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Added Sprite.centerOn(x,y) and fixed the InputHander snap as a result.
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<!DOCTYPE HTML>
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<html>
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<head>
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<title>phaser.js - a new beginning</title>
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<?php
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require('js.php');
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?>
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</head>
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<body>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create });
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function preload() {
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game.load.image('grid', 'assets/tests/debug-grid-1920x1920.png');
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game.load.image('atari1', 'assets/sprites/atari130xe.png');
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game.load.image('atari2', 'assets/sprites/atari800xl.png');
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}
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function create() {
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game.add.sprite(0, 0, 'grid');
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atari1 = game.add.sprite(128, 128, 'atari1');
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atari2 = game.add.sprite(256, 256, 'atari2');
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// Input Enable the sprites
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atari1.inputEnabled = true;
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atari2.inputEnabled = true;
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// Allow dragging
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// enableDrag parameters = (lockCenter, bringToTop, pixelPerfect, alphaThreshold, boundsRect, boundsSprite)
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atari1.input.enableDrag();
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atari2.input.enableDrag();
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// Enable snapping. For the atari1 sprite it will snap as its dragged around and on release.
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// The snap is set to every 32x32 pixels.
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atari1.input.enableSnap(32, 32, true, true);
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// For the atari2 sprite it will snap only when released, not on drag.
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atari2.input.enableSnap(32, 32, false, true);
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}
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})();
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</script>
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</body>
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</html>
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