* Timer class updated so that code-resumed pauses don't mess up the internal _pausedTotal value (thanks @joelrobichaud, fix #814)

* Timer class when paused by code after a game-level pause wouldn't set the codepaused flag (thanks @joelrobichaud, fix #814)

* Stage.backgroundColor now properly accepts hex #RRGGBB and color values 0xRRGGBB again (fix #785)

* Color.getRGB would return incorrect color components if a color value without alpha was given, now works with both 0xRRGGBB and 0xAARRGGBB.

* Color.getWebRGB now works regardless if you give an 0xRRGGBB or 0xAARRGGBB color value.

* If an object was drag enabled with bringToTop, the onDragStop event wouldn't fire until the mouse was next moved (thanks @alpera, fix #813)

/**
* @author       Richard Davey <rich@photonstorm.com>
* @copyright    2014 Photon Storm Ltd.
* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/

/**
* The Input Handler is bound to a specific Sprite and is responsible for managing all Input events on that Sprite.
* @class Phaser.InputHandler
* @constructor
* @param {Phaser.Sprite} sprite - The Sprite object to which this Input Handler belongs.
*/
Phaser.InputHandler = function (sprite) {

    /**
    * @property {Phaser.Sprite} sprite - The Sprite object to which this Input Handler belongs.
    */
    this.sprite = sprite;

    /**
    * @property {Phaser.Game} game - A reference to the currently running game.
    */
    this.game = sprite.game;

    /**
    * @property {boolean} enabled - If enabled the Input Handler will process input requests and monitor pointer activity.
    * @default
    */
    this.enabled = false;

    /**
    * The priorityID is used to determine which game objects should get priority when input events occur. For example if you have
    * several Sprites that overlap, by default the one at the top of the display list is given priority for input events. You can
    * stop this from happening by controlling the priorityID value. The higher the value, the more important they are considered to the Input events.
    * @property {number} priorityID
    * @default
    */
    this.priorityID = 0;

    /**
    * @property {boolean} useHandCursor - On a desktop browser you can set the 'hand' cursor to appear when moving over the Sprite.
    * @default
    */
    this.useHandCursor = false;

    /**
    * @property {boolean} _setHandCursor - Did this Sprite trigger the hand cursor?
    * @private
    */
    this._setHandCursor = false;

    /**
    * @property {boolean} isDragged - true if the Sprite is being currently dragged.
    * @default
    */
    this.isDragged = false;

    /**
    * @property {boolean} allowHorizontalDrag - Controls if the Sprite is allowed to be dragged horizontally.
    * @default
    */
    this.allowHorizontalDrag = true;

    /**
    * @property {boolean} allowVerticalDrag - Controls if the Sprite is allowed to be dragged vertically.
    * @default
    */
    this.allowVerticalDrag = true;

    /**
    * @property {boolean} bringToTop - If true when this Sprite is clicked or dragged it will automatically be bought to the top of the Group it is within.
    * @default
    */
    this.bringToTop = false;

    /**
    * @property {Phaser.Point} snapOffset - A Point object that contains by how far the Sprite snap is offset.
    * @default
    */
    this.snapOffset = null;

    /**
    * @property {boolean} snapOnDrag - When the Sprite is dragged this controls if the center of the Sprite will snap to the pointer on drag or not.
    * @default
    */
    this.snapOnDrag = false;

    /**
    * @property {boolean} snapOnRelease - When the Sprite is dragged this controls if the Sprite will be snapped on release.
    * @default
    */
    this.snapOnRelease = false;

    /**
    * @property {number} snapX - When a Sprite has snapping enabled this holds the width of the snap grid.
    * @default
    */
    this.snapX = 0;

    /**
    * @property {number} snapY - When a Sprite has snapping enabled this holds the height of the snap grid.
    * @default
    */
    this.snapY = 0;

    /**
    * @property {number} snapOffsetX - This defines the top-left X coordinate of the snap grid.
    * @default
    */
    this.snapOffsetX = 0;

    /**
    * @property {number} snapOffsetY - This defines the top-left Y coordinate of the snap grid..
    * @default
    */
    this.snapOffsetY = 0;

    /**
    * Set to true to use pixel perfect hit detection when checking if the pointer is over this Sprite.
    * The x/y coordinates of the pointer are tested against the image in combination with the InputHandler.pixelPerfectAlpha value.
    * Warning: This is expensive, especially on mobile (where it's not even needed!) so only enable if required. Also see the less-expensive InputHandler.pixelPerfectClick.
    * @property {number} pixelPerfectOver - Use a pixel perfect check when testing for pointer over.
    * @default
    */
    this.pixelPerfectOver = false;

    /**
    * Set to true to use pixel perfect hit detection when checking if the pointer is over this Sprite when it's clicked or touched.
    * The x/y coordinates of the pointer are tested against the image in combination with the InputHandler.pixelPerfectAlpha value.
    * Warning: This is expensive so only enable if you really need it.
    * @property {number} pixelPerfectClick - Use a pixel perfect check when testing for clicks or touches on the Sprite.
    * @default
    */
    this.pixelPerfectClick = false;

    /**
    * @property {number} pixelPerfectAlpha - The alpha tolerance threshold. If the alpha value of the pixel matches or is above this value, it's considered a hit.
    * @default
    */
    this.pixelPerfectAlpha = 255;

    /**
    * @property {boolean} draggable - Is this sprite allowed to be dragged by the mouse? true = yes, false = no
    * @default
    */
    this.draggable = false;

    /**
    * @property {Phaser.Rectangle} boundsRect - A region of the game world within which the sprite is restricted during drag.
    * @default
    */
    this.boundsRect = null;

    /**
    * @property {Phaser.Sprite} boundsSprite - A Sprite the bounds of which this sprite is restricted during drag.
    * @default
    */
    this.boundsSprite = null;

    /**
    * If this object is set to consume the pointer event then it will stop all propogation from this object on.
    * For example if you had a stack of 6 sprites with the same priority IDs and one consumed the event, none of the others would receive it.
    * @property {boolean} consumePointerEvent
    * @default
    */
    this.consumePointerEvent = false;

    /**
    * @property {boolean} _wasEnabled - Internal cache var.
    * @private
    */
    this._wasEnabled = false;

    /**
    * @property {Phaser.Point} _tempPoint - Internal cache var.
    * @private
    */
    this._tempPoint = new Phaser.Point();

    /**
    * @property {array} _pointerData - Internal cache var.
    * @private
    */
    this._pointerData = [];

    this._pointerData.push({
        id: 0,
        x: 0,
        y: 0,
        isDown: false,
        isUp: false,
        isOver: false,
        isOut: false,
        timeOver: 0,
        timeOut: 0,
        timeDown: 0,
        timeUp: 0,
        downDuration: 0,
        isDragged: false
    });

};

Phaser.InputHandler.prototype = {

    /**
    * Starts the Input Handler running. This is called automatically when you enable input on a Sprite, or can be called directly if you need to set a specific priority.
    * @method Phaser.InputHandler#start
    * @param {number} priority - Higher priority sprites take click priority over low-priority sprites when they are stacked on-top of each other.
    * @param {boolean} useHandCursor - If true the Sprite will show the hand cursor on mouse-over (doesn't apply to mobile browsers)
    * @return {Phaser.Sprite} The Sprite object to which the Input Handler is bound.
    */
    start: function (priority, useHandCursor) {

        priority = priority || 0;
        if (typeof useHandCursor === 'undefined') { useHandCursor = false; }

