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Make when clicked hats trigger on mouse down
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parent
de86eb3f19
commit
ef50092daa
1 changed files with 14 additions and 15 deletions
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@ -21,7 +21,7 @@ class Mouse {
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* a drag end.
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* @private
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*/
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_activateClickHats (x, y, wasDragged) {
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_activateClickHats (x, y) {
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if (this.runtime.renderer) {
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const drawableID = this.runtime.renderer.pick(x, y);
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for (let i = 0; i < this.runtime.targets.length; i++) {
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@ -29,18 +29,15 @@ class Mouse {
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if (target.hasOwnProperty('drawableID') &&
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target.drawableID === drawableID) {
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// only activate click hat if the mouse up event wasn't
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// the result of a drag ending
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if (!wasDragged) {
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// Activate both "this sprite clicked" and "stage clicked"
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// They were separated into two opcodes for labeling,
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// but should act the same way.
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// Intentionally not checking isStage to make it work when sharing blocks.
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// @todo the blocks should be converted from one to another when shared
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this.runtime.startHats('event_whenthisspriteclicked',
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null, target);
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this.runtime.startHats('event_whenstageclicked',
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null, target);
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}
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// Activate both "this sprite clicked" and "stage clicked"
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// They were separated into two opcodes for labeling,
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// but should act the same way.
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// Intentionally not checking isStage to make it work when sharing blocks.
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// @todo the blocks should be converted from one to another when shared
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this.runtime.startHats('event_whenthisspriteclicked',
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null, target);
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this.runtime.startHats('event_whenstageclicked',
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null, target);
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return;
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}
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}
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@ -75,12 +72,14 @@ class Mouse {
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);
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}
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if (typeof data.isDown !== 'undefined') {
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const previousDownState = this._isDown;
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this._isDown = data.isDown;
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const isNewMouseDown = !previousDownState && this._isDown;
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// Make sure click is within the canvas bounds to activate click hats
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if (!this._isDown &&
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if (isNewMouseDown &&
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data.x > 0 && data.x < data.canvasWidth &&
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data.y > 0 && data.y < data.canvasHeight) {
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this._activateClickHats(data.x, data.y, data.wasDragged);
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this._activateClickHats(data.x, data.y);
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}
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}
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}
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