mirror of
https://github.com/wassname/phaser.git
synced 2026-07-24 13:10:53 +08:00
Updating all files to adhere to the JSHint settings and fixing lots of documentation errors on the way.
This commit is contained in:
+70
-100
@@ -11,192 +11,167 @@
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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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* @param {number} id - The ID of the Pointer object within the game. Each game can have up to 10 active pointers.
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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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* @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 {Description} id - Description.
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* @property {number} id - The ID of the Pointer object within the game. Each game can have up to 10 active pointers.
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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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* @property {boolean} _holdSent - Local private variable to store the status of dispatching a hold event.
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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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* @property {array} _history - Local private variable storing the short-term history of pointer movements.
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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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* @property {number} _lastDrop - Local private variable storing the time at which the next history drop should occur.
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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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* @property {boolean} _stateReset - Monitor events outside of a state reset loop.
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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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* Description.
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* @property {boolean} withinGame
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* @property {boolean} withinGame - true if the Pointer is within the game area, otherwise false.
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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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* @property {number} clientX - The horizontal coordinate of point relative to the viewport in pixels, excluding any scroll offset.
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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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* @property {number} clientY - The vertical coordinate of point relative to the viewport in pixels, excluding any scroll offset.
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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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* @property {number} pageX - The horizontal coordinate of point relative to the viewport in pixels, including any scroll offset.
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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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* @property {number} pageY - The vertical coordinate of point relative to the viewport in pixels, including any scroll offset.
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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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* @property {number} screenX - The horizontal coordinate of point relative to the screen in pixels.
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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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* @property {number} screenY - The vertical coordinate of point relative to the screen in pixels.
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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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* @property {number} x - The horizontal coordinate of point relative to the game element. This value is automatically scaled based on game size.
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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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* @property {number} y - The vertical coordinate of point relative to the game element. This value is automatically scaled based on game size.
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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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* @property {boolean} isMouse - If the Pointer is a mouse this is true, otherwise false.
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* @default
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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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* @property {boolean} isDown - If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true.
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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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* @property {boolean} isUp - If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true.
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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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* @property {number} timeDown - A timestamp representing when the Pointer first touched the touchscreen.
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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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* @property {number} timeUp - A timestamp representing when the Pointer left the touchscreen.
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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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* @property {number} previousTapTime - A timestamp representing when the Pointer was last tapped or clicked.
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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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* @property {number} totalTouches - The total number of times this Pointer has been touched to the touchscreen.
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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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* @property {number} msSinceLastClick - The number of miliseconds since the last click.
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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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* @property {any} targetObject - The Game Object this Pointer is currently over / touching / dragging.
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* @default
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*/
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this.targetObject = null;
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/**
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* An active pointer is one that is currently pressed down on the display. A Mouse is always active.
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* @property {boolean} active
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* @property {boolean} active - An active pointer is one that is currently pressed down on the display. A Mouse is always active.
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* @default
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*/
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this.active = false;
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/**
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* A Phaser.Point object containing the current x/y values of the pointer on the display.
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* @property {Phaser.Point} position
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* @property {Phaser.Point} position - A Phaser.Point object containing the current x/y values of the pointer on the display.
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*/
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this.position = new Phaser.Point();
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/**
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* A Phaser.Point object containing the x/y values of the pointer when it was last in a down state on the display.
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* @property {Phaser.Point} positionDown
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* @property {Phaser.Point} positionDown - A Phaser.Point object containing the x/y values of the pointer when it was last in a down state on the display.
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*/
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this.positionDown = new Phaser.Point();
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@@ -207,7 +182,7 @@ Phaser.Pointer = function (game, id) {
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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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if (id === 0)
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{
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this.isMouse = true;
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}
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@@ -216,7 +191,7 @@ Phaser.Pointer = function (game, id) {
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Phaser.Pointer.prototype = {
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/**
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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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@@ -232,7 +207,7 @@ Phaser.Pointer.prototype = {
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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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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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@@ -255,7 +230,7 @@ Phaser.Pointer.prototype = {
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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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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;
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this.game.input.y = this.y;
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@@ -267,7 +242,7 @@ Phaser.Pointer.prototype = {
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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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if (this.isMouse === false)
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{
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this.game.input.currentPointers++;
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}
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@@ -281,17 +256,17 @@ Phaser.Pointer.prototype = {
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},
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/**
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* Description.
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/**
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* Called internall by the Input Manager.
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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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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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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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@@ -318,10 +293,10 @@ Phaser.Pointer.prototype = {
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},
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/**
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* Called when the Pointer is moved
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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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* @param {MouseEvent|PointerEvent|TouchEvent} event - The event passed up from the input handler.