        //  Turning on
        if (this.enabled === false)
        {
            //  Register, etc
            this.game.input.interactiveItems.add(this);
            this.useHandCursor = useHandCursor;
            this.priorityID = priority;

            for (var i = 0; i < 10; i++)
            {
                this._pointerData[i] = {
                    id: i,
                    x: 0,
                    y: 0,
                    isDown: false,
                    isUp: false,
                    isOver: false,
                    isOut: false,
                    timeOver: 0,
                    timeOut: 0,
                    timeDown: 0,
                    timeUp: 0,
                    downDuration: 0,
                    isDragged: false
                };
            }

            this.snapOffset = new Phaser.Point();
            this.enabled = true;
            this._wasEnabled = true;

            //  Create the signals the Input component will emit
            if (this.sprite.events && this.sprite.events.onInputOver === null)
            {
                this.sprite.events.onInputOver = new Phaser.Signal();
                this.sprite.events.onInputOut = new Phaser.Signal();
                this.sprite.events.onInputDown = new Phaser.Signal();
                this.sprite.events.onInputUp = new Phaser.Signal();
                this.sprite.events.onDragStart = new Phaser.Signal();
                this.sprite.events.onDragStop = new Phaser.Signal();
            }
        }

        this.sprite.events.onAddedToGroup.add(this.addedToGroup, this);
        this.sprite.events.onRemovedFromGroup.add(this.removedFromGroup, this);

        return this.sprite;

    },

    /**
    * Handles when the parent Sprite is added to a new Group.
    *
    * @method Phaser.InputHandler#addedToGroup
    * @private
    */
    addedToGroup: function () {

        if (this._wasEnabled && !this.enabled)
        {
            this.start();
        }

    },

    /**
    * Handles when the parent Sprite is removed from a Group.
    *
    * @method Phaser.InputHandler#removedFromGroup
    * @private
    */
    removedFromGroup: function () {

        if (this.enabled)
        {
            this._wasEnabled = true;
            this.stop();
        }
        else
        {
            this._wasEnabled = false;
        }

    },

    /**
    * Resets the Input Handler and disables it.
    * @method Phaser.InputHandler#reset
    */
    reset: function () {

        this.enabled = false;

        for (var i = 0; i < 10; i++)
        {
            this._pointerData[i] = {
                id: i,
                x: 0,
                y: 0,
                isDown: false,
                isUp: false,
                isOver: false,
                isOut: false,
                timeOver: 0,
                timeOut: 0,
                timeDown: 0,
                timeUp: 0,
                downDuration: 0,
                isDragged: false
            };
        }
    },

    /**
    * Stops the Input Handler from running.
    * @method Phaser.InputHandler#stop
    */
    stop: function () {

        //  Turning off
        if (this.enabled === false)
        {
            return;
        }
        else
        {
            //  De-register, etc
            this.enabled = false;
            this.game.input.interactiveItems.remove(this);
        }

    },

    /**
    * Clean up memory.
    * @method Phaser.InputHandler#destroy
    */
    destroy: function () {

        if (this.sprite)
        {
            if (this._setHandCursor)
            {
                this.game.canvas.style.cursor = "default";
                this._setHandCursor = false;
            }

            this.enabled = false;

            this.game.input.interactiveItems.remove(this);

            this._pointerData.length = 0;
            this.boundsRect = null;
            this.boundsSprite = null;
            this.sprite = null;
        }

    },

    /**
    * Checks if the object this InputHandler is bound to is valid for consideration in the Pointer move event.
    * This is called by Phaser.Pointer and shouldn't typically be called directly.
    *
    * @method Phaser.InputHandler#validForInput
    * @protected
    * @param {number} highestID - The highest ID currently processed by the Pointer.
    * @param {number} highestRenderID - The highest Render Order ID currently processed by the Pointer.
    * @return {boolean} True if the object this InputHandler is bound to should be considered as valid for input detection.
    */
    validForInput: function (highestID, highestRenderID) {

        if (this.sprite.scale.x === 0 || this.sprite.scale.y === 0 || this.priorityID < this.game.input.minPriorityID)
        {
            return false;
        }

        if (this.pixelPerfectClick || this.pixelPerfectOver)
        {
            return true;
        }

        if (this.priorityID > highestID || (this.priorityID === highestID && this.sprite._cache[3] < highestRenderID))
        {
            return true;
        }

        return false;

    },

    /**
    * The x coordinate of the Input pointer, relative to the top-left of the parent Sprite.
    * This value is only set when the pointer is over this Sprite.
    * @method Phaser.InputHandler#pointerX
    * @param {Phaser.Pointer} pointer
    * @return {number} The x coordinate of the Input pointer.
    */
    pointerX: function (pointer) {

        pointer = pointer || 0;

        return this._pointerData[pointer].x;

    },

    /**
    * The y coordinate of the Input pointer, relative to the top-left of the parent Sprite
    * This value is only set when the pointer is over this Sprite.
    * @method Phaser.InputHandler#pointerY
    * @param {Phaser.Pointer} pointer
    * @return {number} The y coordinate of the Input pointer.
    */
    pointerY: function (pointer) {

        pointer = pointer || 0;

        return this._pointerData[pointer].y;

    },

    /**
    * If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true.
    * @method Phaser.InputHandler#pointerDown
    * @param {Phaser.Pointer} pointer
    * @return {boolean}
    */
    pointerDown: function (pointer) {

        pointer = pointer || 0;

        return this._pointerData[pointer].isDown;

    },

    /**
    * If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true
    * @method Phaser.InputHandler#pointerUp
    * @param {Phaser.Pointer} pointer
    * @return {boolean}
    */
    pointerUp: function (pointer) {

        pointer = pointer || 0;

        return this._pointerData[pointer].isUp;

    },

    /**
    * A timestamp representing when the Pointer first touched the touchscreen.
    * @method Phaser.InputHandler#pointerTimeDown
    * @param {Phaser.Pointer} pointer
    * @return {number}
    */
    pointerTimeDown: function (pointer) {

        pointer = pointer || 0;

        return this._pointerData[pointer].timeDown;

    },

    /**
    * A timestamp representing when the Pointer left the touchscreen.
    * @method Phaser.InputHandler#pointerTimeUp
    * @param {Phaser.Pointer} pointer
    * @return {number}
    */
    pointerTimeUp: function (pointer) {

        pointer = pointer || 0;

        return this._pointerData[pointer].timeUp;

    },

    /**
    * Is the Pointer over this Sprite?
    * @method Phaser.InputHandler#pointerOver
    * @param {number} [index] - The ID number of a Pointer to check. If you don't provide a number it will check all Pointers.
    * @return {boolean} True if the given pointer (if a index was given, or any pointer if not) is over this object.
    */
    pointerOver: function (index) {

        if (this.enabled)
        {
            if (typeof index === 'undefined')
            {
                for (var i = 0; i < 10; i++)
                {
                    if (this._pointerData[i].isOver)
                    {
                        return true;
                    }
                }
            }
            else
            {
                return this._pointerData[index].isOver;
            }
        }

        return false;

    },

    /**
    * Is the Pointer outside of this Sprite?
    * @method Phaser.InputHandler#pointerOut
    * @param {number} [index] - The ID number of a Pointer to check. If you don't provide a number it will check all Pointers.
    * @return {boolean} True if the given pointer (if a index was given, or any pointer if not) is out of this object.
    */
    pointerOut: function (index) {

        if (this.enabled)
        {
            if (typeof index === 'undefined')
            {
                for (var i = 0; i < 10; i++)
                {
                    if (this._pointerData[i].isOut)
                    {
                        return true;
                    }
                }
            }
            else
            {
                return this._pointerData[index].isOut;
            }
        }

        return false;

