mirror of
https://github.com/wassname/phaser.git
synced 2026-07-23 13:00:41 +08:00
Tilemap had the wrong @method signatures so most were missing from the docs.
This commit is contained in:
+362
-296
@@ -182,6 +182,10 @@
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<a href="Phaser.Group.html">Group</a>
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</li>
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<li>
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<a href="Phaser.Image.html">Image</a>
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</li>
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<li>
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<a href="Phaser.Input.html">Input</a>
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</li>
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@@ -398,6 +402,36 @@
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</ul>
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</li>
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<li class="dropdown">
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<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
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class="caret"></b></a>
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<ul class="dropdown-menu ">
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|
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<li>
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<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
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</li>
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<li>
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<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
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</li>
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<li>
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<a href="global.html#hex2rgb">hex2rgb</a>
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</li>
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<li>
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<a href="global.html#hitTest">hitTest</a>
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</li>
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<li>
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<a href="global.html#rgb2hex">rgb2hex</a>
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</li>
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</ul>
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</li>
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</ul>
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</div>
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</div>
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@@ -457,6 +491,257 @@ Phaser.Input = function (game) {
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* @property {object} moveCallbackContext - The context in which the moveCallback will be sent. Defaults to Phaser.Input but can be set to any valid JS object.
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*/
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this.moveCallbackContext = this;
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/**
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* @property {number} pollRate - How often should the input pointers be checked for updates? A value of 0 means every single frame (60fps); a value of 1 means every other frame (30fps) and so on.
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* @default
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*/
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this.pollRate = 0;
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/**
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* @property {number} _pollCounter - Internal var holding the current poll counter.
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* @private
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*/
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this._pollCounter = 0;
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/**
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* @property {Phaser.Point} _oldPosition - A point object representing the previous position of the Pointer.
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* @private
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*/
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this._oldPosition = null;
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/**
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* @property {number} _x - x coordinate of the most recent Pointer event
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* @private
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*/
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this._x = 0;
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/**
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* @property {number} _y - Y coordinate of the most recent Pointer event
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* @private
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*/
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this._y = 0;
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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 {boolean} disabled
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* @default
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*/
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this.disabled = false;
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/**
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* @property {number} multiInputOverride - Controls the expected behaviour when using a mouse and touch together on a multi-input device.
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* @default
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*/
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this.multiInputOverride = Phaser.Input.MOUSE_TOUCH_COMBINE;
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/**
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* @property {Phaser.Point} position - A point object representing the current position of the Pointer.
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* @default
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*/
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this.position = null;
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/**
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* @property {Phaser.Point} speed - A point object representing the speed of the Pointer. Only really useful in single Pointer games; otherwise see the Pointer objects directly.
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*/
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this.speed = 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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* Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything.
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* @property {Phaser.Circle} circle
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*/
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this.circle = null;
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/**
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* @property {Phaser.Point} scale - The scale by which all input coordinates are multiplied; calculated by the StageScaleMode. In an un-scaled game the values will be x = 1 and y = 1.
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*/
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this.scale = null;
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/**
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* @property {number} maxPointers - The maximum number of Pointers allowed to be active at any one time. For lots of games it's useful to set this to 1.
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* @default
|
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*/
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this.maxPointers = 10;
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/**
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* @property {number} currentPointers - The current number of active Pointers.
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* @default
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*/
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this.currentPointers = 0;
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|
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/**
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* @property {number} tapRate - The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or click.
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* @default
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*/
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this.tapRate = 200;
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/**
|
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* @property {number} doubleTapRate - The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click.
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* @default
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*/
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this.doubleTapRate = 300;
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/**
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* @property {number} holdRate - The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event.
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* @default
|
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*/
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this.holdRate = 2000;
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/**
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* @property {number} justPressedRate - The number of milliseconds below which the Pointer is considered justPressed.
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* @default
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*/
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this.justPressedRate = 200;
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/**
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* @property {number} justReleasedRate - The number of milliseconds below which the Pointer is considered justReleased .
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* @default
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*/
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this.justReleasedRate = 200;
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/**
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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 {boolean} recordPointerHistory
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* @default
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*/
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this.recordPointerHistory = false;
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/**
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* @property {number} recordRate - The rate in milliseconds at which the Pointer objects should update their tracking history.
