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https://github.com/wassname/phaser.git
synced 2026-08-14 12:40:17 +08:00
Vastly optimised InputManager and Pointer is now aware of which camera it is over.
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@@ -297,7 +297,7 @@ module Phaser.Components {
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}
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else
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{
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return SpriteUtils.overlapsXY(this._parent, pointer.worldX(), pointer.worldY());
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return SpriteUtils.overlapsXY(this._parent, pointer.worldX, pointer.worldY);
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}
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}
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@@ -319,7 +319,7 @@ module Phaser.Components {
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}
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else if (this._pointerData[pointer.id].isOver == true)
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{
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if (SpriteUtils.overlapsXY(this._parent, pointer.worldX(), pointer.worldY()))
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if (SpriteUtils.overlapsXY(this._parent, pointer.worldX, pointer.worldY))
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{
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this._pointerData[pointer.id].x = pointer.x - this._parent.x;
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this._pointerData[pointer.id].y = pointer.y - this._parent.y;
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@@ -413,7 +413,7 @@ module Phaser.Components {
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this._pointerData[pointer.id].downDuration = this._pointerData[pointer.id].timeUp - this._pointerData[pointer.id].timeDown;
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// Only release the InputUp signal if the pointer is still over this sprite
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if (SpriteUtils.overlapsXY(this._parent, pointer.worldX(), pointer.worldY()))
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if (SpriteUtils.overlapsXY(this._parent, pointer.worldX, pointer.worldY))
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{
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//console.log('releasedHandler: ' + Date.now());
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this._parent.events.onInputUp.dispatch(this._parent, pointer);
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@@ -605,7 +605,7 @@ module Phaser.Components {
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if (this.dragFromCenter)
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{
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this._parent.transform.centerOn(pointer.worldX(), pointer.worldY());
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this._parent.transform.centerOn(pointer.worldX, pointer.worldY);
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this._dragPoint.setTo(this._parent.x - pointer.x, this._parent.y - pointer.y);
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}
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else
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