    },

    /**
    * A timestamp representing when the Pointer first touched the touchscreen.
    * @method Phaser.InputHandler#pointerTimeOver
    * @param {Phaser.Pointer} pointer
    * @return {number}
    */
    pointerTimeOver: function (pointer) {

        pointer = pointer || 0;

        return this._pointerData[pointer].timeOver;

    },

    /**
    * A timestamp representing when the Pointer left the touchscreen.
    * @method Phaser.InputHandler#pointerTimeOut
    * @param {Phaser.Pointer} pointer
    * @return {number}
    */
    pointerTimeOut: function (pointer) {

        pointer = pointer || 0;

        return this._pointerData[pointer].timeOut;

    },

    /**
    * Is this sprite being dragged by the mouse or not?
    * @method Phaser.InputHandler#pointerDragged
    * @param {Phaser.Pointer} pointer
    * @return {boolean} True if the pointer is dragging an object, otherwise false.
    */
    pointerDragged: function (pointer) {

        pointer = pointer || 0;

        return this._pointerData[pointer].isDragged;

    },

    /**
    * Checks if the given pointer is over this Sprite and can click it.
    * @method Phaser.InputHandler#checkPointerDown
    * @param {Phaser.Pointer} pointer
    * @return {boolean} True if the pointer is down, otherwise false.
    */
    checkPointerDown: function (pointer) {

        if (!this.enabled || !this.sprite || !this.sprite.parent || !this.sprite.visible || !this.sprite.parent.visible)
        {
            return false;
        }

        //  Need to pass it a temp point, in case we need it again for the pixel check
        if (this.game.input.hitTest(this.sprite, pointer, this._tempPoint))
        {
            if (this.pixelPerfectClick)
            {
                return this.checkPixel(this._tempPoint.x, this._tempPoint.y);
            }
            else
            {
                return true;
            }
        }

        return false;

    },

    /**
    * Checks if the given pointer is over this Sprite.
    * @method Phaser.InputHandler#checkPointerOver
    * @param {Phaser.Pointer} pointer
    * @return {boolean}
    */
    checkPointerOver: function (pointer) {

        if (!this.enabled || !this.sprite || !this.sprite.parent || !this.sprite.visible || !this.sprite.parent.visible)
        {
            return false;
        }

        //  Need to pass it a temp point, in case we need it again for the pixel check
        if (this.game.input.hitTest(this.sprite, pointer, this._tempPoint))
        {
            if (this.pixelPerfectOver)
            {
                return this.checkPixel(this._tempPoint.x, this._tempPoint.y);
            }
            else
            {
                return true;
            }
        }

        return false;

    },

    /**
    * Runs a pixel perfect check against the given x/y coordinates of the Sprite this InputHandler is bound to.
    * It compares the alpha value of the pixel and if >= InputHandler.pixelPerfectAlpha it returns true.
    * @method Phaser.InputHandler#checkPixel
    * @param {number} x - The x coordinate to check.
    * @param {number} y - The y coordinate to check.
    * @param {Phaser.Pointer} [pointer] - The pointer to get the x/y coordinate from if not passed as the first two parameters.
    * @return {boolean} true if there is the alpha of the pixel is >= InputHandler.pixelPerfectAlpha
    */
    checkPixel: function (x, y, pointer) {

        //  Grab a pixel from our image into the hitCanvas and then test it
        if (this.sprite.texture.baseTexture.source)
        {
            this.game.input.hitContext.clearRect(0, 0, 1, 1);

            if (x === null && y === null)
            {
                //  Use the pointer parameter
                this.game.input.getLocalPosition(this.sprite, pointer, this._tempPoint);

                var x = this._tempPoint.x;
                var y = this._tempPoint.y;
            }

            if (this.sprite.anchor.x !== 0)
            {
                x -= -this.sprite.texture.frame.width * this.sprite.anchor.x;
            }

            if (this.sprite.anchor.y !== 0)
            {
                y -= -this.sprite.texture.frame.height * this.sprite.anchor.y;
            }

            x += this.sprite.texture.frame.x;
            y += this.sprite.texture.frame.y;

            this.game.input.hitContext.drawImage(this.sprite.texture.baseTexture.source, x, y, 1, 1, 0, 0, 1, 1);

            var rgb = this.game.input.hitContext.getImageData(0, 0, 1, 1);

            if (rgb.data[3] >= this.pixelPerfectAlpha)
            {
                return true;
            }
        }

        return false;

    },

    /**
    * Update.
    * @method Phaser.InputHandler#update
    * @protected
    * @param {Phaser.Pointer} pointer
    */
    update: function (pointer) {

        if (this.sprite === null || this.sprite.parent === undefined)
        {
            //  Abort. We've been destroyed.
            return;
        }

        if (!this.enabled || !this.sprite.visible || !this.sprite.parent.visible)
        {
            this._pointerOutHandler(pointer);
            return false;
        }

        if (this.draggable && this._draggedPointerID == pointer.id)
        {
            return this.updateDrag(pointer);
        }
        else if (this._pointerData[pointer.id].isOver === true)
        {
            if (this.checkPointerOver(pointer))
            {
                this._pointerData[pointer.id].x = pointer.x - this.sprite.x;
                this._pointerData[pointer.id].y = pointer.y - this.sprite.y;
                return true;
            }
            else
            {
                this._pointerOutHandler(pointer);
                return false;
            }
        }
    },

    /**
    * Internal method handling the pointer over event.
    * @method Phaser.InputHandler#_pointerOverHandler
    * @private
    * @param {Phaser.Pointer} pointer
    */
    _pointerOverHandler: function (pointer) {

        if (this.sprite === null)
        {
            //  Abort. We've been destroyed.
            return;
        }

        if (this._pointerData[pointer.id].isOver === false)
        {
            this._pointerData[pointer.id].isOver = true;
            this._pointerData[pointer.id].isOut = false;
            this._pointerData[pointer.id].timeOver = this.game.time.now;
            this._pointerData[pointer.id].x = pointer.x - this.sprite.x;
            this._pointerData[pointer.id].y = pointer.y - this.sprite.y;

            if (this.useHandCursor && this._pointerData[pointer.id].isDragged === false)
            {
                this.game.canvas.style.cursor = "pointer";
                this._setHandCursor = true;
            }

            if (this.sprite && this.sprite.events)
            {
                this.sprite.events.onInputOver.dispatch(this.sprite, pointer);
            }
        }

    },

    /**
    * Internal method handling the pointer out event.
    * @method Phaser.InputHandler#_pointerOutHandler
    * @private
    * @param {Phaser.Pointer} pointer
    */
    _pointerOutHandler: function (pointer) {

        if (this.sprite === null)
        {
            //  Abort. We've been destroyed.
            return;
        }

        this._pointerData[pointer.id].isOver = false;
        this._pointerData[pointer.id].isOut = true;
        this._pointerData[pointer.id].timeOut = this.game.time.now;

        if (this.useHandCursor && this._pointerData[pointer.id].isDragged === false)
        {
            this.game.canvas.style.cursor = "default";
            this._setHandCursor = false;
        }

        if (this.sprite && this.sprite.events)
        {
            this.sprite.events.onInputOut.dispatch(this.sprite, pointer);
        }