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* @default
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*/
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this.recordRate = 100;
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|
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/**
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* The total number of entries that can be recorded into the Pointer objects tracking history.
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* If the Pointer is tracking one event every 100ms; then a trackLimit of 100 would store the last 10 seconds worth of history.
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* @property {number} recordLimit
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* @default
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*/
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this.recordLimit = 100;
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/**
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* @property {Phaser.Pointer} pointer1 - A Pointer object.
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*/
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this.pointer1 = null;
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/**
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* @property {Phaser.Pointer} pointer2 - A Pointer object.
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*/
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this.pointer2 = null;
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/**
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* @property {Phaser.Pointer} pointer3 - A Pointer object.
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*/
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this.pointer3 = null;
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/**
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* @property {Phaser.Pointer} pointer4 - A Pointer object.
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*/
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this.pointer4 = null;
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/**
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* @property {Phaser.Pointer} pointer5 - A Pointer object.
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*/
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this.pointer5 = null;
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/**
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* @property {Phaser.Pointer} pointer6 - A Pointer object.
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*/
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this.pointer6 = null;
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/**
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* @property {Phaser.Pointer} pointer7 - A Pointer object.
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*/
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this.pointer7 = null;
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/**
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* @property {Phaser.Pointer} pointer8 - A Pointer object.
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*/
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this.pointer8 = null;
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/**
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* @property {Phaser.Pointer} pointer9 - A Pointer object.
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*/
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this.pointer9 = null;
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/**
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* @property {Phaser.Pointer} pointer10 - A Pointer object.
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*/
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this.pointer10 = null;
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/**
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* The most recently active Pointer object.
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* When you've limited max pointers to 1 this will accurately be either the first finger touched or mouse.
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* @property {Phaser.Pointer} activePointer
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*/
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this.activePointer = null;
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/**
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* @property {Pointer} mousePointer - The mouse has its own unique Phaser.Pointer object which you can use if making a desktop specific game.
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*/
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this.mousePointer = null;
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/**
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* @property {Phaser.Mouse} mouse - The Mouse Input manager.
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*/
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this.mouse = null;
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/**
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* @property {Phaser.Keyboard} keyboard - The Keyboard Input manager.
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*/
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this.keyboard = null;
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/**
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* @property {Phaser.Touch} touch - the Touch Input manager.
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*/
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this.touch = null;
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/**
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* @property {Phaser.MSPointer} mspointer - The MSPointer Input manager.
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*/
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this.mspointer = null;
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/**
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* @property {Phaser.Gamepad} gamepad - The Gamepad Input manager.
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*/
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this.gamepad = null;
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/**
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* @property {Phaser.Signal} onDown - A Signal that is dispatched each time a pointer is pressed down.
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*/
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this.onDown = null;
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/**
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* @property {Phaser.Signal} onUp - A Signal that is dispatched each time a pointer is released.
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*/
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this.onUp = null;
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/**
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* @property {Phaser.Signal} onTap - A Signal that is dispatched each time a pointer is tapped.
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*/
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this.onTap = null;
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/**
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* @property {Phaser.Signal} onHold - A Signal that is dispatched each time a pointer is held down.
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*/
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this.onHold = null;
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/**
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* A linked list of interactive objects; the InputHandler components (belonging to Sprites) register themselves with this.
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* @property {Phaser.LinkedList} interactiveItems
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*/
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this.interactiveItems = new Phaser.LinkedList();
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/**
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* @property {Phaser.Point} _localPoint - Internal cache var.
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* @private
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*/
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this._localPoint = new Phaser.Point();
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};
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@@ -480,300 +765,6 @@ Phaser.Input.MOUSE_TOUCH_COMBINE = 2;
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Phaser.Input.prototype = {
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/**
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||||
* How often should the input pointers be checked for updates?
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* A value of 0 means every single frame (60fps), a value of 1 means every other frame (30fps) and so on.
|
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* @property {number} pollRate
|
||||
* @default
|
||||
*/
|
||||
pollRate: 0,
|
||||
|
||||
/**
|
||||
* @property {number} _pollCounter - Internal var holding the current poll counter.
|
||||
* @private
|
||||
* @default
|
||||
*/
|
||||
_pollCounter: 0,
|
||||
|
||||
/**
|
||||
* @property {Phaser.Point} _oldPosition - A point object representing the previous position of the Pointer.
