mirror of
https://github.com/wassname/phaser.git
synced 2026-08-06 13:31:05 +08:00
New Input handler implemented.
This commit is contained in:
+583
-34
@@ -1,11 +1,14 @@
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/// <reference path="../../Game.ts" />
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/// <reference path="../../Signal.ts" />
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/// <reference path="Pointer.ts" />
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/// <reference path="MSPointer.ts" />
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/// <reference path="Gestures.ts" />
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/**
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* Phaser - Input
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*
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* A game specific Input manager that looks after the mouse, keyboard and touch objects. This is updated by the core game loop.
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* A game specific Input manager that looks after the mouse, keyboard and touch objects.
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* This is updated by the core game loop.
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*/
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module Phaser {
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@@ -16,53 +19,83 @@ module Phaser {
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this._game = game;
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this.pointer1 = new Pointer(this._game, 1);
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this.pointer2 = new Pointer(this._game, 2);
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this.pointer3 = new Pointer(this._game, 3);
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this.pointer4 = new Pointer(this._game, 4);
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this.pointer5 = new Pointer(this._game, 5);
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this.pointer6 = new Pointer(this._game, 6);
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this.pointer7 = new Pointer(this._game, 7);
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this.pointer8 = new Pointer(this._game, 8);
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this.pointer9 = new Pointer(this._game, 9);
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this.pointer10 = new Pointer(this._game, 10);
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this.mouse = new Mouse(this._game);
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this.keyboard = new Keyboard(this._game);
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this.touch = new Touch(this._game);
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this.mspointer = new MSPointer(this._game);
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this.gestures = new Gestures(this._game);
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this.onDown = new Phaser.Signal();
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this.onUp = new Phaser.Signal();
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}
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/**
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* Local private reference to game.
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*/
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private _game: Game;
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/**
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*
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* @type {Mouse}
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*/
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* You can disable all Input by setting Input.disabled = true. While set all new input related events will be ignored.
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* If you need to disable just one type of input, for example mouse, use Input.mouse.disabled = true instead
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* @type {Boolean}
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*/
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public disabled: bool = false;
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/**
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* Phaser.Mouse handler
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* @type {Mouse}
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*/
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public mouse: Mouse;
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/**
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*
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* @type {Keyboard}
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*/
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* Phaser.Keyboard handler
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* @type {Keyboard}
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*/
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public keyboard: Keyboard;
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/**
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*
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* @type {Touch}
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*/
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* Phaser.Touch handler
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* @type {Touch}
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*/
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public touch: Touch;
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/**
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*
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* @type {MSPointer}
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*/
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* Phaser.MSPointer handler
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* @type {MSPointer}
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*/
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public mspointer: MSPointer;
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/**
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*
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* @type {Number}
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*/
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public x: number = 0;
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* Phaser.Gestures handler
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* @type {Gestures}
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*/
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public gestures: Gestures;
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/**
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*
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* @type {Number}
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*/
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public y: number = 0;
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* X coordinate of the most recent Pointer event
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* @type {Number}
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* @private
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*/
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private _x: number = 0;
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/**
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* X coordinate of the most recent Pointer event
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* @type {Number}
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* @private
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*/
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private _y: number = 0;
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/**
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*
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@@ -89,27 +122,162 @@ module Phaser {
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public worldY: number = 0;
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/**
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*
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* @type {Phaser.Signal}
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*/
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* The maximum number of Pointers allowed to be active at any one time.