    },

    /**
    * Internal method handling the touched event.
    * @method Phaser.InputHandler#_touchedHandler
    * @private
    * @param {Phaser.Pointer} pointer
    */
    _touchedHandler: function (pointer) {

        if (this.sprite === null)
        {
            //  Abort. We've been destroyed.
            return;
        }

        if (this._pointerData[pointer.id].isDown === false && this._pointerData[pointer.id].isOver === true)
        {
            if (this.pixelPerfectClick && !this.checkPixel(null, null, pointer))
            {
                return;
            }

            this._pointerData[pointer.id].isDown = true;
            this._pointerData[pointer.id].isUp = false;
            this._pointerData[pointer.id].timeDown = this.game.time.now;

            if (this.sprite && this.sprite.events)
            {
                this.sprite.events.onInputDown.dispatch(this.sprite, pointer);
            }

            //  Start drag
            if (this.draggable && this.isDragged === false)
            {
                this.startDrag(pointer);
            }

            if (this.bringToTop)
            {
                this.sprite.bringToTop();
            }
        }

        //  Consume the event?
        return this.consumePointerEvent;

    },

    /**
    * Internal method handling the pointer released event.
    * @method Phaser.InputHandler#_releasedHandler
    * @private
    * @param {Phaser.Pointer} pointer
    */
    _releasedHandler: function (pointer) {

        if (this.sprite === null)
        {
            //  Abort. We've been destroyed.
            return;
        }

        //  If was previously touched by this Pointer, check if still is AND still over this item
        if (this._pointerData[pointer.id].isDown && pointer.isUp)
        {
            this._pointerData[pointer.id].isDown = false;
            this._pointerData[pointer.id].isUp = true;
            this._pointerData[pointer.id].timeUp = this.game.time.now;
            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 (this.checkPointerOver(pointer))
            {
                //  Release the inputUp signal and provide optional parameter if pointer is still over the sprite or not
                if (this.sprite && this.sprite.events)
                {
                    this.sprite.events.onInputUp.dispatch(this.sprite, pointer, true);
                }
            }
            else
            {
                //  Release the inputUp signal and provide optional parameter if pointer is still over the sprite or not
                if (this.sprite && this.sprite.events)
                {
                    this.sprite.events.onInputUp.dispatch(this.sprite, pointer, false);
                }

                //  Pointer outside the sprite? Reset the cursor
                if (this.useHandCursor)
                {
                    this.game.canvas.style.cursor = "default";
                    this._setHandCursor = false;
                }
            }

            //  Stop drag
            if (this.draggable && this.isDragged && this._draggedPointerID == pointer.id)
            {
                this.stopDrag(pointer);
            }
        }

    },

    /**
    * Updates the Pointer drag on this Sprite.
    * @method Phaser.InputHandler#updateDrag
    * @param {Phaser.Pointer} pointer
    * @return {boolean}
    */
    updateDrag: function (pointer) {

        if (pointer.isUp)
        {
            this.stopDrag(pointer);
            return false;
        }

        if (this.sprite.fixedToCamera)
        {
            if (this.allowHorizontalDrag)
            {
                this.sprite.cameraOffset.x = pointer.x + this._dragPoint.x + this.dragOffset.x;
            }

            if (this.allowVerticalDrag)
            {
                this.sprite.cameraOffset.y = pointer.y + this._dragPoint.y + this.dragOffset.y;
            }

            if (this.boundsRect)
            {
                this.checkBoundsRect();
            }

            if (this.boundsSprite)
            {
                this.checkBoundsSprite();
            }

            if (this.snapOnDrag)
            {
                this.sprite.cameraOffset.x = Math.round((this.sprite.cameraOffset.x - (this.snapOffsetX % this.snapX)) / this.snapX) * this.snapX + (this.snapOffsetX % this.snapX);
                this.sprite.cameraOffset.y = Math.round((this.sprite.cameraOffset.y - (this.snapOffsetY % this.snapY)) / this.snapY) * this.snapY + (this.snapOffsetY % this.snapY);
            }
        }
        else
        {
            if (this.allowHorizontalDrag)
            {
                this.sprite.x = pointer.x + this._dragPoint.x + this.dragOffset.x;
            }

            if (this.allowVerticalDrag)
            {
                this.sprite.y = pointer.y + this._dragPoint.y + this.dragOffset.y;
            }

            if (this.boundsRect)
            {
                this.checkBoundsRect();
            }

            if (this.boundsSprite)
            {
                this.checkBoundsSprite();
            }

            if (this.snapOnDrag)
            {
                this.sprite.x = Math.round((this.sprite.x - (this.snapOffsetX % this.snapX)) / this.snapX) * this.snapX + (this.snapOffsetX % this.snapX);
                this.sprite.y = Math.round((this.sprite.y - (this.snapOffsetY % this.snapY)) / this.snapY) * this.snapY + (this.snapOffsetY % this.snapY);
            }
        }

        return true;

    },

    /**
    * Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second)
    * @method Phaser.InputHandler#justOver
    * @param {Phaser.Pointer} pointer
    * @param {number} delay - The time below which the pointer is considered as just over.
    * @return {boolean}
    */
    justOver: function (pointer, delay) {

        pointer = pointer || 0;
        delay = delay || 500;

        return (this._pointerData[pointer].isOver && this.overDuration(pointer) < delay);

    },

    /**
    * Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second)
    * @method Phaser.InputHandler#justOut
    * @param {Phaser.Pointer} pointer
    * @param {number} delay - The time below which the pointer is considered as just out.
    * @return {boolean}
    */
    justOut: function (pointer, delay) {

        pointer = pointer || 0;
        delay = delay || 500;

        return (this._pointerData[pointer].isOut && (this.game.time.now - this._pointerData[pointer].timeOut < delay));

    },

    /**
    * Returns true if the pointer has touched or clicked on the Sprite within the specified delay time (defaults to 500ms, half a second)
    * @method Phaser.InputHandler#justPressed
    * @param {Phaser.Pointer} pointer
    * @param {number} delay - The time below which the pointer is considered as just over.
    * @return {boolean}
    */
    justPressed: function (pointer, delay) {

        pointer = pointer || 0;
        delay = delay || 500;

        return (this._pointerData[pointer].isDown && this.downDuration(pointer) < delay);

    },

    /**
    * Returns true if the pointer was touching this Sprite, but has been released within the specified delay time (defaults to 500ms, half a second)
    * @method Phaser.InputHandler#justReleased
    * @param {Phaser.Pointer} pointer
    * @param {number} delay - The time below which the pointer is considered as just out.
    * @return {boolean}
    */
    justReleased: function (pointer, delay) {

        pointer = pointer || 0;
        delay = delay || 500;

        return (this._pointerData[pointer].isUp && (this.game.time.now - this._pointerData[pointer].timeUp < delay));

    },

    /**
    * If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.
    * @method Phaser.InputHandler#overDuration
    * @param {Phaser.Pointer} pointer
    * @return {number} The number of milliseconds the pointer has been over the Sprite, or -1 if not over.
    */
    overDuration: function (pointer) {

        pointer = pointer || 0;

        if (this._pointerData[pointer].isOver)
        {
            return this.game.time.now - this._pointerData[pointer].timeOver;
        }

        return -1;

