mirror of
https://github.com/wassname/phaser.git
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Input and keyboard docs.
This commit is contained in:
+146
-122
@@ -2,7 +2,6 @@
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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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* @module Phaser.Input
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*/
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/**
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@@ -34,8 +33,22 @@ Phaser.Input = function (game) {
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};
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Input.MOUSE_OVERRIDES_TOUCH = 0;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Input.TOUCH_OVERRIDES_MOUSE = 1;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Input.MOUSE_TOUCH_COMBINE = 2;
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Phaser.Input.prototype = {
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@@ -63,8 +76,9 @@ Phaser.Input.prototype = {
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/**
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* A vector object representing the previous position of the Pointer.
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* @property {Vec2} vector
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* @private
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* @default
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**/
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*/
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_oldPosition: null,
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/**
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@@ -99,31 +113,31 @@ Phaser.Input.prototype = {
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/**
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* A vector object representing the current position of the Pointer.
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* @property {Vec2} position
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* @property {Phaser.Point} position
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* @default
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**/
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*/
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position: null,
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/**
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* A vector object representing the speed of the Pointer. Only really useful in single Pointer games,
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* otherwise see the Pointer objects directly.
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* @property {Vec2} speed
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* @property {Phaser.Point} speed
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* @default
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**/
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*/
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speed: null,
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/**
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* A Circle object centered on the x/y screen coordinates of the Input.
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* Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything
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* @property {Circle} circle
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* Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything.
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* @property {Phaser.Circle} circle
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* @default
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**/
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*/
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circle: null,
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/**
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* The scale by which all input coordinates are multiplied, calculated by the StageScaleMode.
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* In an un-scaled game the values will be x: 1 and y: 1.
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* @property {Vec2} scale
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* @property {Phaser.Point} scale
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* @default
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*/
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scale: null,
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@@ -147,35 +161,35 @@ Phaser.Input.prototype = {
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* The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or clicke
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* @property {number} tapRate
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* @default
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**/
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*/
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tapRate: 200,
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/**
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* The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click
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* @property {number} doubleTapRate
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* @default
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**/
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*/
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doubleTapRate: 300,
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/**
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* The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event
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* @property {number} holdRate
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* @default
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**/
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*/
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holdRate: 2000,
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/**
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* The number of milliseconds below which the Pointer is considered justPressed
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* @property {number} justPressedRate
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* @default
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**/
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*/
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justPressedRate: 200,
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/**
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* The number of milliseconds below which the Pointer is considered justReleased
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* @property {number} justReleasedRate
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* @default
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**/
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*/
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justReleasedRate: 200,
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/**
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@@ -184,7 +198,7 @@ Phaser.Input.prototype = {
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* The history is updated at the rate specified in Input.pollRate
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* @property {boolean} recordPointerHistory
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* @default
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**/
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*/
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recordPointerHistory: false,
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/**
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@@ -204,142 +218,146 @@ Phaser.Input.prototype = {
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/**
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* A Pointer object
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* @property {Pointer} pointer1
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**/
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* @property {Phaser.Pointer} pointer1
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*/
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pointer1: null,
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/**
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* A Pointer object
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* @property {Pointer} pointer2
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**/
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* @property {Phaser.Pointer} pointer2
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*/
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pointer2: null,
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/**
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* A Pointer object
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* @property {Pointer} pointer3
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**/
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* @property {Phaser.Pointer} pointer3
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*/
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pointer3: null,
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/**
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* A Pointer object
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* @property {Pointer} pointer4
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**/
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* @property {Phaser.Pointer} pointer4
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*/
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pointer4: null,
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/**
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* A Pointer object
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* @property {Pointer} pointer5
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**/
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* @property {Phaser.Pointer} pointer5
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*/
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pointer5: null,
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/**
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* A Pointer object
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* @property {Pointer} pointer6
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**/
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* @property {Phaser.Pointer} pointer6
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*/
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pointer6: null,
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/**
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* A Pointer object
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* @property {Pointer} pointer7
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**/
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* @property {Phaser.Pointer} pointer7
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*/
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pointer7: null,
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/**
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* A Pointer object
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* @property {Pointer} pointer8
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**/
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* @property {Phaser.Pointer} pointer8
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*/
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pointer8: null,
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/**
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* A Pointer object
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* @property {Pointer} pointer9
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**/
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* @property {Phaser.Pointer} pointer9
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*/
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pointer9: null,
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/**
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* A Pointer object.
