mirror of
https://github.com/wassname/phaser.git
synced 2026-09-12 12:40:47 +08:00
Added the GameObjectManager
This commit is contained in:
@@ -318,7 +318,7 @@ module Phaser {
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{
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if (this.deadzone == null)
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{
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this.focusOnXY(this._target.x + this._target.origin.x, this._target.y + this._target.origin.y);
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this.focusOnXY(this._target.x, this._target.y);
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}
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else
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{
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@@ -155,8 +155,6 @@ module Phaser {
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public update() {
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//this.quad.x = this._parent.x + this.offset.x;
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//this.quad.y = this._parent.y + this.offset.y;
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this._ref.x = this._parent.x + this.offset.x;
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this._ref.y = this._parent.y + this.offset.y;
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@@ -173,8 +171,7 @@ module Phaser {
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var _dx = cameraOffsetX + (this.x - camera.worldView.x);
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var _dy = cameraOffsetY + (this.y - camera.worldView.y);
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//this._parent.context.fillStyle = this._parent.renderDebugColor;
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this._parent.context.fillStyle = 'rgba(255,0,0,0.4)';
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this._parent.context.fillStyle = this._parent.renderDebugColor;
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if (this.type == CollisionMask.QUAD)
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{
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@@ -207,6 +204,23 @@ module Phaser {
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}
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public intersectsRaw(left: number, right: number, top: number, bottom: number): bool {
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//if ((objBounds.x + objBounds.width > x) && (objBounds.x < x + width) && (objBounds.y + objBounds.height > y) && (objBounds.y < y + height))
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return true;
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}
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public intersectsVector(vector: Phaser.Vector2): bool {
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if (this.type == CollisionMask.QUAD)
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{
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return this.quad.contains(vector.x, vector.y);
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}
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}
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/**
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* Gives a basic boolean response to a geometric collision.
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* If you need the details of the collision use the Collision functions instead and inspect the IntersectResult object.
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@@ -224,7 +238,6 @@ module Phaser {
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// Circle vs. Circle
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if (this.type == CollisionMask.CIRCLE && source.type == CollisionMask.CIRCLE)
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{
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console.log('c vs c');
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return Collision.circleToCircle(this.circle, source.circle).result;
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}
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+122
-78
@@ -25,11 +25,6 @@ module Phaser {
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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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@@ -42,7 +37,7 @@ module Phaser {
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this.onTap = new Phaser.Signal();
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this.onHold = new Phaser.Signal();
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this.point = new Point();
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this.position = new Vector2;
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this.circle = new Circle(0, 0, 44);
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this.currentPointers = 0;
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@@ -115,11 +110,11 @@ module Phaser {
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public gestures: Gestures;
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/**
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* A Point object representing the x/y screen coordinates of the Pointer.
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* @property point
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* @type {Point}
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* A vector object representing the current position of the Pointer.
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* @property vector
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* @type {Vector2}
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**/
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public point: Point = null;
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public position: Vector2 = 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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@@ -299,35 +294,35 @@ module Phaser {
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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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public pointer6: Pointer = null;
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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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public pointer7: Pointer = null;
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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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public pointer8: Pointer = null;
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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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public pointer9: Pointer = null;
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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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public pointer10: Pointer = null;
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/**
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* The screen X coordinate
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@@ -363,6 +358,58 @@ module Phaser {
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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 5 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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public addPointer(): Pointer {
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var next: number = 0;
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if (this.pointer10 === null)
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{
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next = 10;
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}
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if (this.pointer9 === null)
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{
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next = 9;
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}
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if (this.pointer8 === null)
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{
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next = 8;
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}
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if (this.pointer7 === null)
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{
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next = 7;
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}
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if (this.pointer6 === null)
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{
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next = 6;
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}
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if (next == 0)
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{
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throw new Error("You can only have 10 Pointer objects");
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return null;
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}
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else
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{
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this['pointer' + next] = new Pointer(this._game, next);
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return this['pointer' + next];
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}
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}
