mirror of
https://github.com/wassname/phaser.git
synced 2026-08-20 12:40:12 +08:00
Fixed some issues in dragging sprites with snap-to-center and world coordinates.
This commit is contained in:
+201
-225
@@ -45,20 +45,20 @@ module Phaser.Components {
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/**
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* The PriorityID controls which Sprite receives an Input event first if they should overlap.
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*/
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public priorityID:number = 0;
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public priorityID: number = 0;
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/**
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* The index of this Input component entry in the Game.Input manager.
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*/
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public indexID:number = 0;
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public indexID: number = 0;
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private _dragPoint: Point;
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private _draggedPointerID: number;
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public dragOffset: Point;
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public isDragged: bool = false;
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public dragFromCenter: bool;
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public dragPixelPerfect:bool = false;
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public dragPixelPerfectAlpha:number;
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public dragPixelPerfect: bool = false;
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public dragPixelPerfectAlpha: number;
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public allowHorizontalDrag: bool = true;
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public allowVerticalDrag: bool = true;
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@@ -208,11 +208,11 @@ module Phaser.Components {
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return this._pointerData[pointer].isDragged;
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}
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public start(priority:number = 0, checkBody?:bool = false, useHandCursor?:bool = false): Phaser.Sprite {
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public start(priority: number = 0, checkBody?: bool = false, useHandCursor?: bool = false): Phaser.Sprite {
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// Turning on
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if (this.enabled == false)
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{
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// Turning on
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if (this.enabled == false)
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{
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// Register, etc
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this.checkBody = checkBody;
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this.useHandCursor = useHandCursor;
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@@ -226,81 +226,81 @@ module Phaser.Components {
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}
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this.snapOffset = new Point;
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this.enabled = true;
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this.enabled = true;
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this.game.input.addGameObject(this._parent);
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this.game.input.addGameObject(this._parent);
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// Create the signals the Input component will emit
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if (this._parent.events.onInputOver == null)
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{
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this._parent.events.onInputOver = new Phaser.Signal;
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this._parent.events.onInputOut = new Phaser.Signal;
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this._parent.events.onInputDown = new Phaser.Signal;
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this._parent.events.onInputUp = new Phaser.Signal;
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this._parent.events.onDragStart = new Phaser.Signal;
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this._parent.events.onDragStop = new Phaser.Signal;
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}
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}
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if (this._parent.events.onInputOver == null)
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{
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this._parent.events.onInputOver = new Phaser.Signal;
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this._parent.events.onInputOut = new Phaser.Signal;
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this._parent.events.onInputDown = new Phaser.Signal;
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this._parent.events.onInputUp = new Phaser.Signal;
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this._parent.events.onDragStart = new Phaser.Signal;
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this._parent.events.onDragStop = new Phaser.Signal;
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}
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}
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return this._parent;
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}
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}
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public reset() {
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public reset() {
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this.enabled = false;
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this.enabled = false;
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for (var i = 0; i < 10; i++)
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{
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this._pointerData[i] = { id: i, x: 0, y: 0, isDown: false, isUp: false, isOver: false, isOut: false, timeOver: 0, timeOut: 0, timeDown: 0, timeUp: 0, downDuration: 0, isDragged: false };
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}
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}
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}
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public stop() {
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public stop() {
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// Turning off
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if (this.enabled == false)
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{
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return;
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}
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else
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{
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// Turning off
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if (this.enabled == false)
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{
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return;
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}
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else
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{
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// De-register, etc
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this.enabled = false;
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this.game.input.removeGameObject(this.indexID);
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}
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this.enabled = false;
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this.game.input.removeGameObject(this.indexID);
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}
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}
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}
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/**
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* Clean up memory.
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*/
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public destroy() {
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if (this.enabled)
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{
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this.enabled = false;
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this.game.input.removeGameObject(this.indexID);
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}
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if (this.enabled)
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{
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this.enabled = false;
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this.game.input.removeGameObject(this.indexID);
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}
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}
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/**
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* Checks if the given pointer is over this Sprite. All checks are done in world coordinates.
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*/
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public checkPointerOver(pointer: Phaser.Pointer): bool {
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public checkPointerOver(pointer: Phaser.Pointer): bool {
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if (this.enabled == false || this._parent.visible == false)
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{
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return false;
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}
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else
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{
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if (this.enabled == false || this._parent.visible == false)
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{
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return false;
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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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}
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}
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}
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}
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/**
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* Update
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@@ -437,45 +437,45 @@ module Phaser.Components {
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}
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/**
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/**
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* Updates the Pointer drag on this Sprite.