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* For lots of games it's useful to set this to 1
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* @type {Number}
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*/
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public maxPointers: number = 10;
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/**
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* A Signal dispatched when a mouse/Pointer object is pressed
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* @type {Phaser.Signal}
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*/
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public onDown: Phaser.Signal;
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/**
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*
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* @type {Phaser.Signal}
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*/
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* A Signal dispatched when a mouse/Pointer object is released
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* @type {Phaser.Signal}
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*/
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public onUp: Phaser.Signal;
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/**
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* A Signal dispatched when a Pointer object (including the mouse) is tapped: pressed and released quickly
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* @type {Phaser.Signal}
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*/
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public onTap: Phaser.Signal;
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/**
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* A Signal dispatched when a Pointer object (including the mouse) is double tapped: pressed and released quickly twice in succession
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* @type {Phaser.Signal}
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*/
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public onDoubleTap: Phaser.Signal;
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/**
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* A Signal dispatched when a Pointer object (including the mouse) is held down
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* @type {Phaser.Signal}
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*/
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public onHold: Phaser.Signal;
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/**
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* A Pointer object
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* @property pointer1
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* @type {Pointer}
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**/
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public pointer1: Pointer;
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/**
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* A Pointer object
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* @property pointer2
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* @type {Pointer}
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**/
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public pointer2: Pointer;
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/**
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* A Pointer object
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* @property pointer3
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* @type {Pointer}
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**/
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public pointer3: Pointer;
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/**
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* A Pointer object
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* @property pointer4
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* @type {Pointer}
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**/
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public pointer4: Pointer;
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/**
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* A Pointer object
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* @property pointer5
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* @type {Pointer}
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**/
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public pointer5: Pointer;
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/**
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* A Pointer object
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* @property pointer6
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* @type {Pointer}
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**/
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public pointer6: Pointer;
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/**
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* A Pointer object
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* @property pointer7
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* @type {Pointer}
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**/
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public pointer7: Pointer;
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/**
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* A Pointer object
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* @property pointer8
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* @type {Pointer}
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**/
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public pointer8: Pointer;
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/**
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* A Pointer object
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* @property pointer9
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* @type {Pointer}
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**/
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public pointer9: Pointer;
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/**
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* A Pointer object
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* @property pointer10
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* @type {Pointer}
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**/
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public pointer10: Pointer;
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/**
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* The screen X coordinate
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* @property x
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* @type {Number}
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**/
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public get x(): number {
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return this._x;
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}
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public set x(value: number) {
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this._x = Math.round(value);
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}
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/**
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* The screen Y coordinate
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* @property y
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* @type {Number}
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**/
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public get y(): number {
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return this._y;
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}
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public set y(value: number) {
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this._y = Math.round(value);
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}
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public start() {
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this.mouse.start();
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this.keyboard.start();
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this.touch.start();
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this.mspointer.start();
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this.gestures.start();
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}
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public update() {
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this.x = Math.round(this.x);
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this.y = Math.round(this.y);
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this.worldX = this._game.camera.worldView.x + this.x;
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this.worldY = this._game.camera.worldView.y + this.y;
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//this.worldX = this._game.camera.worldView.x + this.x;
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//this.worldY = this._game.camera.worldView.y + this.y;
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this.mouse.update();
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this.touch.update();
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}
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@@ -117,7 +285,360 @@ module Phaser {
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this.mouse.reset();
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this.keyboard.reset();
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this.touch.reset();
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this.pointer1.reset();
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this.pointer2.reset();
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this.pointer3.reset();
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this.pointer4.reset();
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this.pointer5.reset();
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this.pointer6.reset();
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this.pointer7.reset();
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this.pointer8.reset();
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this.pointer9.reset();
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this.pointer10.reset();
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this.onDown = new Phaser.Signal();
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this.onUp = new Phaser.Signal();
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}
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/**
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* Get the total number of inactive Pointers
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* @method totalInactivePointers
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* @return {Number} The number of Pointers currently inactive
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**/
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public get totalInactivePointers(): number {
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return 10 - this.totalActivePointers;
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}
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/**
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* Get the total number of active Pointers
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* @method totalActivePointers
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* @return {Number} The number of Pointers currently active
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**/
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public get totalActivePointers(): number {
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var result: number = 0;
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if (this.pointer1.active == true)
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{
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result++;
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}
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else if (this.pointer2.active == true)
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{
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result++;
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}
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else if (this.pointer3.active == true)
