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SouCoder
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phaser
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input
InputHandler.js
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Commits on Jul 30, 2015
InputHandler.pointerOver would get stuck in an 'isOver' state if the Sprite changed its visibility during an onUp callback (thanks @Cristy94 #1955)
photonstorm
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Commits on Jul 22, 2015
All undefined argument checks were changed from `if (typeof x === 'undefined')` to `if (x === undefined)` removing the typeof check and saving some bytes across the codebase in the process.
photonstorm
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Commits on Jul 20, 2015
Added Mouse consts back in (#1903)
photonstorm
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Commits on Jul 12, 2015
Reduce booleans.
photonstorm
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Commits on Jun 4, 2015
onDragUpdate is a new signal that is dispatched whenever a Game object enabled for input and drag is moved by a pointer (i.e. during a drag event). See the `Phaser.InputHandler.enableDrag` docs for…
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Commits on May 26, 2015
Added snapPoint value (currently unused)
photonstorm
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Commits on Mar 27, 2015
jsdoc fixes.
photonstorm
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Commits on Mar 23, 2015
jsdoc updates.
photonstorm
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Commits on Mar 19, 2015
ArraySet.removeAll allows you to remove all members of an ArraySet and optionally call `destroy` on them as well.
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Commits on Feb 25, 2015
Copyright date change.
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Commits on Feb 16, 2015
Removing all use of _cache from all Game Objects.
photonstorm
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InputHandler.enableDrag with a boundsRect set now takes into account the Sprites anchor when limiting the drag (thanks @unindented #1593)
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Commits on Feb 14, 2015
InputHandler was using the wrong property in `checkBoundsSprite` when fixedToCamera (thanks @yig #1613)
photonstorm
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Commits on Feb 3, 2015
jsdoc fix
photonstorm
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Sprite.events.onDragStart has 2 new parameters `x` and `y` which is the position of the Sprite before the drag was started. The full list of parameters is: `(sprite, pointer, x, y)`. This allows yo…
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Added missing properties to the InputHandler prototype, reducing hidden class modifications.
photonstorm
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Commits on Dec 1, 2014
Event-Signal object count optimization
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Commits on Nov 8, 2014
Time.now can no longer be relied upon to contain a timestamp value. If the browser supports requestAnimationFrame then `Time.now` will contain the high resolution timer value that rAf generates. Ot…
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Commits on Oct 21, 2014
JSDoc fixes.
photonstorm
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Commits on Oct 11, 2014
changed all typeof comparisons from == to ===
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Commits on Sep 29, 2014
InputHandler now uses localToGlobal conversion for scaled responsive layers.
photonstorm
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Commits on Sep 25, 2014
First pass at scale handling on drag. Enable with: sprite.input.scaleLayer = true;
photonstorm
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Commits on Sep 16, 2014
Lots of jsdocs fixes ready for the new doc generator.
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Commits on Aug 28, 2014
Pointer.dirty is a new boolean that is set by the InputHandler. It tells the Pointer to re-check all interactive objects it may be over on the next update, regardless if it has moved position or no…
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InputHandler docs updated to avoid Pointer data-type confusion (#1097)
photonstorm
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InputHandler.checkBoundsRect was incorrectly assigning a property in Sprites fixed to the camera being dragged left (thanks @CraigBeswetherick #1093)
photonstorm
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Commits on Aug 1, 2014
Resolves issue with pixel perfect click / over detection on Sprites that used trimmed image atlases for animations or frames > 0.
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Commits on Jul 15, 2014
Fixed small boolean check error.
photonstorm
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Prevented objects with pixel perfect checks from over-riding other higher priority ID items (#983)
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Commits on Jul 11, 2014
Fixed pixel perfect dragging, this was still using the old property 'pixelPerfect' instead of the new 'pixelPerfectClick'
jeroenverfallie
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01a761b
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Commits on Jun 22, 2014
Fix checkPointerDown method
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lewster32
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Commits on May 14, 2014
If an object was drag enabled with bringToTop, the onDragStop event wouldn't fire until the mouse was next moved (thanks @alpera, fix #813)
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Commits on May 6, 2014
InputManager.minPriorityID lets you set the minimum priority level an object needs to be to be checked by a Pointer. Useful for UI layer stacking.
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Commits on Apr 25, 2014
Phaser.ArrayList is a new iterative object, similar in principal to a linked list but operating on a single array without modifying the object structure.
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Commits on Apr 22, 2014
Destroying an object with an input handler during its onDown event would throw Signals dispatch errors (thanks @jflowers45, fix #746)
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