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*/
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private updateDrag(pointer: Pointer):bool
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{
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if (pointer.isUp)
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{
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this.stopDrag(pointer);
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return false;
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}
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private updateDrag(pointer: Pointer): bool {
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if (this.allowHorizontalDrag)
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{
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this._parent.x = pointer.x + this._dragPoint.x + this.dragOffset.x;
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}
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if (this.allowVerticalDrag)
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{
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this._parent.y = pointer.y + this._dragPoint.y + this.dragOffset.y;
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}
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if (this.boundsRect)
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{
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this.checkBoundsRect();
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}
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if (pointer.isUp)
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{
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this.stopDrag(pointer);
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return false;
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}
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if (this.boundsSprite)
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{
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this.checkBoundsSprite();
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}
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if (this.snapOnDrag)
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{
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this._parent.x = Math.floor(this._parent.x / this.snapX) * this.snapX;
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this._parent.y = Math.floor(this._parent.y / this.snapY) * this.snapY;
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}
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if (this.allowHorizontalDrag)
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{
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this._parent.x = pointer.x + this._dragPoint.x + this.dragOffset.x;
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}
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return true;
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}
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if (this.allowVerticalDrag)
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{
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this._parent.y = pointer.y + this._dragPoint.y + this.dragOffset.y;
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}
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if (this.boundsRect)
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{
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this.checkBoundsRect();
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}
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if (this.boundsSprite)
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{
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this.checkBoundsSprite();
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}
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if (this.snapOnDrag)
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{
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this._parent.x = Math.floor(this._parent.x / this.snapX) * this.snapX;
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this._parent.y = Math.floor(this._parent.y / this.snapY) * this.snapY;
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}
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return true;
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}
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/**
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* Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second)
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@@ -543,7 +543,7 @@ module Phaser.Components {
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}
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/**
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/**
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* Make this Sprite draggable by the mouse. You can also optionally set mouseStartDragCallback and mouseStopDragCallback
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*
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* @param lockCenter If false the Sprite will drag from where you click it minus the dragOffset. If true it will center itself to the tip of the mouse pointer.
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@@ -553,61 +553,59 @@ module Phaser.Components {
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* @param boundsRect If you want to restrict the drag of this sprite to a specific FlxRect, pass the FlxRect here, otherwise it's free to drag anywhere
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* @param boundsSprite If you want to restrict the drag of this sprite to within the bounding box of another sprite, pass it here
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*/
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public enableDrag(lockCenter:bool = false, bringToTop:bool = false, pixelPerfect:bool = false, alphaThreshold:number = 255, boundsRect:Rectangle = null, boundsSprite:Phaser.Sprite = null):void
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{
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public enableDrag(lockCenter: bool = false, bringToTop: bool = false, pixelPerfect: bool = false, alphaThreshold: number = 255, boundsRect: Rectangle = null, boundsSprite: Phaser.Sprite = null): void {
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this._dragPoint = new Point;
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this.draggable = true;
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this.bringToTop = bringToTop;
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this.draggable = true;
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this.bringToTop = bringToTop;
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this.dragOffset = new Point;
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this.dragFromCenter = lockCenter;
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this.dragPixelPerfect = pixelPerfect;
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this.dragPixelPerfectAlpha = alphaThreshold;
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if (boundsRect)
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{
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this.boundsRect = boundsRect;
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}
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if (boundsSprite)
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{
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this.boundsSprite = boundsSprite;
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}
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}
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/**
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this.dragFromCenter = lockCenter;
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this.dragPixelPerfect = pixelPerfect;
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this.dragPixelPerfectAlpha = alphaThreshold;
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if (boundsRect)
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{
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this.boundsRect = boundsRect;
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}
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if (boundsSprite)
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{
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this.boundsSprite = boundsSprite;
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}
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}
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/**
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* Stops this sprite from being able to be dragged. If it is currently the target of an active drag it will be stopped immediately. Also disables any set callbacks.