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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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public start() {
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this.mouse.start();
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@@ -373,6 +420,10 @@ module Phaser {
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}
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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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public update() {
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this.mousePointer.update();
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@@ -381,11 +432,12 @@ module Phaser {
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this.pointer3.update();
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this.pointer4.update();
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this.pointer5.update();
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this.pointer6.update();
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this.pointer7.update();
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this.pointer8.update();
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this.pointer9.update();
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this.pointer10.update();
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if (this.pointer6) { this.pointer6.update(); }
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if (this.pointer7) { this.pointer7.update(); }
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if (this.pointer8) { this.pointer8.update(); }
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if (this.pointer9) { this.pointer9.update(); }
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if (this.pointer10) { this.pointer10.update(); }
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}
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@@ -403,11 +455,12 @@ module Phaser {
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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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if (this.pointer6) { this.pointer6.reset(); }
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if (this.pointer7) { this.pointer7.reset(); }
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if (this.pointer8) { this.pointer8.reset(); }
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if (this.pointer9) { this.pointer9.reset(); }
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if (this.pointer10) { this.pointer10.reset(); }
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this.currentPointers = 0;
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@@ -417,7 +470,6 @@ module Phaser {
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this.onUp = new Phaser.Signal();
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this.onTap = new Phaser.Signal();
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this.onHold = new Phaser.Signal();
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}
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}
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@@ -462,23 +514,23 @@ module Phaser {
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{
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this.currentPointers++;
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}
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else if (this.pointer6.active == true)
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else if (this.pointer6 && this.pointer6.active == true)
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{
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this.currentPointers++;
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}
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else if (this.pointer7.active == true)
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else if (this.pointer7 && this.pointer7.active == true)
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{
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this.currentPointers++;
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}
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else if (this.pointer8.active == true)
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else if (this.pointer8 && this.pointer8.active == true)
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{
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this.currentPointers++;
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}
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else if (this.pointer9.active == true)
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else if (this.pointer9 && this.pointer9.active == true)
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{
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this.currentPointers++;
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}
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else if (this.pointer10.active == true)
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else if (this.pointer10 && this.pointer10.active == true)
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{
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this.currentPointers++;
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}
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@@ -521,23 +573,23 @@ module Phaser {
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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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else if (this.pointer6 && 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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else if (this.pointer7 && 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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else if (this.pointer8 && 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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else if (this.pointer9 && 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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else if (this.pointer10 && 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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@@ -575,23 +627,23 @@ module Phaser {
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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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else if (this.pointer6 && 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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else if (this.pointer7 && 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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else if (this.pointer8 && 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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else if (this.pointer9 && 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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else if (this.pointer10 && 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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@@ -629,23 +681,23 @@ module Phaser {
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{
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return this.pointer5.stop(event);
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}
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else if (this.pointer6.active == true && this.pointer6.identifier == event.identifier)
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else if (this.pointer6 && this.pointer6.active == true && this.pointer6.identifier == event.identifier)
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{
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return this.pointer6.stop(event);
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}
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else if (this.pointer7.active == true && this.pointer7.identifier == event.identifier)
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else if (this.pointer7 && this.pointer7.active == true && this.pointer7.identifier == event.identifier)
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{
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return this.pointer7.stop(event);
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}
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else if (this.pointer8.active == true && this.pointer8.identifier == event.identifier)
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else if (this.pointer8 && this.pointer8.active == true && this.pointer8.identifier == event.identifier)
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{
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return this.pointer8.stop(event);
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}
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else if (this.pointer9.active == true && this.pointer9.identifier == event.identifier)
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else if (this.pointer9 && this.pointer9.active == true && this.pointer9.identifier == event.identifier)
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{
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return this.pointer9.stop(event);
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}
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else if (this.pointer10.active == true && this.pointer10.identifier == event.identifier)
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else if (this.pointer10 && this.pointer10.active == true && this.pointer10.identifier == event.identifier)
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{
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return this.pointer10.stop(event);