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* @property {Pointer} pointer10
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**/
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* @property {Phaser.Pointer} pointer10
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*/
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pointer10: null,
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/**
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* The most recently active Pointer object.
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* When you've limited max pointers to 1 this will accurately be either the first finger touched or mouse.
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* @property {Pointer} activePointer
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* @property {Phaser.Pointer} activePointer
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* @default
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**/
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*/
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activePointer: null,
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/**
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* Description.
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* The mouse has its own unique Phaser.Pointer object which you can use if making a desktop specific game.
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* @property {Pointer} mousePointer
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* @default
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**/
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*/
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mousePointer: null,
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/**
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* Description.
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* @property {Description} mouse
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* The Mouse Input manager.
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* @property {Phaser.Mouse} mouse - The Mouse Input manager.
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* @default
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**/
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*/
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mouse: null,
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/**
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* Description.
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* @property {Description} keyboard
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* The Keyboard Input manager.
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* @property {Phaser.Keyboard} keyboard - The Keyboard Input manager.
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* @default
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**/
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*/
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keyboard: null,
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/**
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* Description.
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* @property {Description} touch
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* The Touch Input manager.
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* @property {Phaser.Touch} touch - the Touch Input manager.
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* @default
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**/
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*/
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touch: null,
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/**
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* Description.
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* @property {Description} mspointer
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* The MSPointer Input manager.
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* @property {Phaser.MSPointer} mspointer - The MSPointer Input manager.
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* @default
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**/
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*/
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mspointer: null,
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/**
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* Description.
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* @property {Description} onDown
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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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* @default
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**/
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*/
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onDown: null,
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/**
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* Description.
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* @property {Description} onUp
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* A Signal that is dispatched each time a pointer is released.
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* @property {Phaser.Signal} onUp
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* @default
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**/
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*/
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onUp: null,
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/**
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* Description.
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* @property {Description} onTap
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* A Signal that is dispatched each time a pointer is tapped.
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* @property {Phaser.Signal} onTap
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* @default
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**/
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*/
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onTap: null,
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/**
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* Description.
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* @property {Description} onHold
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* A Signal that is dispatched each time a pointer is held down.
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* @property {Phaser.Signal} onHold
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* @default
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**/
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*/
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onHold: null,
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// A linked list of interactive objects, the InputHandler components (belong to Sprites) register themselves with this
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/**
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* A linked list of interactive objects, the InputHandler components (belonging to Sprites) register themselves with this.
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* @property {Phaser.LinkedList} interactiveItems
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*/
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interactiveItems: new Phaser.LinkedList(),
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/**
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* Starts the Input Manager running.
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* @method start
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**/
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* @method Phaser.Input#boot
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* @protected
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*/
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boot: function () {
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this.mousePointer = new Phaser.Pointer(this.game, 0);
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@@ -380,11 +398,11 @@ Phaser.Input.prototype = {
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},
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/**
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* Add a new Pointer object to the Input Manager. By default Input creates 2 pointer objects for you. If you need more
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* use this to create a new one, up to a maximum of 10.
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* @method addPointer
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* @return {Pointer} A reference to the new Pointer object.
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**/
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* Add a new Pointer object to the Input Manager. By default Input creates 3 pointer objects: mousePointer, pointer1 and pointer2.
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* If you need more then use this to create a new one, up to a maximum of 10.
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* @method Phaser.Input#addPointer
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* @return {Phaser.Pointer} A reference to the new Pointer object that was created.
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*/
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addPointer: function () {
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var next = 0;
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@@ -412,8 +430,9 @@ Phaser.Input.prototype = {
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/**
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* Updates the Input Manager. Called by the core Game loop.
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* @method update
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**/
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* @method Phaser.Input#update
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* @protected
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*/
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update: function () {
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if (this.pollRate > 0 && this._pollCounter < this.pollRate)
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@@ -445,9 +464,9 @@ Phaser.Input.prototype = {
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/**
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* Reset all of the Pointers and Input states
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* @method reset
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* @param {boolean} hard - A soft reset (hard = false) won't reset any signals that might be bound. A hard reset will.
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**/
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* @method Phaser.Input#reset
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* @param {boolean} hard - A soft reset (hard = false) won't reset any Signals that might be bound. A hard reset will.
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*/
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reset: function (hard) {
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if (this.game.isBooted == false)
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@@ -489,6 +508,12 @@ Phaser.Input.prototype = {
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},
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/**
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* Resets the speed and old position properties.
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* @method Phaser.Input#resetSpeed
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* @param {number} x - Sets the oldPosition.x value.
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* @param {number} y - Sets the oldPosition.y value.