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{
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result++;
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}
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else if (this.pointer4.active == true)
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{
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result++;
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}
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else if (this.pointer5.active == true)
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{
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result++;
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}
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else if (this.pointer6.active == true)
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{
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result++;
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}
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else if (this.pointer7.active == true)
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{
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result++;
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}
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else if (this.pointer8.active == true)
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{
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result++;
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}
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else if (this.pointer9.active == true)
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{
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result++;
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}
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else if (this.pointer10.active == true)
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{
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result++;
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}
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return result;
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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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* @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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public startPointer(event):Pointer {
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if (this.maxPointers < 10 && this.totalActivePointers == this.maxPointers)
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{
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return null;
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}
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// Unrolled for speed
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if (this.pointer1.active == false)
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{
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return this.pointer1.start(event);
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}
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else if (this.pointer2.active == false)
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{
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return this.pointer2.start(event);
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}
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else if (this.pointer3.active == false)
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{
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return this.pointer3.start(event);
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}
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else if (this.pointer4.active == false)
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{
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return this.pointer4.start(event);
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}
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else if (this.pointer5.active == false)
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{
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return this.pointer5.start(event);
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}
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else if (this.pointer6.active == false)
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{
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return this.pointer6.start(event);
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}
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else if (this.pointer7.active == false)
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{
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return this.pointer7.start(event);
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}
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else if (this.pointer8.active == false)
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{
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return this.pointer8.start(event);
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}
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else if (this.pointer9.active == false)
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{
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return this.pointer9.start(event);
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}
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else if (this.pointer10.active == false)
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{
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return this.pointer10.start(event);
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}
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return null;
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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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* @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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public updatePointer(event):Pointer {
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// Unrolled for speed
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if (this.pointer1.active == true && this.pointer1.identifier == event.identifier)
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{
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return this.pointer1.move(event);
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}
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else if (this.pointer2.active == true && this.pointer2.identifier == event.identifier)
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{
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return this.pointer2.move(event);
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}
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else if (this.pointer3.active == true && this.pointer3.identifier == event.identifier)
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{
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return this.pointer3.move(event);
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}
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else if (this.pointer4.active == true && this.pointer4.identifier == event.identifier)
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{
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return this.pointer4.move(event);
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}
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else if (this.pointer5.active == true && this.pointer5.identifier == event.identifier)
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{
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return this.pointer5.move(event);
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}
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else if (this.pointer6.active == true && this.pointer6.identifier == event.identifier)
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{
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return this.pointer6.move(event);
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}
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else if (this.pointer7.active == true && this.pointer7.identifier == event.identifier)
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{
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return this.pointer7.move(event);
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}
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else if (this.pointer8.active == true && this.pointer8.identifier == event.identifier)
|
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{
|
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return this.pointer8.move(event);
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}
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else if (this.pointer9.active == true && this.pointer9.identifier == event.identifier)
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{
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return this.pointer9.move(event);
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}
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else if (this.pointer10.active == true && this.pointer10.identifier == event.identifier)
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{
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return this.pointer10.move(event);
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}
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return null;
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}
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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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* @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
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**/
|
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public stopPointer(event):Pointer {
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// Unrolled for speed
|
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if (this.pointer1.active == true && this.pointer1.identifier == event.identifier)
|
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{
|
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return this.pointer1.stop(event);
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}
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else if (this.pointer2.active == true && this.pointer2.identifier == event.identifier)
|
||||
{
|
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return this.pointer2.stop(event);
|
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}
|
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else if (this.pointer3.active == true && this.pointer3.identifier == event.identifier)
|
||||
{
|
||||
return this.pointer3.stop(event);
|
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}
|
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else if (this.pointer4.active == true && this.pointer4.identifier == event.identifier)
|
||||
{
|
||||
return this.pointer4.stop(event);
|
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}
|
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else if (this.pointer5.active == true && this.pointer5.identifier == event.identifier)
|
||||
{
|
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return this.pointer5.stop(event);
|
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}
|
||||
else if (this.pointer6.active == true && this.pointer6.identifier == event.identifier)
|
||||
{
|
||||
return this.pointer6.stop(event);
|
||||
}
|
||||
else if (this.pointer7.active == true && this.pointer7.identifier == event.identifier)
|
||||
{
|
||||
return this.pointer7.stop(event);
|
||||
}
|
||||
else if (this.pointer8.active == true && this.pointer8.identifier == event.identifier)
|
||||
{
|
||||
return this.pointer8.stop(event);
|
||||
}
|
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else if (this.pointer9.active == true && this.pointer9.identifier == event.identifier)
|
||||
{
|
||||
return this.pointer9.stop(event);
|
||||
}
|
||||
else if (this.pointer10.active == true && this.pointer10.identifier == event.identifier)
|
||||
{
|
||||
return this.pointer10.stop(event);
|
||||
}
|
||||
|
||||
return null;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the next Pointer object whos active property matches the given state
|
||||
* @method getPointer
|
||||
* @param {Boolean} state The state the Pointer should be in (false for inactive, true for active)
|
||||
* @return {Pointer} A Pointer object or null if no Pointer object matches the requested state.
