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Working on Linked List node swapping.
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@@ -25,6 +25,23 @@ Phaser.GameObjectFactory.prototype = {
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},
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/**
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* Create a new Sprite with specific position and sprite sheet key.
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*
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* @param x {number} X position of the new sprite.
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* @param y {number} Y position of the new sprite.
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* @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this sprite
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* @param [frame] {string|number} If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.
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* @returns {Sprite} The newly created sprite object.
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*/
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child: function (parent, x, y, key, frame) {
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var child = this.world.add(new Phaser.Sprite(this.game, x, y, key, frame));
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parent.addChild(child);
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return child;
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},
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/**
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* Create a tween object for a specific object. The object can be any JavaScript object or Phaser object such as Sprite.
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*
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+4
-4
@@ -13,9 +13,9 @@ Phaser.Input = function (game) {
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};
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Phaser.Mouse_OVERRIDES_TOUCH = 0;
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Phaser.Touch_OVERRIDES_MOUSE = 1;
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Phaser.Mouse_TOUCH_COMBINE = 2;
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Phaser.Input.MOUSE_OVERRIDES_TOUCH = 0;
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Phaser.Input.TOUCH_OVERRIDES_MOUSE = 1;
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Phaser.Input.MOUSE_TOUCH_COMBINE = 2;
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Phaser.Input.prototype = {
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@@ -60,7 +60,7 @@ Phaser.Input.prototype = {
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/**
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* Controls the expected behaviour when using a mouse and touch together on a multi-input device
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*/
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multiInputOverride: Phaser.Mouse_TOUCH_COMBINE,
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multiInputOverride: Phaser.Input.MOUSE_TOUCH_COMBINE,
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/**
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* A vector object representing the current position of the Pointer.
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@@ -238,7 +238,7 @@ Phaser.Pointer.prototype = {
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// x and y are the old values here?
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this.positionDown.setTo(this.x, this.y);
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if (this.game.input.multiInputOverride == Phaser.Mouse_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Mouse_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Touch_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
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if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
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{
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//this.game.input.x = this.x * this.game.input.scale.x;
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//this.game.input.y = this.y * this.game.input.scale.y;
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@@ -272,7 +272,7 @@ Phaser.Pointer.prototype = {
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{
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if (this._holdSent == false && this.duration >= this.game.input.holdRate)
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{
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if (this.game.input.multiInputOverride == Phaser.Mouse_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Mouse_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Touch_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
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if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
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{
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this.game.input.onHold.dispatch(this);
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}
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@@ -295,9 +295,6 @@ Phaser.Pointer.prototype = {
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this._history.shift();
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}
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}
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// Check which camera they are over
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// this.camera = this.game.world.cameras.getCameraUnderPoint(this.x, this.y);
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}
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},
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@@ -335,7 +332,7 @@ Phaser.Pointer.prototype = {
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this.circle.x = this.x;
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this.circle.y = this.y;
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if (this.game.input.multiInputOverride == Phaser.Mouse_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Mouse_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Touch_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
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if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
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{
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this.game.input.activePointer = this;
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this.game.input.x = this.x;
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@@ -453,7 +450,7 @@ Phaser.Pointer.prototype = {
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this.timeUp = this.game.time.now;
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if (this.game.input.multiInputOverride == Phaser.Mouse_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Mouse_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Touch_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
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if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
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{
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this.game.input.onUp.dispatch(this);
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