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*/
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resetSpeed: function (x, y) {
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this._oldPosition.setTo(x, y);
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@@ -497,11 +522,11 @@ Phaser.Input.prototype = {
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},
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/**
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* Find the first free Pointer object and start it, passing in the event data.
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* @method startPointer
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* Find the first free Pointer object and start it, passing in the event data. This is called automatically by Phaser.Touch and Phaser.MSPointer.
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* @method Phaser.Input#startPointer
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* @param {Any} event - The event data from the Touch event.
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* @return {Pointer} The Pointer object that was started or null if no Pointer object is available.
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**/
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* @return {Phaser.Pointer} The Pointer object that was started or null if no Pointer object is available.
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*/
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startPointer: function (event) {
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if (this.maxPointers < 10 && this.totalActivePointers == this.maxPointers)
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@@ -533,11 +558,11 @@ Phaser.Input.prototype = {
|
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},
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/**
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* Updates the matching Pointer object, passing in the event data.
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* @method updatePointer
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* Updates the matching Pointer object, passing in the event data. This is called automatically and should not normally need to be invoked.
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* @method Phaser.Input#updatePointer
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* @param {Any} event - The event data from the Touch event.
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* @return {Pointer} The Pointer object that was updated or null if no Pointer object is available.
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**/
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* @return {Phaser.Pointer} The Pointer object that was updated or null if no Pointer object is available.
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*/
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updatePointer: function (event) {
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if (this.pointer1.active && this.pointer1.identifier == event.identifier)
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@@ -565,10 +590,10 @@ Phaser.Input.prototype = {
|
||||
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/**
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* Stops the matching Pointer object, passing in the event data.
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* @method stopPointer
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||||
* @method Phaser.Input#stopPointer
|
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* @param {Any} event - The event data from the Touch event.
|
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* @return {Pointer} The Pointer object that was stopped or null if no Pointer object is available.
|
||||
**/
|
||||
* @return {Phaser.Pointer} The Pointer object that was stopped or null if no Pointer object is available.
|
||||
*/
|
||||
stopPointer: function (event) {
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||||
|
||||
if (this.pointer1.active && this.pointer1.identifier == event.identifier)
|
||||
@@ -596,10 +621,10 @@ Phaser.Input.prototype = {
|
||||
|
||||
/**
|
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* Get the next Pointer object whos active property matches the given state
|
||||
* @method getPointer
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||||
* @method Phaser.Input#getPointer
|
||||
* @param {boolean} state - The state the Pointer should be in (false for inactive, true for active).
|
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* @return {Pointer} A Pointer object or null if no Pointer object matches the requested state.
|
||||
**/
|
||||
* @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested state.
|
||||
*/
|
||||
getPointer: function (state) {
|
||||
|
||||
state = state || false;
|
||||
@@ -629,10 +654,10 @@ Phaser.Input.prototype = {
|
||||
|
||||
/**
|
||||
* Get the Pointer object whos identified property matches the given identifier value.
|
||||
* @method getPointerFromIdentifier
|
||||
* @method Phaser.Input#getPointerFromIdentifier
|
||||
* @param {number} identifier - The Pointer.identifier value to search for.
|
||||
* @return {Pointer} A Pointer object or null if no Pointer object matches the requested identifier.
|
||||
**/
|
||||
* @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested identifier.
|
||||
*/
|
||||
getPointerFromIdentifier: function (identifier) {
|
||||
|
||||
if (this.pointer1.identifier == identifier)
|
||||
@@ -660,37 +685,32 @@ Phaser.Input.prototype = {
|
||||
|
||||
/**
|
||||
* Get the distance between two Pointer objects.
|
||||
* @method getDistance
|
||||
* @method Phaser.Input#getDistance
|
||||
* @param {Pointer} pointer1
|
||||
* @param {Pointer} pointer2
|
||||
* @return {Description} Description.
|
||||
**/
|
||||
*/
|
||||
getDistance: function (pointer1, pointer2) {
|
||||
// return Phaser.Vec2Utils.distance(pointer1.position, pointer2.position);
|
||||
},
|
||||
|
||||
/**
|
||||
* Get the angle between two Pointer objects.
|
||||
* @method getAngle
|
||||
* @method Phaser.Input#getAngle
|
||||
* @param {Pointer} pointer1
|
||||
* @param {Pointer} pointer2
|
||||
* @return {Description} Description.