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||||
* @private
|
||||
* @default
|
||||
*/
|
||||
_oldPosition: null,
|
||||
|
||||
/**
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||||
* @property {number} _x - x coordinate of the most recent Pointer event
|
||||
* @private
|
||||
* @default
|
||||
*/
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||||
_x: 0,
|
||||
|
||||
/**
|
||||
* @property {number} _y - Y coordinate of the most recent Pointer event
|
||||
* @private
|
||||
* @default
|
||||
*/
|
||||
_y: 0,
|
||||
|
||||
/**
|
||||
* You can disable all Input by setting Input.disabled: true. While set all new input related events will be ignored.
|
||||
* If you need to disable just one type of input, for example mouse, use Input.mouse.disabled: true instead
|
||||
* @property {boolean} disabled
|
||||
* @default
|
||||
*/
|
||||
disabled: false,
|
||||
|
||||
/**
|
||||
* Controls the expected behaviour when using a mouse and touch together on a multi-input device.
|
||||
* @property {Description} multiInputOverride
|
||||
*/
|
||||
multiInputOverride: Phaser.Input.MOUSE_TOUCH_COMBINE,
|
||||
|
||||
/**
|
||||
* @property {Phaser.Point} position - A point object representing the current position of the Pointer.
|
||||
* @default
|
||||
*/
|
||||
position: null,
|
||||
|
||||
/**
|
||||
* A point object representing the speed of the Pointer. Only really useful in single Pointer games, otherwise see the Pointer objects directly.
|
||||
* @property {Phaser.Point} speed
|
||||
*/
|
||||
speed: null,
|
||||
|
||||
/**
|
||||
* A Circle object centered on the x/y screen coordinates of the Input.
|
||||
* Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything.
|
||||
* @property {Phaser.Circle} circle
|
||||
*/
|
||||
circle: null,
|
||||
|
||||
/**
|
||||
* The scale by which all input coordinates are multiplied, calculated by the StageScaleMode.
|
||||
* In an un-scaled game the values will be x: 1 and y: 1.
|
||||
* @property {Phaser.Point} scale
|
||||
*/
|
||||
scale: null,
|
||||
|
||||
/**
|
||||
* The maximum number of Pointers allowed to be active at any one time.
|
||||
* For lots of games it's useful to set this to 1.
|
||||
* @property {number} maxPointers
|
||||
* @default
|
||||
*/
|
||||
maxPointers: 10,
|
||||
|
||||
/**
|
||||
* The current number of active Pointers.
|
||||
* @property {number} currentPointers
|
||||
* @default
|
||||
*/
|
||||
currentPointers: 0,
|
||||
|
||||
/**
|
||||
* The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or clicke
|
||||
* @property {number} tapRate
|
||||
* @default
|
||||
*/
|
||||
tapRate: 200,
|
||||
|
||||
/**
|
||||
* The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click
|
||||
* @property {number} doubleTapRate
|
||||
* @default
|
||||
*/
|
||||
doubleTapRate: 300,
|
||||
|
||||
/**
|
||||
* The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event
|
||||
* @property {number} holdRate
|
||||
* @default
|
||||
*/
|
||||
holdRate: 2000,
|
||||
|
||||
/**
|
||||
* The number of milliseconds below which the Pointer is considered justPressed
|
||||
* @property {number} justPressedRate
|
||||
* @default
|
||||
*/
|
||||
justPressedRate: 200,
|
||||
|
||||
/**
|
||||
* The number of milliseconds below which the Pointer is considered justReleased
|
||||
* @property {number} justReleasedRate
|
||||
* @default
|
||||
*/
|
||||
justReleasedRate: 200,
|
||||
|
||||
/**
|
||||
* Sets if the Pointer objects should record a history of x/y coordinates they have passed through.
|
||||
* The history is cleared each time the Pointer is pressed down.
|
||||
* The history is updated at the rate specified in Input.pollRate
|
||||
* @property {boolean} recordPointerHistory
|
||||
* @default
|
||||
*/
|
||||
recordPointerHistory: false,
|
||||
|
||||
/**
|
||||
* The rate in milliseconds at which the Pointer objects should update their tracking history
|
||||
* @property {number} recordRate
|
||||
* @default
|
||||
*/
|
||||
recordRate: 100,
|
||||
|
||||
/**
|
||||
* The total number of entries that can be recorded into the Pointer objects tracking history.
