mirror of
https://github.com/wassname/phaser.git
synced 2026-08-17 11:23:42 +08:00
New FXManager system and Camera FX now in place.
This commit is contained in:
Vendored
+35
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/// <reference path="../../Game.d.ts" />
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module Phaser {
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class Finger {
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constructor(game: Game);
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private _game;
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public identifier: number;
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public active: bool;
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public point: Point;
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public circle: Circle;
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public withinGame: bool;
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public clientX: number;
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public clientY: number;
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public pageX: number;
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public pageY: number;
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public screenX: number;
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public screenY: number;
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public x: number;
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public y: number;
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public target;
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public isDown: bool;
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public isUp: bool;
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public timeDown: number;
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public duration: number;
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public timeUp: number;
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public justPressedRate: number;
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public justReleasedRate: number;
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public start(event): void;
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public move(event): void;
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public leave(event): void;
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public stop(event): void;
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public justPressed(duration?: number): bool;
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public justReleased(duration?: number): bool;
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public toString(): string;
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}
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}
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Vendored
+24
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/// <reference path="../../Game.d.ts" />
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/// <reference path="../../Signal.d.ts" />
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module Phaser {
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class Input {
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constructor(game: Game);
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private _game;
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public mouse: Mouse;
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public keyboard: Keyboard;
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public touch: Touch;
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public x: number;
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public y: number;
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public scaleX: number;
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public scaleY: number;
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public worldX: number;
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public worldY: number;
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public onDown: Signal;
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public onUp: Signal;
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public update(): void;
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public reset(): void;
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public getWorldX(camera?: Camera): number;
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public getWorldY(camera?: Camera): number;
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public renderDebugInfo(x: number, y: number, color?: string): void;
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}
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}
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Vendored
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/// <reference path="../../Game.d.ts" />
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module Phaser {
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class Keyboard {
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constructor(game: Game);
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private _game;
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private _keys;
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private _capture;
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public start(): void;
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public addKeyCapture(keycode): void;
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public removeKeyCapture(keycode: number): void;
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public clearCaptures(): void;
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public onKeyDown(event: KeyboardEvent): void;
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public onKeyUp(event: KeyboardEvent): void;
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public reset(): void;
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public justPressed(keycode: number, duration?: number): bool;
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public justReleased(keycode: number, duration?: number): bool;
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public isDown(keycode: number): bool;
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static A: number;
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static B: number;
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static C: number;
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static D: number;
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static E: number;
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static F: number;
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static G: number;
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static H: number;
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static I: number;
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static J: number;
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static K: number;
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static L: number;
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static M: number;
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static N: number;
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static O: number;
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static P: number;
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static Q: number;
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static R: number;
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static S: number;
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static T: number;
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static U: number;
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static V: number;
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static W: number;
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static X: number;
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static Y: number;
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static Z: number;
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static ZERO: number;
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static ONE: number;
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static TWO: number;
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static THREE: number;
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static FOUR: number;
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static FIVE: number;
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static SIX: number;
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static SEVEN: number;
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static EIGHT: number;
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static NINE: number;
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static NUMPAD_0: number;
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static NUMPAD_1: number;
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static NUMPAD_2: number;
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static NUMPAD_3: number;
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static NUMPAD_4: number;
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static NUMPAD_5: number;
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static NUMPAD_6: number;
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static NUMPAD_7: number;
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static NUMPAD_8: number;
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static NUMPAD_9: number;
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static NUMPAD_MULTIPLY: number;
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static NUMPAD_ADD: number;
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static NUMPAD_ENTER: number;
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static NUMPAD_SUBTRACT: number;
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static NUMPAD_DECIMAL: number;
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static NUMPAD_DIVIDE: number;
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static F1: number;
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static F2: number;
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static F3: number;
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static F4: number;
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static F5: number;
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static F6: number;
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static F7: number;
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static F8: number;
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static F9: number;
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static F10: number;
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static F11: number;
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static F12: number;
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static F13: number;
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static F14: number;
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static F15: number;
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static COLON: number;
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static EQUALS: number;
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static UNDERSCORE: number;
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static QUESTION_MARK: number;
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static TILDE: number;
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static OPEN_BRACKET: number;
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static BACKWARD_SLASH: number;
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static CLOSED_BRACKET: number;
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static QUOTES: number;
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static BACKSPACE: number;
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static TAB: number;
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static CLEAR: number;
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static ENTER: number;
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static SHIFT: number;
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static CONTROL: number;
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static ALT: number;
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static CAPS_LOCK: number;
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static ESC: number;
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static SPACEBAR: number;
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static PAGE_UP: number;
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static PAGE_DOWN: number;
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static END: number;
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static HOME: number;
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static LEFT: number;
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static UP: number;
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static RIGHT: number;
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static DOWN: number;
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static INSERT: number;
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static DELETE: number;
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static HELP: number;
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static NUM_LOCK: number;
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}
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}
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Vendored
+24
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/// <reference path="../../Game.d.ts" />
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module Phaser {
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class Mouse {
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constructor(game: Game);
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private _game;
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private _x;
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private _y;
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public button: number;
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static LEFT_BUTTON: number;
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static MIDDLE_BUTTON: number;
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static RIGHT_BUTTON: number;
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public isDown: bool;
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public isUp: bool;
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public timeDown: number;
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public duration: number;
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public timeUp: number;
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public start(): void;
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public reset(): void;
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public onMouseDown(event: MouseEvent): void;
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public update(): void;
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public onMouseMove(event: MouseEvent): void;
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public onMouseUp(event: MouseEvent): void;
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}
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}
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Vendored
+40
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/// <reference path="../../Game.d.ts" />
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/// <reference path="Finger.d.ts" />
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module Phaser {
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class Touch {
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constructor(game: Game);
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private _game;
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public x: number;
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public y: number;
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private _fingers;
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public finger1: Finger;
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public finger2: Finger;
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public finger3: Finger;
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public finger4: Finger;
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public finger5: Finger;
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public finger6: Finger;
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public finger7: Finger;
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public finger8: Finger;
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public finger9: Finger;
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public finger10: Finger;
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public latestFinger: Finger;
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public isDown: bool;
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public isUp: bool;
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public touchDown: Signal;
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public touchUp: Signal;
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public start(): void;
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private consumeTouchMove(event);
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private onTouchStart(event);
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private onTouchCancel(event);
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private onTouchEnter(event);
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private onTouchLeave(event);
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private onTouchMove(event);
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private onTouchEnd(event);
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public calculateDistance(finger1: Finger, finger2: Finger): void;
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public calculateAngle(finger1: Finger, finger2: Finger): void;
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public checkOverlap(finger1: Finger, finger2: Finger): void;
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public update(): void;
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public stop(): void;
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public reset(): void;
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}
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}
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