    },

    /**
    * If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.
    * @method Phaser.InputHandler#downDuration
    * @param {Phaser.Pointer} pointer
    * @return {number} The number of milliseconds the pointer has been pressed down on the Sprite, or -1 if not over.
    */
    downDuration: function (pointer) {

        pointer = pointer || 0;

        if (this._pointerData[pointer].isDown)
        {
            return this.game.time.now - this._pointerData[pointer].timeDown;
        }

        return -1;

    },

    /**
    * Make this Sprite draggable by the mouse. You can also optionally set mouseStartDragCallback and mouseStopDragCallback
    * @method Phaser.InputHandler#enableDrag
    * @param {boolean} [lockCenter=false] - If false the Sprite will drag from where you click it minus the dragOffset. If true it will center itself to the tip of the mouse pointer.
    * @param {boolean} [bringToTop=false] - If true the Sprite will be bought to the top of the rendering list in its current Group.
    * @param {boolean} [pixelPerfect=false] - If true it will use a pixel perfect test to see if you clicked the Sprite. False uses the bounding box.
    * @param {boolean} [alphaThreshold=255] - If using pixel perfect collision this specifies the alpha level from 0 to 255 above which a collision is processed.
    * @param {Phaser.Rectangle} [boundsRect=null] - If you want to restrict the drag of this sprite to a specific Rectangle, pass the Phaser.Rectangle here, otherwise it's free to drag anywhere.
    * @param {Phaser.Sprite} [boundsSprite=null] - If you want to restrict the drag of this sprite to within the bounding box of another sprite, pass it here.
    */
    enableDrag: function (lockCenter, bringToTop, pixelPerfect, alphaThreshold, boundsRect, boundsSprite) {

        if (typeof lockCenter == 'undefined') { lockCenter = false; }
        if (typeof bringToTop == 'undefined') { bringToTop = false; }
        if (typeof pixelPerfect == 'undefined') { pixelPerfect = false; }
        if (typeof alphaThreshold == 'undefined') { alphaThreshold = 255; }
        if (typeof boundsRect == 'undefined') { boundsRect = null; }
        if (typeof boundsSprite == 'undefined') { boundsSprite = null; }

        this._dragPoint = new Phaser.Point();
        this.draggable = true;
        this.bringToTop = bringToTop;
        this.dragOffset = new Phaser.Point();
        this.dragFromCenter = lockCenter;

        this.pixelPerfect = pixelPerfect;
        this.pixelPerfectAlpha = alphaThreshold;

        if (boundsRect)
        {
            this.boundsRect = boundsRect;
        }

        if (boundsSprite)
        {
            this.boundsSprite = boundsSprite;
        }

    },

    /**
    * Stops this sprite from being able to be dragged. If it is currently the target of an active drag it will be stopped immediately. Also disables any set callbacks.
    * @method Phaser.InputHandler#disableDrag
    */
    disableDrag: function () {

        if (this._pointerData)
        {
            for (var i = 0; i < 10; i++)
            {
                this._pointerData[i].isDragged = false;
            }
        }

        this.draggable = false;
        this.isDragged = false;
        this._draggedPointerID = -1;

    },

    /**
    * Called by Pointer when drag starts on this Sprite. Should not usually be called directly.
    * @method Phaser.InputHandler#startDrag
    * @param {Phaser.Pointer} pointer
    */
    startDrag: function (pointer) {

        this.isDragged = true;
        this._draggedPointerID = pointer.id;
        this._pointerData[pointer.id].isDragged = true;

        if (this.sprite.fixedToCamera)
        {
            if (this.dragFromCenter)
            {
                this.sprite.centerOn(pointer.x, pointer.y);
                this._dragPoint.setTo(this.sprite.cameraOffset.x - pointer.x, this.sprite.cameraOffset.y - pointer.y);
            }
            else
            {
                this._dragPoint.setTo(this.sprite.cameraOffset.x - pointer.x, this.sprite.cameraOffset.y - pointer.y);
            }
        }
        else
        {
            if (this.dragFromCenter)
            {
                var bounds = this.sprite.getBounds();
                this.sprite.x = pointer.x + (this.sprite.x - bounds.centerX);
                this.sprite.y = pointer.y + (this.sprite.y - bounds.centerY);
                this._dragPoint.setTo(this.sprite.x - pointer.x, this.sprite.y - pointer.y);
            }
            else
            {
                this._dragPoint.setTo(this.sprite.x - pointer.x, this.sprite.y - pointer.y);
            }
        }

        this.updateDrag(pointer);

        if (this.bringToTop)
        {
            this.sprite.bringToTop();
        }

        this.sprite.events.onDragStart.dispatch(this.sprite, pointer);

    },

    /**
    * Called by Pointer when drag is stopped on this Sprite. Should not usually be called directly.
    * @method Phaser.InputHandler#stopDrag
    * @param {Phaser.Pointer} pointer
    */
    stopDrag: function (pointer) {

        this.isDragged = false;
        this._draggedPointerID = -1;
        this._pointerData[pointer.id].isDragged = false;

        if (this.snapOnRelease)
        {
            if (this.sprite.fixedToCamera)
            {
                this.sprite.cameraOffset.x = Math.round((this.sprite.cameraOffset.x - (this.snapOffsetX % this.snapX)) / this.snapX) * this.snapX + (this.snapOffsetX % this.snapX);
                this.sprite.cameraOffset.y = Math.round((this.sprite.cameraOffset.y - (this.snapOffsetY % this.snapY)) / this.snapY) * this.snapY + (this.snapOffsetY % this.snapY);
            }
            else
            {
                this.sprite.x = Math.round((this.sprite.x - (this.snapOffsetX % this.snapX)) / this.snapX) * this.snapX + (this.snapOffsetX % this.snapX);
                this.sprite.y = Math.round((this.sprite.y - (this.snapOffsetY % this.snapY)) / this.snapY) * this.snapY + (this.snapOffsetY % this.snapY);
            }
        }

        this.sprite.events.onDragStop.dispatch(this.sprite, pointer);

        if (this.checkPointerOver(pointer) === false)
        {
            this._pointerOutHandler(pointer);
        }

    },

    /**
    * Restricts this sprite to drag movement only on the given axis. Note: If both are set to false the sprite will never move!
    * @method Phaser.InputHandler#setDragLock
    * @param {boolean} [allowHorizontal=true] - To enable the sprite to be dragged horizontally set to true, otherwise false.
    * @param {boolean} [allowVertical=true] - To enable the sprite to be dragged vertically set to true, otherwise false.
    */
    setDragLock: function (allowHorizontal, allowVertical) {

        if (typeof allowHorizontal == 'undefined') { allowHorizontal = true; }
        if (typeof allowVertical == 'undefined') { allowVertical = true; }

        this.allowHorizontalDrag = allowHorizontal;
        this.allowVerticalDrag = allowVertical;

    },

    /**
    * Make this Sprite snap to the given grid either during drag or when it's released.
    * For example 16x16 as the snapX and snapY would make the sprite snap to every 16 pixels.
    * @method Phaser.InputHandler#enableSnap
    * @param {number} snapX - The width of the grid cell to snap to.
    * @param {number} snapY - The height of the grid cell to snap to.
    * @param {boolean} [onDrag=true] - If true the sprite will snap to the grid while being dragged.
    * @param {boolean} [onRelease=false] - If true the sprite will snap to the grid when released.
    * @param {number} [snapOffsetX=0] - Used to offset the top-left starting point of the snap grid.
    * @param {number} [snapOffsetX=0] - Used to offset the top-left starting point of the snap grid.
    */
    enableSnap: function (snapX, snapY, onDrag, onRelease, snapOffsetX, snapOffsetY) {

        if (typeof onDrag == 'undefined') { onDrag = true; }
        if (typeof onRelease == 'undefined') { onRelease = false; }
        if (typeof snapOffsetX == 'undefined') { snapOffsetX = 0; }
        if (typeof snapOffsetY == 'undefined') { snapOffsetY = 0; }

        this.snapX = snapX;
        this.snapY = snapY;
        this.snapOffsetX = snapOffsetX;
        this.snapOffsetY = snapOffsetY;
        this.snapOnDrag = onDrag;
        this.snapOnRelease = onRelease;

