mirror of
https://github.com/wassname/phaser.git
synced 2026-07-27 11:25:30 +08:00
More docs coming on.
This commit is contained in:
+4
-4
@@ -86,7 +86,7 @@ Phaser.Input.prototype = {
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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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* @property {bool} disabled
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* @property {boolean} disabled
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* @default
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*/
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disabled: false,
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@@ -182,7 +182,7 @@ Phaser.Input.prototype = {
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* Sets if the Pointer objects should record a history of x/y coordinates they have passed through.
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* The history is cleared each time the Pointer is pressed down.
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* The history is updated at the rate specified in Input.pollRate
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* @property {bool} recordPointerHistory
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* @property {boolean} recordPointerHistory
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* @default
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**/
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recordPointerHistory: false,
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@@ -446,7 +446,7 @@ Phaser.Input.prototype = {
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/**
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* Reset all of the Pointers and Input states
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* @method reset
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* @param {bool} hard - A soft reset (hard = false) won't reset any signals that might be bound. A hard reset will.
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* @param {boolean} hard - A soft reset (hard = false) won't reset any signals that might be bound. A hard reset will.
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**/
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reset: function (hard) {
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@@ -597,7 +597,7 @@ Phaser.Input.prototype = {
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/**
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* Get the next Pointer object whos active property matches the given state
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* @method getPointer
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* @param {bool} state - The state the Pointer should be in (false for inactive, true for active).
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* @param {boolean} state - The state the Pointer should be in (false for inactive, true for active).
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* @return {Pointer} A Pointer object or null if no Pointer object matches the requested state.
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**/
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getPointer: function (state) {
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+21
-21
@@ -25,7 +25,7 @@ Phaser.InputHandler = function (sprite) {
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this.sprite = sprite;
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/**
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* @property {bool} enabled - Description.
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* @property {boolean} enabled - Description.
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* @default
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*/
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this.enabled = false;
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@@ -68,31 +68,31 @@ Phaser.InputHandler = function (sprite) {
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this.priorityID = 0;
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/**
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* @property {bool} useHandCursor - Description.
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* @property {boolean} useHandCursor - Description.
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* @default
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*/
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this.useHandCursor = false;
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/**
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* @property {bool} isDragged - Description.
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* @property {boolean} isDragged - Description.
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* @default
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*/
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this.isDragged = false;
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/**
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* @property {bool} allowHorizontalDrag - Description.
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* @property {boolean} allowHorizontalDrag - Description.
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* @default
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*/
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this.allowHorizontalDrag = true;
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/**
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* @property {bool} allowVerticalDrag - Description.
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* @property {boolean} allowVerticalDrag - Description.
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* @default
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*/
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this.allowVerticalDrag = true;
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/**
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* @property {bool} bringToTop - Description.
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* @property {boolean} bringToTop - Description.
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* @default
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*/
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this.bringToTop = false;
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@@ -104,13 +104,13 @@ Phaser.InputHandler = function (sprite) {
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this.snapOffset = null;
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/**
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* @property {bool} snapOnDrag - Description.
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* @property {boolean} snapOnDrag - Description.
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* @default
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*/
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this.snapOnDrag = false;
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/**
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* @property {bool} snapOnRelease - Description.
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* @property {boolean} snapOnRelease - Description.
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* @default
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*/
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this.snapOnRelease = false;
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@@ -140,7 +140,7 @@ Phaser.InputHandler = function (sprite) {
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this.pixelPerfectAlpha = 255;
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/**
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* @property {bool} draggable - Is this sprite allowed to be dragged by the mouse? true = yes, false = no
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* @property {boolean} draggable - Is this sprite allowed to be dragged by the mouse? true = yes, false = no
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* @default
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*/
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this.draggable = false;
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@@ -160,7 +160,7 @@ Phaser.InputHandler = function (sprite) {
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/**
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* If this object is set to consume the pointer event then it will stop all propogation from this object on.
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* For example if you had a stack of 6 sprites with the same priority IDs and one consumed the event, none of the others would receive it.
