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After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required. Debug.renderPhysicsBody updated to take camera location and body rotation into account. Body movement functions put back to velocity :) Updated to latest dev version of pixi and latest p2.js Updated docs
692 lines
16 KiB
HTML
692 lines
16 KiB
HTML
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<h1 class="page-title">Source: input/MSPointer.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Phaser - MSPointer constructor.
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*
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* @class Phaser.MSPointer
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* @classdesc The MSPointer class handles touch interactions with the game and the resulting Pointer objects.
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* It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 apps using JavaScript.
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* http://msdn.microsoft.com/en-us/library/ie/hh673557(v=vs.85).aspx
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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*/
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Phaser.MSPointer = function (game) {
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
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this.game = game;
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/**
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* @property {Object} callbackContext - The context under which callbacks are called (defaults to game).
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*/
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this.callbackContext = this.game;
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/**
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* You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
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* @property {boolean} disabled
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*/
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this.disabled = false;
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/**
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* @property {function} _onMSPointerDown - Internal function to handle MSPointer events.
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* @private
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*/
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this._onMSPointerDown = null;
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/**
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* @property {function} _onMSPointerMove - Internal function to handle MSPointer events.
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* @private
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*/
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this._onMSPointerMove = null;
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/**
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* @property {function} _onMSPointerUp - Internal function to handle MSPointer events.
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* @private
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*/
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this._onMSPointerUp = null;
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};
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Phaser.MSPointer.prototype = {
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/**
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* Starts the event listeners running.
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* @method Phaser.MSPointer#start
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*/
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start: function () {
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var _this = this;
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if (this.game.device.mspointer === true)
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{
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this._onMSPointerDown = function (event) {
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return _this.onPointerDown(event);
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};
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this._onMSPointerMove = function (event) {
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return _this.onPointerMove(event);
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};
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this._onMSPointerUp = function (event) {
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return _this.onPointerUp(event);
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};
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this.game.renderer.view.addEventListener('MSPointerDown', this._onMSPointerDown, false);
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this.game.renderer.view.addEventListener('MSPointerMove', this._onMSPointerMove, false);
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this.game.renderer.view.addEventListener('MSPointerUp', this._onMSPointerUp, false);
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// IE11+ uses non-prefix events
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this.game.renderer.view.addEventListener('pointerDown', this._onMSPointerDown, false);
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this.game.renderer.view.addEventListener('pointerMove', this._onMSPointerMove, false);
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this.game.renderer.view.addEventListener('pointerUp', this._onMSPointerUp, false);
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this.game.renderer.view.style['-ms-content-zooming'] = 'none';
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this.game.renderer.view.style['-ms-touch-action'] = 'none';
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}
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},
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/**
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* The function that handles the PointerDown event.
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* @method Phaser.MSPointer#onPointerDown
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* @param {PointerEvent} event
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*/
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onPointerDown: function (event) {
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if (this.game.input.disabled || this.disabled)
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{
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return;
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}
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event.preventDefault();
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event.identifier = event.pointerId;
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this.game.input.startPointer(event);
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},
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/**
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* The function that handles the PointerMove event.
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* @method Phaser.MSPointer#onPointerMove
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* @param {PointerEvent } event
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*/
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onPointerMove: function (event) {
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if (this.game.input.disabled || this.disabled)
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{
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return;
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}
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event.preventDefault();
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event.identifier = event.pointerId;
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this.game.input.updatePointer(event);
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},
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/**
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* The function that handles the PointerUp event.
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* @method Phaser.MSPointer#onPointerUp
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* @param {PointerEvent} event
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*/
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onPointerUp: function (event) {
|
|
|
|
if (this.game.input.disabled || this.disabled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
event.preventDefault();
|
|
event.identifier = event.pointerId;
|
|
|
|
this.game.input.stopPointer(event);
|
|
|
|
},
|
|
|
|
/**
|
|
* Stop the event listeners.
|
|
* @method Phaser.MSPointer#stop
|
|
*/
|
|
stop: function () {
|
|
|
|
this.game.canvas.removeEventListener('MSPointerDown', this._onMSPointerDown);
|
|
this.game.canvas.removeEventListener('MSPointerMove', this._onMSPointerMove);
|
|
this.game.canvas.removeEventListener('MSPointerUp', this._onMSPointerUp);
|
|
|
|
this.game.canvas.removeEventListener('pointerDown', this._onMSPointerDown);
|
|
this.game.canvas.removeEventListener('pointerMove', this._onMSPointerMove);
|
|
this.game.canvas.removeEventListener('pointerUp', this._onMSPointerUp);
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.MSPointer.prototype.constructor = Phaser.MSPointer;
|
|
</pre>
|
|
</article>
|
|
</section>
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</div>
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<div class="clearfix"></div>
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<footer>
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<span class="copyright">
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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</span>
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<br />
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Tue Feb 18 2014 03:01:17 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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