    },

    /**
    * Stops the sprite from snapping to a grid during drag or release.
    * @method Phaser.InputHandler#disableSnap
    */
    disableSnap: function () {

        this.snapOnDrag = false;
        this.snapOnRelease = false;

    },

    /**
    * Bounds Rect check for the sprite drag
    * @method Phaser.InputHandler#checkBoundsRect
    */
    checkBoundsRect: function () {

        if (this.sprite.fixedToCamera)
        {
            if (this.sprite.cameraOffset.x < this.boundsRect.left)
            {
                this.sprite.cameraOffset.x = this.boundsRect.cameraOffset.x;
            }
            else if ((this.sprite.cameraOffset.x + this.sprite.width) > this.boundsRect.right)
            {
                this.sprite.cameraOffset.x = this.boundsRect.right - this.sprite.width;
            }

            if (this.sprite.cameraOffset.y < this.boundsRect.top)
            {
                this.sprite.cameraOffset.y = this.boundsRect.top;
            }
            else if ((this.sprite.cameraOffset.y + this.sprite.height) > this.boundsRect.bottom)
            {
                this.sprite.cameraOffset.y = this.boundsRect.bottom - this.sprite.height;
            }
        }
        else
        {
            if (this.sprite.x < this.boundsRect.left)
            {
                this.sprite.x = this.boundsRect.x;
            }
            else if ((this.sprite.x + this.sprite.width) > this.boundsRect.right)
            {
                this.sprite.x = this.boundsRect.right - this.sprite.width;
            }

            if (this.sprite.y < this.boundsRect.top)
            {
                this.sprite.y = this.boundsRect.top;
            }
            else if ((this.sprite.y + this.sprite.height) > this.boundsRect.bottom)
            {
                this.sprite.y = this.boundsRect.bottom - this.sprite.height;
            }
        }

    },

    /**
    * Parent Sprite Bounds check for the sprite drag.
    * @method Phaser.InputHandler#checkBoundsSprite
    */
    checkBoundsSprite: function () {

        if (this.sprite.fixedToCamera && this.boundsSprite.fixedToCamera)
        {
            if (this.sprite.cameraOffset.x < this.boundsSprite.camerOffset.x)
            {
                this.sprite.cameraOffset.x = this.boundsSprite.camerOffset.x;
            }
            else if ((this.sprite.cameraOffset.x + this.sprite.width) > (this.boundsSprite.camerOffset.x + this.boundsSprite.width))
            {
                this.sprite.cameraOffset.x = (this.boundsSprite.camerOffset.x + this.boundsSprite.width) - this.sprite.width;
            }

            if (this.sprite.cameraOffset.y < this.boundsSprite.camerOffset.y)
            {
                this.sprite.cameraOffset.y = this.boundsSprite.camerOffset.y;
            }
            else if ((this.sprite.cameraOffset.y + this.sprite.height) > (this.boundsSprite.camerOffset.y + this.boundsSprite.height))
            {
                this.sprite.cameraOffset.y = (this.boundsSprite.camerOffset.y + this.boundsSprite.height) - this.sprite.height;
            }
        }
        else
        {
            if (this.sprite.x < this.boundsSprite.x)
            {
                this.sprite.x = this.boundsSprite.x;
            }
            else if ((this.sprite.x + this.sprite.width) > (this.boundsSprite.x + this.boundsSprite.width))
            {
                this.sprite.x = (this.boundsSprite.x + this.boundsSprite.width) - this.sprite.width;
            }

            if (this.sprite.y < this.boundsSprite.y)
            {
                this.sprite.y = this.boundsSprite.y;
            }
            else if ((this.sprite.y + this.sprite.height) > (this.boundsSprite.y + this.boundsSprite.height))
            {
                this.sprite.y = (this.boundsSprite.y + this.boundsSprite.height) - this.sprite.height;
            }
        }

    }

};

Phaser.InputHandler.prototype.constructor = Phaser.InputHandler;


<!doctype html>
<html lang="en">
<head>
	<meta charset="UTF-8" />
	<title>Phaser - Creando tu primer juego, parte 5</title>
	<script type="text/javascript" src="js/phaser.min.js"></script>
    <style type="text/css">
        body {
            margin: 0;
        }
    </style>
</head>
<body>

<script type="text/javascript">

var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });

function preload() {

    game.load.image('sky', 'assets/sky.png');
    game.load.image('ground', 'assets/platform.png');
    game.load.image('star', 'assets/star.png');
    game.load.spritesheet('dude', 'assets/dude.png', 32, 48);

}

var platforms;

function create() {

    //  Un fondo simple para nuestro juego
    game.add.sprite(0, 0, 'sky');

    //  El grupo 'platforms' contiene el suelo y las dos plataformas sobre las que podemos saltar
    platforms = game.add.group();

    // Aquí creamos el suelo
    var ground = platforms.create(0, game.world.height - 64, 'ground');

    // Lo escalamos para que se ajuste al ancho del juego (el sprite original es 400x32)
    ground.scale.setTo(2, 2);

    //  Esto hace que el suelo no se caiga cuando saltas en él. Lo hace inmóvil
    ground.body.immovable = true;

    //  Creamos las dos plataformas
    var ledge = platforms.create(400, 400, 'ground');
    ledge.body.immovable = true;

    ledge = platforms.create(-150, 250, 'ground');
    ledge.body.immovable = true;

    // El jugador y su configuración
    player = game.add.sprite(32, game.world.height - 150, 'dude');

    //  Las propiedades físicas del jugador. Le damos al chaval un pequeño rebote al caer (bounce)
    player.body.bounce.y = 0.2;
    player.body.gravity.y = 6; //gravedad
    player.body.collideWorldBounds = true; //choque con los bordes del juego

    // Las dos animaciones del jugador, andar izquierda y derecha ('left' y 'right', resp.)
    player.animations.add('left', [0, 1, 2, 3], 10, true);
    player.animations.add('right', [5, 6, 7, 8], 10, true);