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}
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@@ -683,23 +735,23 @@ module Phaser {
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{
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return this.pointer5;
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}
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else if (this.pointer6.active == state)
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else if (this.pointer6 && this.pointer6.active == state)
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{
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return this.pointer6;
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}
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else if (this.pointer7.active == state)
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else if (this.pointer7 && this.pointer7.active == state)
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{
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return this.pointer7;
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}
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else if (this.pointer8.active == state)
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else if (this.pointer8 && this.pointer8.active == state)
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{
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return this.pointer8;
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}
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else if (this.pointer9.active == state)
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else if (this.pointer9 && this.pointer9.active == state)
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{
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return this.pointer9;
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}
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else if (this.pointer10.active == state)
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else if (this.pointer10 && this.pointer10.active == state)
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{
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return this.pointer10;
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}
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@@ -737,23 +789,23 @@ module Phaser {
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{
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return this.pointer5;
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}
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else if (this.pointer6.identifier == identifier)
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else if (this.pointer6 && this.pointer6.identifier == identifier)
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{
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return this.pointer6;
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}
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else if (this.pointer7.identifier == identifier)
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else if (this.pointer7 && this.pointer7.identifier == identifier)
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{
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return this.pointer7;
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}
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else if (this.pointer8.identifier == identifier)
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else if (this.pointer8 && this.pointer8.identifier == identifier)
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{
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return this.pointer8;
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}
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else if (this.pointer9.identifier == identifier)
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else if (this.pointer9 && this.pointer9.identifier == identifier)
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{
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return this.pointer9;
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}
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else if (this.pointer10.identifier == identifier)
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else if (this.pointer10 && this.pointer10.identifier == identifier)
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{
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return this.pointer10;
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}
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@@ -797,32 +849,24 @@ module Phaser {
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}
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/**
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*
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* @method calculateDistance
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* @param {Finger} finger1
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* @param {Finger} finger2
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* Get the distance between two Pointer objects
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* @method getDistance
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* @param {Pointer} pointer1
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* @param {Pointer} pointer2
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**/
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//public calculateDistance(finger1: Finger, finger2: Finger) {
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//}
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public getDistance(pointer1: Pointer, pointer2: Pointer): number {
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return pointer1.position.distance(pointer2.position);
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}
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/**
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*
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* @method calculateAngle
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* @param {Finger} finger1
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* @param {Finger} finger2
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* Get the angle between two Pointer objects
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* @method getAngle
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* @param {Pointer} pointer1
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* @param {Pointer} pointer2
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**/
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//public calculateAngle(finger1: Finger, finger2: Finger) {
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//}
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/**
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*
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* @method checkOverlap
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* @param {Finger} finger1
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* @param {Finger} finger2
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**/
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//public checkOverlap(finger1: Finger, finger2: Finger) {
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//}
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public getAngle(pointer1: Pointer, pointer2: Pointer): number {
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return pointer1.position.angle(pointer2.position);
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}
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}
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@@ -1,4 +1,5 @@
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/// <reference path="../../Game.ts" />
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/// <reference path="../../geom/Vector2.ts" />
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/**
|
||||
* Phaser - Pointer
|
||||
@@ -21,8 +22,8 @@ module Phaser {
|
||||
|
||||
this.id = id;
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||||
this.active = false;
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||||
this.pointA = new Point();
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||||
this.pointB = new Point();
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||||
this.position = new Vector2;
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||||
this.positionDown = new Vector2;
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||||
this.circle = new Circle(0, 0, 44);
|
||||
|
||||
if (id == 0)
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||||
@@ -88,18 +89,18 @@ module Phaser {
|
||||
public active: bool;
|
||||
|
||||
/**
|
||||
* A Point object representing the x/y screen coordinates of the Pointer.
|
||||
* @property pointA
|
||||
* @type {Point}
|
||||
* A Vector object containing the initial position when the Pointer was engaged with the screen.
|
||||
* @property positionDown
|
||||
* @type {Vector2}
|
||||
**/
|
||||
public pointA: Point = null;
|
||||
public positionDown: Vector2 = null;
|
||||
|
||||
/**
|
||||
* A Point object representing the x/y screen coordinates of the Pointer.
|
||||
* @property pointB
|
||||
* @type {Point}
|
||||
* A Vector object containing the current position of the Pointer on the screen.
|
||||
* @property position
|
||||
* @type {Vector2}
|
||||
**/
|
||||
public pointB: Point = null;
|
||||
public position: Vector2 = null;
|
||||
|
||||
/**
|
||||
* A Circle object centered on the x/y screen coordinates of the Pointer.