|
||||
**/
|
||||
*/
|
||||
getAngle: function (pointer1, pointer2) {
|
||||
// return Phaser.Vec2Utils.angle(pointer1.position, pointer2.position);
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
// Getters / Setters
|
||||
|
||||
/**
|
||||
* The X coordinate of the most recently active pointer.
|
||||
* This value takes game scaling into account automatically. See Pointer.screenX/clientX for source values.
|
||||
* @return {number}
|
||||
*//**
|
||||
* Set
|
||||
* @param {number} value - Description.
|
||||
* The X coordinate of the most recently active pointer. This value takes game scaling into account automatically. See Pointer.screenX/clientX for source values.
|
||||
* @name Phaser.Input#x
|
||||
* @property {number} x - The X coordinate of the most recently active pointer.
|
||||
*/
|
||||
Object.defineProperty(Phaser.Input.prototype, "x", {
|
||||
|
||||
@@ -705,12 +725,9 @@ Object.defineProperty(Phaser.Input.prototype, "x", {
|
||||
});
|
||||
|
||||
/**
|
||||
* The Y coordinate of the most recently active pointer.
|
||||
* This value takes game scaling into account automatically. See Pointer.screenY/clientY for source values.
|
||||
* @return {number}
|
||||
*//**
|
||||
* Set
|
||||
* @param {number} value - Description.
|
||||
* The Y coordinate of the most recently active pointer. This value takes game scaling into account automatically. See Pointer.screenY/clientY for source values.
|
||||
* @name Phaser.Input#y
|
||||
* @property {number} y - The Y coordinate of the most recently active pointer.
|
||||
*/
|
||||
Object.defineProperty(Phaser.Input.prototype, "y", {
|
||||
|
||||
@@ -725,8 +742,9 @@ Object.defineProperty(Phaser.Input.prototype, "y", {
|
||||
});
|
||||
|
||||
/**
|
||||
* Get
|
||||
* @return {Description} Description.
|
||||
* @name Phaser.Input#pollLocked
|
||||
* @property {boolean} pollLocked - True if the Input is currently poll rate locked.
|
||||
* @readonly
|
||||
*/
|
||||
Object.defineProperty(Phaser.Input.prototype, "pollLocked", {
|
||||
|
||||
@@ -737,8 +755,10 @@ Object.defineProperty(Phaser.Input.prototype, "pollLocked", {
|
||||
});
|
||||
|
||||
/**
|
||||
* Get the total number of inactive Pointers
|
||||
* @return {number} The number of Pointers currently inactive.
|
||||
* The total number of inactive Pointers
|
||||
* @name Phaser.Input#totalInactivePointers
|
||||
* @property {number} totalInactivePointers - The total number of inactive Pointers.
|
||||
* @readonly
|
||||
*/
|
||||
Object.defineProperty(Phaser.Input.prototype, "totalInactivePointers", {
|
||||
|
||||
@@ -749,8 +769,10 @@ Object.defineProperty(Phaser.Input.prototype, "totalInactivePointers", {
|
||||
});
|
||||
|
||||
/**
|
||||
* Recalculates the total number of active Pointers
|
||||
* @return {number} The number of Pointers currently active.
|
||||
* The total number of active Pointers
|
||||
* @name Phaser.Input#totalActivePointers
|
||||
* @property {number} totalActivePointers - The total number of active Pointers.
|
||||
* @readonly
|
||||
*/
|
||||
Object.defineProperty(Phaser.Input.prototype, "totalActivePointers", {
|
||||
|
||||
@@ -773,8 +795,9 @@ Object.defineProperty(Phaser.Input.prototype, "totalActivePointers", {
|
||||
});
|
||||
|
||||
/**
|
||||
* Get
|
||||
* @return {Description}
|
||||
* The world X coordinate of the most recently active pointer.
|
||||
* @name Phaser.Input#worldX
|
||||
* @property {number} worldX - The world X coordinate of the most recently active pointer.
|
||||
*/
|
||||
Object.defineProperty(Phaser.Input.prototype, "worldX", {
|
||||
|
||||
@@ -785,8 +808,9 @@ Object.defineProperty(Phaser.Input.prototype, "worldX", {
|
||||
});
|
||||
|
||||
/**
|
||||
* Get
|
||||
* @return {Description}
|
||||
* The world Y coordinate of the most recently active pointer.
|
||||
* @name Phaser.Input#worldY
|
||||
* @property {number} worldY - The world Y coordinate of the most recently active pointer.
|
||||
*/
|
||||
Object.defineProperty(Phaser.Input.prototype, "worldY", {
|
||||
|
||||
|
||||
Reference in New Issue
Block a user