|
||||
* If the Pointer is tracking one event every 100ms, then a trackLimit of 100 would store the last 10 seconds worth of history.
|
||||
* @property {number} recordLimit
|
||||
* @default
|
||||
*/
|
||||
recordLimit: 100,
|
||||
|
||||
/**
|
||||
* A Pointer object
|
||||
* @property {Phaser.Pointer} pointer1
|
||||
*/
|
||||
pointer1: null,
|
||||
|
||||
/**
|
||||
* A Pointer object
|
||||
* @property {Phaser.Pointer} pointer2
|
||||
*/
|
||||
pointer2: null,
|
||||
|
||||
/**
|
||||
* A Pointer object
|
||||
* @property {Phaser.Pointer} pointer3
|
||||
*/
|
||||
pointer3: null,
|
||||
|
||||
/**
|
||||
* A Pointer object
|
||||
* @property {Phaser.Pointer} pointer4
|
||||
*/
|
||||
pointer4: null,
|
||||
|
||||
/**
|
||||
* A Pointer object
|
||||
* @property {Phaser.Pointer} pointer5
|
||||
*/
|
||||
pointer5: null,
|
||||
|
||||
/**
|
||||
* A Pointer object
|
||||
* @property {Phaser.Pointer} pointer6
|
||||
*/
|
||||
pointer6: null,
|
||||
|
||||
/**
|
||||
* A Pointer object
|
||||
* @property {Phaser.Pointer} pointer7
|
||||
*/
|
||||
pointer7: null,
|
||||
|
||||
/**
|
||||
* A Pointer object
|
||||
* @property {Phaser.Pointer} pointer8
|
||||
*/
|
||||
pointer8: null,
|
||||
|
||||
/**
|
||||
* A Pointer object
|
||||
* @property {Phaser.Pointer} pointer9
|
||||
*/
|
||||
pointer9: null,
|
||||
|
||||
/**
|
||||
* A Pointer object.
|
||||
* @property {Phaser.Pointer} pointer10
|
||||
*/
|
||||
pointer10: null,
|
||||
|
||||
/**
|
||||
* The most recently active Pointer object.
|
||||
* When you've limited max pointers to 1 this will accurately be either the first finger touched or mouse.
|
||||
* @property {Phaser.Pointer} activePointer
|
||||
* @default
|
||||
*/
|
||||
activePointer: null,
|
||||
|
||||
/**
|
||||
* The mouse has its own unique Phaser.Pointer object which you can use if making a desktop specific game.
|
||||
* @property {Pointer} mousePointer
|
||||
* @default
|
||||
*/
|
||||
mousePointer: null,
|
||||
|
||||
/**
|
||||
* The Mouse Input manager.
|
||||
* @property {Phaser.Mouse} mouse - The Mouse Input manager.
|
||||
* @default
|
||||
*/
|
||||
mouse: null,
|
||||
|
||||
/**
|
||||
* The Keyboard Input manager.
|
||||
* @property {Phaser.Keyboard} keyboard - The Keyboard Input manager.
|
||||
* @default
|
||||
*/
|
||||
keyboard: null,
|
||||
|
||||
/**
|
||||
* The Touch Input manager.
|
||||
* @property {Phaser.Touch} touch - the Touch Input manager.
|
||||
* @default
|
||||
*/
|
||||
touch: null,
|
||||
|
||||
/**
|
||||
* The MSPointer Input manager.
|
||||
* @property {Phaser.MSPointer} mspointer - The MSPointer Input manager.
|
||||
* @default
|
||||
*/
|
||||
mspointer: null,
|
||||
|
||||
/**
|
||||
* The Gamepad Input manager.
|
||||
* @property {Phaser.Gamepad} gamepad - The Gamepad Input manager.
|
||||
* @default
|
||||
*/
|
||||
gamepad: null,
|
||||
|
||||
/**
|
||||
* A Signal that is dispatched each time a pointer is pressed down.
|
||||
* @property {Phaser.Signal} onDown
|
||||
* @default
|
||||
*/
|
||||
onDown: null,
|
||||
|
||||
/**
|
||||
* A Signal that is dispatched each time a pointer is released.
|
||||
* @property {Phaser.Signal} onUp
|
||||
* @default
|
||||
*/
|
||||
onUp: null,
|
||||
|
||||
/**
|
||||
* A Signal that is dispatched each time a pointer is tapped.