|
||||
**/
|
||||
public getPointer(state: bool = false): Pointer {
|
||||
|
||||
// Unrolled for speed
|
||||
if (this.pointer1.active == state)
|
||||
{
|
||||
return this.pointer1;
|
||||
}
|
||||
else if (this.pointer2.active == state)
|
||||
{
|
||||
return this.pointer2;
|
||||
}
|
||||
else if (this.pointer3.active == state)
|
||||
{
|
||||
return this.pointer3;
|
||||
}
|
||||
else if (this.pointer4.active == state)
|
||||
{
|
||||
return this.pointer4;
|
||||
}
|
||||
else if (this.pointer5.active == state)
|
||||
{
|
||||
return this.pointer5;
|
||||
}
|
||||
else if (this.pointer6.active == state)
|
||||
{
|
||||
return this.pointer6;
|
||||
}
|
||||
else if (this.pointer7.active == state)
|
||||
{
|
||||
return this.pointer7;
|
||||
}
|
||||
else if (this.pointer8.active == state)
|
||||
{
|
||||
return this.pointer8;
|
||||
}
|
||||
else if (this.pointer9.active == state)
|
||||
{
|
||||
return this.pointer9;
|
||||
}
|
||||
else if (this.pointer10.active == state)
|
||||
{
|
||||
return this.pointer10;
|
||||
}
|
||||
|
||||
return null;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the Pointer object whos identified property matches the given identifier value
|
||||
* @method 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.
|
||||
**/
|
||||
public getPointerFromIdentifier(identifier: number): Pointer {
|
||||
|
||||
// Unrolled for speed
|
||||
if (this.pointer1.identifier == identifier)
|
||||
{
|
||||
return this.pointer1;
|
||||
}
|
||||
else if (this.pointer2.identifier == identifier)
|
||||
{
|
||||
return this.pointer2;
|
||||
}
|
||||
else if (this.pointer3.identifier == identifier)
|
||||
{
|
||||
return this.pointer3;
|
||||
}
|
||||
else if (this.pointer4.identifier == identifier)
|
||||
{
|
||||
return this.pointer4;
|
||||
}
|
||||
else if (this.pointer5.identifier == identifier)
|
||||
{
|
||||
return this.pointer5;
|
||||
}
|
||||
else if (this.pointer6.identifier == identifier)
|
||||
{
|
||||
return this.pointer6;
|
||||
}
|
||||
else if (this.pointer7.identifier == identifier)
|
||||
{
|
||||
return this.pointer7;
|
||||
}
|
||||
else if (this.pointer8.identifier == identifier)
|
||||
{
|
||||
return this.pointer8;
|
||||
}
|
||||
else if (this.pointer9.identifier == identifier)
|
||||
{
|
||||
return this.pointer9;
|
||||
}
|
||||
else if (this.pointer10.identifier == identifier)
|
||||
{
|
||||
return this.pointer10;
|
||||
}
|
||||
|
||||
return null;
|
||||
|
||||
}
|
||||
|
||||
@@ -155,6 +676,34 @@ module Phaser {
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @method calculateDistance
|
||||
* @param {Finger} finger1
|
||||
* @param {Finger} finger2
|
||||
**/
|
||||
//public calculateDistance(finger1: Finger, finger2: Finger) {
|
||||
//}
|
||||
|
||||
/**
|
||||
*
|
||||
* @method calculateAngle
|
||||
* @param {Finger} finger1
|
||||
* @param {Finger} finger2
|
||||
**/
|
||||
//public calculateAngle(finger1: Finger, finger2: Finger) {
|
||||
//}
|
||||
|
||||
/**
|
||||
*
|
||||
* @method checkOverlap
|
||||
* @param {Finger} finger1
|
||||
* @param {Finger} finger2
|
||||
**/
|
||||
//public checkOverlap(finger1: Finger, finger2: Finger) {
|
||||
//}
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user