}

function update() {
}

</script>

</body>
</html>

resources/tutorials/Spanish/02 Creando tu primer juego/part5.html


<!DOCTYPE html>

	<meta charset="utf-8">
	<title>Phaser Source: input/Input.js</title>

	<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">

	<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">

			Phaser

					Namespaces

							Phaser

					Classes

							Animation

							AnimationManager

							AnimationParser

							ArrayList

							BitmapData

							BitmapText

							Button

							Cache

							Camera

							Canvas

							Circle

							Color

							Device

							Easing

							Back

							Bounce

							Circular

							Cubic

							Elastic

							Exponential

							Linear

							Quadratic

							Quartic

							Quintic

							Sinusoidal

							Ellipse

							Events

							Filter

							Frame

							FrameData

							Game

							GameObjectCreator

							GameObjectFactory

							Gamepad

							GamepadButton

							Graphics

							Group

							Image

							Input

							InputHandler

							Key

							Keyboard

							Line

							LinkedList

							Loader

							LoaderParser

							Math

							Mouse

							MSPointer

							Net

							Particle

							Particles

							Emitter

							Physics

							Arcade

							Body

							Ninja

							AABB

							Body

							Circle

							Tile

							P2

							Body

							BodyDebug

							CollisionGroup

							ContactMaterial

							DistanceConstraint

							FixtureList

							GearConstraint

							InversePointProxy

							LockConstraint

							Material

							PointProxy

							PrismaticConstraint

							RevoluteConstraint

							Spring

							Plugin

							PluginManager

							Point

							Pointer

							Polygon

							QuadTree

							RandomDataGenerator

							Rectangle

							RenderTexture

							RequestAnimationFrame

							RetroFont

							ScaleManager

							Signal

							SignalBinding

							SinglePad

							Sound

							SoundManager

							Sprite

							SpriteBatch

							Stage

							State

							StateManager

							Text

							Tile

							Tilemap

							TilemapLayer

							TilemapParser

							Tileset

							TileSprite

							Time

							Timer

							TimerEvent

							Touch

							Tween

							TweenManager

							Utils

							Debug

							World

Source: input/Input.js

/**
* @author       Richard Davey <rich@photonstorm.com>
* @copyright    2014 Photon Storm Ltd.
* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/

/**
* Phaser.Input is the Input Manager for all types of Input across Phaser, including mouse, keyboard, touch and MSPointer.
* The Input manager is updated automatically by the core game loop.
*
* @class Phaser.Input
* @constructor
* @param {Phaser.Game} game - Current game instance.
*/
Phaser.Input = function (game) {

    /**
    * @property {Phaser.Game} game - A reference to the currently running game.
    */
    this.game = game;

    /**
    * @property {HTMLCanvasElement} hitCanvas - The canvas to which single pixels are drawn in order to perform pixel-perfect hit detection.
    * @default
    */
    this.hitCanvas = null;

    /**
    * @property {CanvasRenderingContext2D} hitContext - The context of the pixel perfect hit canvas.
    * @default
    */
    this.hitContext = null;

    /**
    * @property {function} moveCallback - An optional callback that will be fired every time the activePointer receives a move event from the DOM. Set to null to disable.
    */
    this.moveCallback = null;

    /**
    * @property {object} moveCallbackContext - The context in which the moveCallback will be sent. Defaults to Phaser.Input but can be set to any valid JS object.
    */
    this.moveCallbackContext = this;

    /**
    * @property {number} pollRate - How often should the input pointers be checked for updates? A value of 0 means every single frame (60fps); a value of 1 means every other frame (30fps) and so on.
    * @default
    */
    this.pollRate = 0;

    /**
    * You can disable all Input by setting Input.disabled = true. While set all new input related events will be ignored.
    * If you need to disable just one type of input; for example mouse; use Input.mouse.disabled = true instead
    * @property {boolean} disabled
    * @default
    */
    this.disabled = false;

    /**
    * @property {number} multiInputOverride - Controls the expected behaviour when using a mouse and touch together on a multi-input device.
    * @default
    */
    this.multiInputOverride = Phaser.Input.MOUSE_TOUCH_COMBINE;

    /**
    * @property {Phaser.Point} position - A point object representing the current position of the Pointer.
    * @default
    */
    this.position = null;

    /**
    * @property {Phaser.Point} speed - A point object representing the speed of the Pointer. Only really useful in single Pointer games; otherwise see the Pointer objects directly.
    */
    this.speed = null;

    /**
    * A Circle object centered on the x/y screen coordinates of the Input.
    * Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything.
    * @property {Phaser.Circle} circle
    */
    this.circle = null;

    /**
    * @property {Phaser.Point} scale - The scale by which all input coordinates are multiplied; calculated by the ScaleManager. In an un-scaled game the values will be x = 1 and y = 1.
    */
    this.scale = null;

    /**
    * @property {number} maxPointers - The maximum number of Pointers allowed to be active at any one time. For lots of games it's useful to set this to 1.
    * @default
    */
    this.maxPointers = 10;

    /**
    * @property {number} currentPointers - The current number of active Pointers.
    * @default
    */
    this.currentPointers = 0;

    /**
    * @property {number} tapRate - The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or click.
    * @default
    */
    this.tapRate = 200;

    /**
    * @property {number} doubleTapRate - The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click.
    * @default
    */
    this.doubleTapRate = 300;

    /**
    * @property {number} holdRate - The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event.
    * @default
    */
    this.holdRate = 2000;

    /**
    * @property {number} justPressedRate - The number of milliseconds below which the Pointer is considered justPressed.
    * @default
    */
    this.justPressedRate = 200;

    /**
    * @property {number} justReleasedRate - The number of milliseconds below which the Pointer is considered justReleased .
    * @default
    */
    this.justReleasedRate = 200;

    /**
    * Sets if the Pointer objects should record a history of x/y coordinates they have passed through.
    * The history is cleared each time the Pointer is pressed down.
    * The history is updated at the rate specified in Input.pollRate
    * @property {boolean} recordPointerHistory
    * @default
    */
    this.recordPointerHistory = false;

    /**
    * @property {number} recordRate - The rate in milliseconds at which the Pointer objects should update their tracking history.
    * @default
    */
    this.recordRate = 100;

    /**
    * The total number of entries that can be recorded into the Pointer objects tracking history.
    * If the Pointer is tracking one event every 100ms; then a trackLimit of 100 would store the last 10 seconds worth of history.
    * @property {number} recordLimit
    * @default
    */
    this.recordLimit = 100;

    /**
    * @property {Phaser.Pointer} pointer1 - A Pointer object.
    */
    this.pointer1 = null;

    /**
    * @property {Phaser.Pointer} pointer2 - A Pointer object.
    */
    this.pointer2 = null;

    /**
    * @property {Phaser.Pointer} pointer3 - A Pointer object.
    */
    this.pointer3 = null;

    /**
    * @property {Phaser.Pointer} pointer4 - A Pointer object.
    */
    this.pointer4 = null;

    /**
    * @property {Phaser.Pointer} pointer5 - A Pointer object.
    */
    this.pointer5 = null;

    /**
    * @property {Phaser.Pointer} pointer6 - A Pointer object.
    */
    this.pointer6 = null;

    /**
    * @property {Phaser.Pointer} pointer7 - A Pointer object.
    */
    this.pointer7 = null;

    /**
    * @property {Phaser.Pointer} pointer8 - A Pointer object.
    */
    this.pointer8 = null;

    /**
    * @property {Phaser.Pointer} pointer9 - A Pointer object.
    */
    this.pointer9 = null;

    /**
    * @property {Phaser.Pointer} pointer10 - A Pointer object.
    */
    this.pointer10 = null;

    /**
    * The most recently active Pointer object.
    * When you've limited max pointers to 1 this will accurately be either the first finger touched or mouse.
    * @property {Phaser.Pointer} activePointer
    */
    this.activePointer = null;

    /**
    * @property {Pointer} mousePointer - The mouse has its own unique Phaser.Pointer object which you can use if making a desktop specific game.
    */
    this.mousePointer = null;

    /**
    * @property {Phaser.Mouse} mouse - The Mouse Input manager.
    */
    this.mouse = null;

    /**
    * @property {Phaser.Keyboard} keyboard - The Keyboard Input manager.
    */
    this.keyboard = null;