|
||||
* @property {Phaser.Signal} onTap
|
||||
* @default
|
||||
*/
|
||||
onTap: null,
|
||||
|
||||
/**
|
||||
* A Signal that is dispatched each time a pointer is held down.
|
||||
* @property {Phaser.Signal} onHold
|
||||
* @default
|
||||
*/
|
||||
onHold: null,
|
||||
|
||||
/**
|
||||
* A linked list of interactive objects, the InputHandler components (belonging to Sprites) register themselves with this.
|
||||
* @property {Phaser.LinkedList} interactiveItems
|
||||
*/
|
||||
interactiveItems: new Phaser.LinkedList(),
|
||||
|
||||
/**
|
||||
* Starts the Input Manager running.
|
||||
* @method Phaser.Input#boot
|
||||
@@ -947,7 +938,7 @@ Phaser.Input.prototype = {
|
||||
|
||||
if (this.game.canvas.style.cursor !== 'none')
|
||||
{
|
||||
this.game.canvas.style.cursor = 'default';
|
||||
this.game.canvas.style.cursor = 'inherit';
|
||||
}
|
||||
|
||||
if (hard === true)
|
||||
@@ -1141,6 +1132,81 @@ Phaser.Input.prototype = {
|
||||
|
||||
return null;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* This will return the local coordinates of the specified displayObject based on the given Pointer.
|
||||
* @method Phaser.Input#getLocalPosition
|
||||
* @param {Phaser.Sprite|Phaser.Image} displayObject - The DisplayObject to get the local coordinates for.
|
||||
* @param {Phaser.Pointer} pointer - The Pointer to use in the check against the displayObject.
|
||||
* @return {Phaser.Point} A point containing the coordinates of the Pointer position relative to the DisplayObject.
|
||||
*/
|
||||
getLocalPosition: function (displayObject, pointer, output) {
|
||||
|
||||
if (typeof output === 'undefined') { output = new Phaser.Point(); }
|
||||
|
||||
var wt = displayObject.worldTransform;
|
||||
var id = 1 / (wt.a * wt.d + wt.b * -wt.c);
|
||||
|
||||
return output.setTo(
|
||||
wt.d * id * pointer.x + -wt.b * id * pointer.y + (wt.ty * wt.b - wt.tx * wt.d) * id,
|
||||
wt.a * id * pointer.y + -wt.c * id * pointer.x + (-wt.ty * wt.a + wt.tx * wt.c) * id
|
||||
);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Tests if the current mouse coordinates hit a sprite
|
||||
*
|
||||
* @method hitTest
|
||||
* @param displayObject {DisplayObject} The displayObject to test for a hit
|
||||
*/
|
||||
hitTest: function (displayObject, pointer, localPoint) {
|
||||
|
||||
if (!displayObject.worldVisible)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
this.getLocalPosition(displayObject, pointer, this._localPoint);
|
||||
|
||||
localPoint.copyFrom(this._localPoint);
|
||||
|
||||
if (displayObject.hitArea && displayObject.hitArea.contains)
|
||||
{
|
||||
if (displayObject.hitArea.contains(this._localPoint.x, this._localPoint.y))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
else if (displayObject instanceof PIXI.Sprite)
|
||||
{
|
||||
var width = displayObject.texture.frame.width;
|
||||
var height = displayObject.texture.frame.height;
|
||||
var x1 = -width * displayObject.anchor.x;
|
||||
|
||||
if (this._localPoint.x > x1 && this._localPoint.x < x1 + width)
|
||||
{
|
||||
var y1 = -height * displayObject.anchor.y;
|
||||
|
||||
if (this._localPoint.y > y1 && this._localPoint.y < y1 + height)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (var i = 0, len = displayObject.children.length; i < len; i++)
|
||||
{
|
||||
if (this.hitTest(displayObject.children[i], pointer, localPoint))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
};
|
||||
@@ -1280,7 +1346,7 @@ Object.defineProperty(Phaser.Input.prototype, "worldY", {
|
||||
|
||||
<span class="jsdoc-message">
|
||||
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
||||
on Wed Feb 05 2014 06:28:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
||||
</span>
|
||||
</footer>
|
||||
</div>
|
||||
|
||||
Reference in New Issue
Block a user