|
||||
@@ -286,11 +287,18 @@ module Phaser {
|
||||
this.button = event.button;
|
||||
}
|
||||
|
||||
// Fix to stop rogue browser plugins from blocking the visibility state event
|
||||
if (this._game.paused == true)
|
||||
{
|
||||
this._game.stage.resumeGame();
|
||||
return this;
|
||||
}
|
||||
|
||||
this._history.length = 0;
|
||||
|
||||
this.move(event);
|
||||
|
||||
this.pointA.setTo(this.x, this.y);
|
||||
this.positionDown.setTo(this.x, this.y);
|
||||
|
||||
this.active = true;
|
||||
this.withinGame = true;
|
||||
@@ -335,7 +343,7 @@ module Phaser {
|
||||
if (this._game.input.recordPointerHistory && this._game.time.now >= this._nextDrop)
|
||||
{
|
||||
this._nextDrop = this._game.time.now + this._game.input.recordRate;
|
||||
this._history.push({ x: this.pointB.x, y: this.pointB.y });
|
||||
this._history.push({ x: this.position.x, y: this.position.y });
|
||||
|
||||
if (this._history.length > this._game.input.recordLimit)
|
||||
{
|
||||
@@ -369,7 +377,7 @@ module Phaser {
|
||||
this.x = this.pageX - this._game.stage.offset.x;
|
||||
this.y = this.pageY - this._game.stage.offset.y;
|
||||
|
||||
this.pointB.setTo(this.x, this.y);
|
||||
this.position.setTo(this.x, this.y);
|
||||
this.circle.x = this.x;
|
||||
this.circle.y = this.y;
|
||||
|
||||
@@ -377,7 +385,7 @@ module Phaser {
|
||||
{
|
||||
this._game.input.x = this.x * this._game.input.scaleX;
|
||||
this._game.input.y = this.y * this._game.input.scaleY;
|
||||
this._game.input.point.setTo(this._game.input.x, this._game.input.y);
|
||||
this._game.input.position.setTo(this._game.input.x, this._game.input.y);
|
||||
this._game.input.circle.x = this._game.input.x;
|
||||
this._game.input.circle.y = this._game.input.y;
|
||||
}
|
||||
@@ -529,8 +537,8 @@ module Phaser {
|
||||
|
||||
// Render the points
|
||||
this._game.stage.context.beginPath();
|
||||
this._game.stage.context.moveTo(this.pointA.x, this.pointA.y);
|
||||
this._game.stage.context.lineTo(this.pointB.x, this.pointB.y);
|
||||
this._game.stage.context.moveTo(this.positionDown.x, this.positionDown.y);
|
||||
this._game.stage.context.lineTo(this.position.x, this.position.y);
|
||||
this._game.stage.context.lineWidth = 2;
|
||||
this._game.stage.context.stroke();
|
||||
this._game.stage.context.closePath();
|
||||
|
||||
@@ -112,7 +112,7 @@ module Phaser {
|
||||
*/
|
||||
private colorCycle() {
|
||||
|
||||
this._fade = this._game.createTween(this._color2);
|
||||
this._fade = this._game.add.tween(this._color2);
|
||||
|
||||
this._fade.to({ r: Math.random() * 250, g: Math.random() * 250, b: Math.random() * 250 }, 3000, Phaser.Easing.Linear.None);
|
||||
this._fade.onComplete.add(this.colorCycle, this);
|
||||
|
||||
@@ -31,11 +31,13 @@ module Phaser {
|
||||
* Local private reference to game.
|
||||
*/
|
||||
private _game: Game;
|
||||
|
||||
/**
|
||||
* Canvas element used by engine.
|
||||
* @type {HTMLCanvasElement}
|
||||
*/
|
||||
private _canvas: HTMLCanvasElement;
|
||||
|
||||
/**
|
||||
* Render context of stage's canvas.
|
||||
* @type {CanvasRenderingContext2D}
|
||||
@@ -46,6 +48,7 @@ module Phaser {
|
||||
* Background color.
|
||||
*/
|
||||
private _color;
|
||||
|
||||
/**
|
||||
* Fade effect tween.
|
||||
* @type {Phaser.Tween}
|
||||
@@ -114,7 +117,7 @@ module Phaser {
|
||||
*/
|
||||
private fadeOut() {
|
||||
|
||||
this._fade = this._game.createTween(this._color);
|
||||
this._fade = this._game.add.tween(this._color);
|
||||
|
||||
this._fade.to({ r: 50, g: 50, b: 50 }, 1000, Phaser.Easing.Linear.None);
|
||||
this._fade.onComplete.add(this.fadeIn, this);
|
||||
@@ -127,7 +130,7 @@ module Phaser {
|
||||
*/
|
||||
private fadeIn() {
|
||||
|
||||
this._fade = this._game.createTween(this._color);
|
||||
this._fade = this._game.add.tween(this._color);
|
||||
|
||||
this._fade.to({ r: 255, g: 255, b: 255 }, 1000, Phaser.Easing.Linear.None);
|
||||
this._fade.onComplete.add(this.fadeOut, this);
|
||||
|
||||
Reference in New Issue
Block a user