Animation and Input related fixes

This commit is contained in:
Richard Davey
2013-08-16 00:14:57 +01:00
parent 619b8415ed
commit f76ba6840f
10 changed files with 103 additions and 36 deletions
+7 -3
View File
@@ -295,7 +295,9 @@ module Phaser.Components {
}
else
{
return SpriteUtils.overlapsXY(this._parent, pointer.worldX, pointer.worldY);
//return SpriteUtils.overlapsXY(this._parent, pointer.worldX, pointer.worldY);
//return SpriteUtils.overlapsXY(this._parent, pointer.screenX, pointer.screenY);
return SpriteUtils.overlapsPointer(this._parent, pointer);
}
}
@@ -317,7 +319,8 @@ module Phaser.Components {
}
else if (this._pointerData[pointer.id].isOver == true)
{
if (SpriteUtils.overlapsXY(this._parent, pointer.worldX, pointer.worldY))
//if (SpriteUtils.overlapsXY(this._parent, pointer.worldX, pointer.worldY))
if (SpriteUtils.overlapsPointer(this._parent, pointer))
{
this._pointerData[pointer.id].x = pointer.x - this._parent.x;
this._pointerData[pointer.id].y = pointer.y - this._parent.y;
@@ -409,7 +412,8 @@ module Phaser.Components {
this._pointerData[pointer.id].downDuration = this._pointerData[pointer.id].timeUp - this._pointerData[pointer.id].timeDown;
// Only release the InputUp signal if the pointer is still over this sprite
if (SpriteUtils.overlapsXY(this._parent, pointer.worldX, pointer.worldY))
//if (SpriteUtils.overlapsXY(this._parent, pointer.worldX, pointer.worldY))
if (SpriteUtils.overlapsPointer(this._parent, pointer))
{
//console.log('releasedHandler: ' + Date.now());
this._parent.events.onInputUp.dispatch(this._parent, pointer);