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*/
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public disableDrag():void
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{
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if (this._pointerData)
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{
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for (var i = 0; i < 10; i++)
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{
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this._pointerData[i].isDragged = false;
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}
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}
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public disableDrag(): void {
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this.draggable = false;
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this.isDragged = false;
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this._draggedPointerID = -1;
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}
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if (this._pointerData)
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{
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for (var i = 0; i < 10; i++)
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{
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this._pointerData[i].isDragged = false;
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}
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}
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/**
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this.draggable = false;
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this.isDragged = false;
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this._draggedPointerID = -1;
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}
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/**
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* Called by Pointer when drag starts on this Sprite. Should not usually be called directly.
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*/
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public startDrag(pointer: Pointer):void
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{
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this.isDragged = true;
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this._draggedPointerID = pointer.id;
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public startDrag(pointer: Pointer): void {
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this.isDragged = true;
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this._draggedPointerID = pointer.id;
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this._pointerData[pointer.id].isDragged = true;
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if (this.dragFromCenter)
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{
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// Move the sprite to the middle of the pointer
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//this._dragPoint.setTo(-this._parent.worldView.halfWidth, -this._parent.worldView.halfHeight);
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//this._dragPoint.setTo(this._parent.transform.center.x, this._parent.transform.center.y);
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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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@@ -624,40 +622,40 @@ module Phaser.Components {
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this._parent.events.onDragStart.dispatch(this._parent, pointer);
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}
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}
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/**
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/**
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* Called by Pointer when drag is stopped on this Sprite. Should not usually be called directly.
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*/
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public stopDrag(pointer: Pointer):void
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{
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this.isDragged = false;
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this._draggedPointerID = -1;
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public stopDrag(pointer: Pointer): void {
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this.isDragged = false;
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this._draggedPointerID = -1;
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this._pointerData[pointer.id].isDragged = false;
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if (this.snapOnRelease)
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{
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this._parent.x = Math.floor(this._parent.x / this.snapX) * this.snapX;
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this._parent.y = Math.floor(this._parent.y / this.snapY) * this.snapY;
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}
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if (this.snapOnRelease)
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{
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this._parent.x = Math.floor(this._parent.x / this.snapX) * this.snapX;
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this._parent.y = Math.floor(this._parent.y / this.snapY) * this.snapY;
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}
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this._parent.events.onDragStop.dispatch(this._parent, pointer);
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this._parent.events.onInputUp.dispatch(this._parent, pointer);
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}
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/**
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}
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/**
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* Restricts this sprite to drag movement only on the given axis. Note: If both are set to false the sprite will never move!
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*
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* @param allowHorizontal To enable the sprite to be dragged horizontally set to true, otherwise false
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* @param allowVertical To enable the sprite to be dragged vertically set to true, otherwise false
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*/
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public setDragLock(allowHorizontal:bool = true, allowVertical:bool = true):void
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{
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this.allowHorizontalDrag = allowHorizontal;
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this.allowVerticalDrag = allowVertical;
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}
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public setDragLock(allowHorizontal: bool = true, allowVertical: bool = true): void {
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this.allowHorizontalDrag = allowHorizontal;
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this.allowVerticalDrag = allowVertical;
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}
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/**
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/**
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* Make this Sprite snap to the given grid either during drag or when it's released.
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* For example 16x16 as the snapX and snapY would make the sprite snap to every 16 pixels.
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*
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@@ -666,87 +664,65 @@ module Phaser.Components {
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* @param onDrag If true the sprite will snap to the grid while being dragged
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* @param onRelease If true the sprite will snap to the grid when released
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*/
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public enableSnap(snapX:number , snapY:number, onDrag:bool = true, onRelease:bool = false):void
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{
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this.snapOnDrag = onDrag;
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this.snapOnRelease = onRelease;
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this.snapX = snapX;
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this.snapY = snapY;
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}
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/**
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* Stops the sprite from snapping to a grid during drag or release.
