*/
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pointerLockChange: function (event) {
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@@ -297,20 +290,20 @@ Phaser.Mouse.prototype = {
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{
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// Pointer was successfully locked
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this.locked = true;
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this.pointerLock.dispatch(true);
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this.pointerLock.dispatch(true, event);
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}
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else
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{
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// Pointer was unlocked
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this.locked = false;
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this.pointerLock.dispatch(false);
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this.pointerLock.dispatch(false, event);
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}
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},
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/**
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* Internal release pointer lock handler.
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* @method Phaser.Mouse#releasePointerLock
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/**
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* Internal release pointer lock handler.
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* @method Phaser.Mouse#releasePointerLock
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*/
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releasePointerLock: function () {
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@@ -324,7 +317,7 @@ Phaser.Mouse.prototype = {
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},
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/**
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/**
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* Stop the event listeners.
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* @method Phaser.Mouse#stop
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*/
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