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* @property {bool} consumePointerEvent
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* @property {boolean} consumePointerEvent
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* @default
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*/
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this.consumePointerEvent = false;
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@@ -197,7 +197,7 @@ Phaser.InputHandler.prototype = {
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* Description.
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* @method start
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* @param {number} priority - Description.
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* @param {bool} useHandCursor - Description.
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* @param {boolean} useHandCursor - Description.
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* @return {Phaser.Sprite} Description.
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*/
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start: function (priority, useHandCursor) {
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@@ -348,7 +348,7 @@ Phaser.InputHandler.prototype = {
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* If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true.
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* @method pointerDown
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* @param {Pointer} pointer
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* @return {bool}
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* @return {boolean}
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*/
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pointerDown: function (pointer) {
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@@ -362,7 +362,7 @@ Phaser.InputHandler.prototype = {
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* If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true
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* @method pointerUp
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* @param {Pointer} pointer
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* @return {bool}
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* @return {boolean}
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*/
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pointerUp: function (pointer) {
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@@ -418,7 +418,7 @@ Phaser.InputHandler.prototype = {
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* Is the Pointer outside of this Sprite?
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* @method pointerOut
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* @param {Pointer} pointer
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* @return {bool}
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* @return {boolean}
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*/
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pointerOut: function (pointer) {
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@@ -474,7 +474,7 @@ Phaser.InputHandler.prototype = {
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* Checks if the given pointer is over this Sprite.
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* @method checkPointerOver
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* @param {Pointer} pointer
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* @return {bool}
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* @return {boolean}
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*/
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checkPointerOver: function (pointer) {
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@@ -513,7 +513,7 @@ Phaser.InputHandler.prototype = {
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* @method checkPixel
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* @param {Description} x - Description.
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* @param {Description} y - Description.
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* @return {bool}
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* @return {boolean}
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*/
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checkPixel: function (x, y) {
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@@ -696,7 +696,7 @@ Phaser.InputHandler.prototype = {
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* Updates the Pointer drag on this Sprite.
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* @method updateDrag
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* @param {Pointer} pointer
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* @return {bool}
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* @return {boolean}
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*/
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updateDrag: function (pointer) {
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@@ -741,7 +741,7 @@ Phaser.InputHandler.prototype = {
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* @method justOver
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* @param {Pointer} pointer
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* @param {number} delay - The time below which the pointer is considered as just over.
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* @return {bool}
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* @return {boolean}
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*/
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justOver: function (pointer, delay) {
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@@ -757,7 +757,7 @@ Phaser.InputHandler.prototype = {
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* @method justOut
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* @param {Pointer} pointer
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* @param {number} delay - The time below which the pointer is considered as just out.
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* @return {bool}
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* @return {boolean}
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*/
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justOut: function (pointer, delay) {
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@@ -773,7 +773,7 @@ Phaser.InputHandler.prototype = {
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* @method justPressed
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* @param {Pointer} pointer
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* @param {number} delay - The time below which the pointer is considered as just over.
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* @return {bool}
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* @return {boolean}
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*/
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justPressed: function (pointer, delay) {
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@@ -789,7 +789,7 @@ Phaser.InputHandler.prototype = {
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* @method justReleased
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* @param {Pointer} pointer
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* @param {number} delay - The time below which the pointer is considered as just out.
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* @return {bool}
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* @return {boolean}
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*/
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justReleased: function (pointer, delay) {
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+4
-4
@@ -116,8 +116,8 @@ Phaser.Key.prototype = {
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},
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/**
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* @param {Number} [duration]
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* @return {bool}
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* @param {number} [duration]
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* @return {boolean}
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*/
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justPressed: function (duration) {
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@@ -128,8 +128,8 @@ Phaser.Key.prototype = {
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},
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/**
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* @param {Number} [duration]
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* @return {bool}
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* @param {number} [duration]
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* @return {boolean}
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*/
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justReleased: function (duration) {
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@@ -58,7 +58,7 @@ Phaser.Keyboard.prototype = {
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/**
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* You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
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* @default
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* @property {bool} disabled
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* @property {boolean} disabled
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*/
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disabled: false,
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@@ -284,7 +284,7 @@ Phaser.Keyboard.prototype = {
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* @method justPressed
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* @param {number} keycode
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* @param {number} [duration]
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* @return {bool}
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* @return {boolean}
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*/
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justPressed: function (keycode, duration) {
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@@ -304,7 +304,7 @@ Phaser.Keyboard.prototype = {
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* @method justReleased
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* @param {number} keycode
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* @param {number} [duration]
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* @return {bool}
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* @return {boolean}
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*/
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justReleased: function (keycode, duration) {
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@@ -323,7 +323,7 @@ Phaser.Keyboard.prototype = {
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* Description.