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*/
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public disableSnap():void
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{
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this.snapOnDrag = false;
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this.snapOnRelease = false;
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}
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/**
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* Bounds Rect check for the sprite drag
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*/
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private checkBoundsRect():void
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{
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if (this._parent.x < this.boundsRect.left)
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{
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this._parent.x = this.boundsRect.x;
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}
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else if ((this._parent.x + this._parent.width) > this.boundsRect.right)
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{
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this._parent.x = this.boundsRect.right - this._parent.width;
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}
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if (this._parent.y < this.boundsRect.top)
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{
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this._parent.y = this.boundsRect.top;
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}
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else if ((this._parent.y + this._parent.height) > this.boundsRect.bottom)
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{
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this._parent.y = this.boundsRect.bottom - this._parent.height;
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}
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}
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/**
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* Parent Sprite Bounds check for the sprite drag
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*/
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private checkBoundsSprite():void
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{
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if (this._parent.x < this.boundsSprite.x)
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{
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this._parent.x = this.boundsSprite.x;
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}
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else if ((this._parent.x + this._parent.width) > (this.boundsSprite.x + this.boundsSprite.width))
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{
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this._parent.x = (this.boundsSprite.x + this.boundsSprite.width) - this._parent.width;
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}
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if (this._parent.y < this.boundsSprite.y)
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{
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this._parent.y = this.boundsSprite.y;
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}
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else if ((this._parent.y + this._parent.height) > (this.boundsSprite.y + this.boundsSprite.height))
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{
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this._parent.y = (this.boundsSprite.y + this.boundsSprite.height) - this._parent.height;
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}
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}
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public enableSnap(snapX: number, snapY: number, onDrag: bool = true, onRelease: bool = false): void {
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this.snapOnDrag = onDrag;
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this.snapOnRelease = onRelease;
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this.snapX = snapX;
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this.snapY = snapY;
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}
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/**
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* Render debug infos. (including name, bounds info, position and some other properties)
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* @param x {number} X position of the debug info to be rendered.
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* @param y {number} Y position of the debug info to be rendered.
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* @param [color] {number} color of the debug info to be rendered. (format is css color string)
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*/
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public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') {
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* Stops the sprite from snapping to a grid during drag or release.
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*/
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public disableSnap(): void {
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this.snapOnDrag = false;
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this.snapOnRelease = false;
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}
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this._parent.texture.context.font = '14px Courier';
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this._parent.texture.context.fillStyle = color;
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this._parent.texture.context.fillText('Sprite Input: (' + this._parent.worldView.width + ' x ' + this._parent.worldView.height + ')', x, y);
|
||||
this._parent.texture.context.fillText('x: ' + this.pointerX().toFixed(1) + ' y: ' + this.pointerY().toFixed(1), x, y + 14);
|
||||
this._parent.texture.context.fillText('over: ' + this.pointerOver() + ' duration: ' + this.overDuration().toFixed(0), x, y + 28);
|
||||
this._parent.texture.context.fillText('down: ' + this.pointerDown() + ' duration: ' + this.downDuration().toFixed(0), x, y + 42);
|
||||
this._parent.texture.context.fillText('just over: ' + this.justOver() + ' just out: ' + this.justOut(), x, y + 56);
|
||||
/**
|
||||
* Bounds Rect check for the sprite drag
|
||||
*/
|
||||
private checkBoundsRect(): void {
|
||||
if (this._parent.x < this.boundsRect.left)
|
||||
{
|
||||
this._parent.x = this.boundsRect.x;
|
||||
}
|
||||
else if ((this._parent.x + this._parent.width) > this.boundsRect.right)
|
||||
{
|
||||
this._parent.x = this.boundsRect.right - this._parent.width;
|
||||
}
|
||||
|
||||
if (this._parent.y < this.boundsRect.top)
|
||||
{
|
||||
this._parent.y = this.boundsRect.top;
|
||||
}
|
||||
else if ((this._parent.y + this._parent.height) > this.boundsRect.bottom)
|
||||
{
|
||||
this._parent.y = this.boundsRect.bottom - this._parent.height;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Parent Sprite Bounds check for the sprite drag
|
||||
*/
|
||||
private checkBoundsSprite(): void {
|
||||
if (this._parent.x < this.boundsSprite.x)
|
||||
{
|
||||
this._parent.x = this.boundsSprite.x;
|
||||
}
|
||||
else if ((this._parent.x + this._parent.width) > (this.boundsSprite.x + this.boundsSprite.width))
|
||||
{
|
||||
this._parent.x = (this.boundsSprite.x + this.boundsSprite.width) - this._parent.width;
|
||||
}
|
||||
|
||||
if (this._parent.y < this.boundsSprite.y)
|
||||
{
|
||||
this._parent.y = this.boundsSprite.y;
|
||||
}
|
||||
else if ((this._parent.y + this._parent.height) > (this.boundsSprite.y + this.boundsSprite.height))
|
||||
{
|
||||
this._parent.y = (this.boundsSprite.y + this.boundsSprite.height) - this._parent.height;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user