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*/
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move: function (event) {
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@@ -351,7 +326,7 @@ Phaser.Pointer.prototype = {
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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))
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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.activePointer = this;
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this.game.input.x = this.x;
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@@ -368,9 +343,9 @@ Phaser.Pointer.prototype = {
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}
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// Easy out if we're dragging something and it still exists
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if (this.targetObject !== null && this.targetObject.isDragged == true)
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if (this.targetObject !== null && this.targetObject.isDragged === true)
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{
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if (this.targetObject.update(this) == false)
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if (this.targetObject.update(this) === false)
|
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{
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this.targetObject = null;
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}
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@@ -388,7 +363,7 @@ Phaser.Pointer.prototype = {
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{
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var currentNode = this.game.input.interactiveItems.next;
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do
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||||
do
|
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{
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||||
// 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
|
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if (currentNode.pixelPerfect || currentNode.priorityID > this._highestInputPriorityID || (currentNode.priorityID == this._highestInputPriorityID && currentNode.sprite.renderOrderID > this._highestRenderOrderID))
|
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@@ -433,7 +408,7 @@ Phaser.Pointer.prototype = {
|
||||
{
|
||||
// Same target as before, so update it
|
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// console.log("Same target as before, so update it");
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if (this._highestRenderObject.update(this) == false)
|
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if (this._highestRenderObject.update(this) === false)
|
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{
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this.targetObject = null;
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}
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@@ -455,10 +430,10 @@ Phaser.Pointer.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
/**
|
||||
* Called when the Pointer leaves the target area.
|
||||
* @method Phaser.Pointer#leave
|
||||
* @param {Any} event
|
||||
* @param {MouseEvent|PointerEvent|TouchEvent} event - The event passed up from the input handler.
|
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*/
|
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leave: function (event) {
|
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|
||||
@@ -467,10 +442,10 @@ Phaser.Pointer.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
/**
|
||||
* Called when the Pointer leaves the touchscreen.
|
||||
* @method Phaser.Pointer#stop
|
||||
* @param {Any} event
|
||||
* @param {MouseEvent|PointerEvent|TouchEvent} event - The event passed up from the input handler.
|
||||
*/
|
||||
stop: function (event) {
|
||||
|
||||
@@ -482,7 +457,7 @@ Phaser.Pointer.prototype = {
|
||||
|
||||
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))
|
||||
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, event);
|
||||
|
||||
@@ -515,7 +490,7 @@ Phaser.Pointer.prototype = {
|
||||
this.isDown = false;
|
||||
this.isUp = true;
|
||||
|
||||
if (this.isMouse == false)
|
||||
if (this.isMouse === false)
|
||||
{
|
||||
this.game.input.currentPointers--;
|
||||
}
|
||||
@@ -524,7 +499,7 @@ Phaser.Pointer.prototype = {
|
||||
{
|
||||
var currentNode = this.game.input.interactiveItems.next;
|
||||
|
||||
do
|
||||
do
|
||||
{
|
||||
if (currentNode)
|
||||
{
|
||||
@@ -546,11 +521,13 @@ Phaser.Pointer.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
/**
|
||||
* The Pointer is considered justPressed if the time it was pressed onto the touchscreen or clicked is less than justPressedRate.
|
||||
* Note that calling justPressed doesn't reset the pressed status of the Pointer, it will return `true` for as long as the duration is valid.
|
||||
* If you wish to check if the Pointer was pressed down just once then see the Sprite.events.onInputDown event.
|
||||
* @method Phaser.Pointer#justPressed
|
||||
* @param {number} [duration]
|
||||
* @return {boolean}
|
||||
* @param {number} [duration] - The time to check against. If none given it will use InputManager.justPressedRate.
|
||||
* @return {boolean} true if the Pointer was pressed down within the duration given.
|
||||
*/
|
||||
justPressed: function (duration) {
|
||||
|
||||
@@ -560,11 +537,13 @@ Phaser.Pointer.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
/**
|
||||
* The Pointer is considered justReleased if the time it left the touchscreen is less than justReleasedRate.
|
||||
* Note that calling justReleased doesn't reset the pressed status of the Pointer, it will return `true` for as long as the duration is valid.
|
||||
* If you wish to check if the Pointer was released just once then see the Sprite.events.onInputUp event.
|
||||
* @method Phaser.Pointer#justReleased
|
||||
* @param {number} [duration]
|
||||
* @return {boolean}
|
||||
* @param {number} [duration] - The time to check against. If none given it will use InputManager.justReleasedRate.
|
||||
* @return {boolean} true if the Pointer was released within the duration given.
|
||||
*/
|
||||
justReleased: function (duration) {
|
||||
|
||||
@@ -574,13 +553,13 @@ Phaser.Pointer.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
/**
|
||||
* Resets the Pointer properties. Called by InputManager.reset when you perform a State change.
|
||||
* @method Phaser.Pointer#reset
|
||||
*/
|
||||
reset: function () {
|
||||
|
||||
if (this.isMouse == false)
|
||||
if (this.isMouse === false)
|
||||
{
|
||||
this.active = false;
|
||||
}
|
||||
@@ -600,15 +579,6 @@ Phaser.Pointer.prototype = {
|
||||
|
||||
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 + ")}]";
|
||||
}
|
||||
|
||||
};
|
||||
@@ -644,7 +614,7 @@ Object.defineProperty(Phaser.Pointer.prototype, "worldX", {
|
||||
|
||||
get: function () {
|
||||
|
||||
return this.game.world.camera.x + this.x;
|
||||
return this.game.world.camera.x + this.x;
|
||||
|
||||
}
|
||||
|
||||
@@ -660,7 +630,7 @@ Object.defineProperty(Phaser.Pointer.prototype, "worldY", {
|
||||
|
||||
get: function () {
|
||||
|
||||
return this.game.world.camera.y + this.y;
|
||||
return this.game.world.camera.y + this.y;
|
||||
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user