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Implemented my own LinkedList class to make the new Input Handler easier to work with. And also just generally useful to have too.
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<!DOCTYPE HTML>
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<html>
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<head>
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<title>phaser.js - a new beginning</title>
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<?php
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require('js.php');
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?>
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</head>
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<body>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('alien', 'assets/sprites/space-baddie.png');
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game.load.image('ship', 'assets/sprites/shmup-ship.png');
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}
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var a;
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var b;
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var c;
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var d;
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var e;
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var f;
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var list;
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function create() {
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a = game.add.sprite(game.world.randomX, game.world.randomY, 'ship');
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a.name = 's1';
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b = game.add.sprite(game.world.randomX, game.world.randomY, 'ship');
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b.name = 's2';
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c = game.add.sprite(game.world.randomX, game.world.randomY, 'ship');
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c.name = 's3';
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d = game.add.sprite(game.world.randomX, game.world.randomY, 'alien');
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d.name = 'a1';
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e = game.add.sprite(game.world.randomX, game.world.randomY, 'alien');
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e.name = 'a2';
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f = game.add.sprite(game.world.randomX, game.world.randomY, 'alien');
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f.name = 'a3';
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list = new Phaser.LinkedList();
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list.add(a.input);
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list.add(b.input);
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list.add(c.input);
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list.add(d.input);
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list.add(e.input);
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list.add(f.input);
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list.dump();
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list.remove(d.input);
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list.dump();
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}
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function update() {
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}
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function render() {
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}
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})();
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</script>
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</body>
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</html>
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