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* @method isDown
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* @param {number} keycode
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* @return {bool}
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* @return {boolean}
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*/
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isDown: function (keycode) {
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@@ -57,7 +57,7 @@ Phaser.MSPointer.prototype = {
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/**
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* You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
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* @property {bool} disabled
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* @property {boolean} disabled
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*/
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disabled: false,
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+2
-2
@@ -59,14 +59,14 @@ Phaser.Mouse.prototype = {
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/**
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* You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
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* @property {bool} disabled
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* @property {boolean} disabled
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* @default
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*/
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disabled: false,
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/**
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* If the mouse has been Pointer Locked successfully this will be set to true.
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* @property {bool} locked
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* @property {boolean} locked
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* @default
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*/
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locked: false,
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+10
-10
@@ -18,7 +18,7 @@ Phaser.Pointer = function (game, id) {
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/**
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* Local private variable to store the status of dispatching a hold event.
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* @property {bool} _holdSent
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* @property {boolean} _holdSent
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* @private
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* @default
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*/
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@@ -41,7 +41,7 @@ Phaser.Pointer = function (game, id) {
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/**
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* Monitor events outside of a state reset loop.
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* @property {bool} _stateReset
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* @property {boolean} _stateReset
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* @private
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* @default
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*/
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@@ -71,7 +71,7 @@ Phaser.Pointer = function (game, id) {
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/**
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* Description.
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* @property {bool} withinGame
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* @property {boolean} withinGame
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*/
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this.withinGame = false;
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@@ -133,21 +133,21 @@ Phaser.Pointer = function (game, id) {
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/**
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* If the Pointer is a mouse this is true, otherwise false.
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* @property {bool} isMouse
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* @type {bool}
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* @property {boolean} isMouse
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* @type {boolean}
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*/
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this.isMouse = false;
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/**
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* If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true.
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* @property {bool} isDown
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* @property {boolean} isDown
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* @default
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*/
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this.isDown = false;
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/**
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* If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true.
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* @property {bool} isUp
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* @property {boolean} isUp
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* @default
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*/
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this.isUp = true;
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@@ -206,7 +206,7 @@ Phaser.Pointer = function (game, id) {
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/**
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* Description.
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* @property {bool} isDown - Description.
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* @property {boolean} isDown - Description.
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* @default
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*/
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this.active = false;
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@@ -575,7 +575,7 @@ Phaser.Pointer.prototype = {
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* The Pointer is considered justPressed if the time it was pressed onto the touchscreen or clicked is less than justPressedRate.
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* @method justPressed
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* @param {number} [duration]
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* @return {bool}
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* @return {boolean}
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*/
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justPressed: function (duration) {
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@@ -589,7 +589,7 @@ Phaser.Pointer.prototype = {
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* The Pointer is considered justReleased if the time it left the touchscreen is less than justReleasedRate.
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* @method justReleased
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* @param {number} [duration]
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* @return {bool}
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* @return {boolean}
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*/
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justReleased: function (duration) {
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+2
-2
@@ -67,7 +67,7 @@ Phaser.Touch = function (game) {
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this.touchCancelCallback = null;
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/**
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* @property {bool} preventDefault - Description.
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* @property {boolean} preventDefault - Description.
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* @default
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*/
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this.preventDefault = true;
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@@ -81,7 +81,7 @@ Phaser.Touch.prototype = {
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/**
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* You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
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* @method disabled
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* @return {bool}
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* @return {boolean}
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*/
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disabled: false,
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