    /**
    * @property {Phaser.Touch} touch - the Touch Input manager.
    */
    this.touch = null;

    /**
    * @property {Phaser.MSPointer} mspointer - The MSPointer Input manager.
    */
    this.mspointer = null;

    /**
    * @property {Phaser.Gamepad} gamepad - The Gamepad Input manager.
    */
    this.gamepad = null;

    /**
    * @property {Phaser.Gestures} gestures - The Gestures manager.
    */
    // this.gestures = null;

    /**
    * @property {boolean} resetLocked - If the Input Manager has been reset locked then all calls made to InputManager.reset, such as from a State change, are ignored.
    * @default
    */
    this.resetLocked = false;

    /**
    * @property {Phaser.Signal} onDown - A Signal that is dispatched each time a pointer is pressed down.
    */
    this.onDown = null;

    /**
    * @property {Phaser.Signal} onUp - A Signal that is dispatched each time a pointer is released.
    */
    this.onUp = null;

    /**
    * @property {Phaser.Signal} onTap - A Signal that is dispatched each time a pointer is tapped.
    */
    this.onTap = null;

    /**
    * @property {Phaser.Signal} onHold - A Signal that is dispatched each time a pointer is held down.
    */
    this.onHold = null;

    /**
    * A list of interactive objects. Te InputHandler components add and remove themselves from this.
    * @property {Phaser.ArrayList} interactiveItems
    */
    this.interactiveItems = new Phaser.ArrayList();

    /**
    * @property {Phaser.Point} _localPoint - Internal cache var.
    * @private
    */
    this._localPoint = new Phaser.Point();

    /**
    * @property {number} _pollCounter - Internal var holding the current poll counter.
    * @private
    */
    this._pollCounter = 0;

    /**
    * @property {Phaser.Point} _oldPosition - A point object representing the previous position of the Pointer.
    * @private
    */
    this._oldPosition = null;

    /**
    * @property {number} _x - x coordinate of the most recent Pointer event
    * @private
    */
    this._x = 0;

    /**
    * @property {number} _y - Y coordinate of the most recent Pointer event
    * @private
    */
    this._y = 0;

};

/**
* @constant
* @type {number}
*/
Phaser.Input.MOUSE_OVERRIDES_TOUCH = 0;

/**
* @constant
* @type {number}
*/
Phaser.Input.TOUCH_OVERRIDES_MOUSE = 1;

/**
* @constant
* @type {number}
*/
Phaser.Input.MOUSE_TOUCH_COMBINE = 2;

Phaser.Input.prototype = {

    /**
    * Starts the Input Manager running.
    * @method Phaser.Input#boot
    * @protected
    */
    boot: function () {

        this.mousePointer = new Phaser.Pointer(this.game, 0);
        this.pointer1 = new Phaser.Pointer(this.game, 1);
        this.pointer2 = new Phaser.Pointer(this.game, 2);

        this.mouse = new Phaser.Mouse(this.game);
        this.keyboard = new Phaser.Keyboard(this.game);
        this.touch = new Phaser.Touch(this.game);
        this.mspointer = new Phaser.MSPointer(this.game);
        this.gamepad = new Phaser.Gamepad(this.game);
        // this.gestures = new Phaser.Gestures(this.game);

        this.onDown = new Phaser.Signal();
        this.onUp = new Phaser.Signal();
        this.onTap = new Phaser.Signal();
        this.onHold = new Phaser.Signal();

        this.scale = new Phaser.Point(1, 1);
        this.speed = new Phaser.Point();
        this.position = new Phaser.Point();
        this._oldPosition = new Phaser.Point();

        this.circle = new Phaser.Circle(0, 0, 44);

        this.activePointer = this.mousePointer;
        this.currentPointers = 0;

        this.hitCanvas = document.createElement('canvas');
        this.hitCanvas.width = 1;
        this.hitCanvas.height = 1;
        this.hitContext = this.hitCanvas.getContext('2d');

        this.mouse.start();
        this.keyboard.start();
        this.touch.start();
        this.mspointer.start();
        this.mousePointer.active = true;

    },

    /**
    * Stops all of the Input Managers from running.
    * @method Phaser.Input#destroy
    */
    destroy: function () {

        this.mouse.stop();
        this.keyboard.stop();
        this.touch.stop();
        this.mspointer.stop();
        this.gamepad.stop();
        // this.gestures.stop();

        this.moveCallback = null;

    },

    /**
    * Sets a callback that is fired every time the activePointer receives a DOM move event such as a mousemove or touchmove.
    * It will be called every time the activePointer moves, which in a multi-touch game can be a lot of times, so this is best
    * to only use if you've limited input to a single pointer (i.e. mouse or touch)
    * @method Phaser.Input#setMoveCallback
    * @param {function} callback - The callback that will be called each time the activePointer receives a DOM move event.
    * @param {object} callbackContext - The context in which the callback will be called.
    */
    setMoveCallback: function (callback, callbackContext) {

        this.moveCallback = callback;
        this.moveCallbackContext = callbackContext;

    },

    /**
    * Add a new Pointer object to the Input Manager. By default Input creates 3 pointer objects: mousePointer, pointer1 and pointer2.
    * If you need more then use this to create a new one, up to a maximum of 10.
    * @method Phaser.Input#addPointer
    * @return {Phaser.Pointer} A reference to the new Pointer object that was created.
    */
    addPointer: function () {

        var next = 0;

        for (var i = 10; i > 0; i--)
        {
            if (this['pointer' + i] === null)
            {
                next = i;
            }
        }

        if (next === 0)
        {
            console.warn("You can only have 10 Pointer objects");
            return null;
        }
        else
        {
            this['pointer' + next] = new Phaser.Pointer(this.game, next);
            return this['pointer' + next];
        }

    },

    /**
    * Updates the Input Manager. Called by the core Game loop.
    * @method Phaser.Input#update
    * @protected
    */
    update: function () {

        this.keyboard.update();

        if (this.pollRate > 0 && this._pollCounter < this.pollRate)
        {
            this._pollCounter++;
            return;
        }

        this.speed.x = this.position.x - this._oldPosition.x;
        this.speed.y = this.position.y - this._oldPosition.y;

        this._oldPosition.copyFrom(this.position);
        this.mousePointer.update();

        if (this.gamepad.active) { this.gamepad.update(); }

        this.pointer1.update();
        this.pointer2.update();

        if (this.pointer3) { this.pointer3.update(); }
        if (this.pointer4) { this.pointer4.update(); }
        if (this.pointer5) { this.pointer5.update(); }
        if (this.pointer6) { this.pointer6.update(); }
        if (this.pointer7) { this.pointer7.update(); }
        if (this.pointer8) { this.pointer8.update(); }
        if (this.pointer9) { this.pointer9.update(); }
        if (this.pointer10) { this.pointer10.update(); }

        this._pollCounter = 0;

        // if (this.gestures.active) { this.gestures.update(); }

    },

    /**
    * Reset all of the Pointers and Input states. The optional `hard` parameter will reset any events or callbacks that may be bound.
    * Input.reset is called automatically during a State change or if a game loses focus / visibility. If you wish to control the reset
    * directly yourself then set InputManager.resetLocked to `true`.
    *
    * @method Phaser.Input#reset
    * @param {boolean} [hard=false] - A soft reset won't reset any events or callbacks that are bound. A hard reset will.
    */
    reset: function (hard) {

        if (!this.game.isBooted || this.resetLocked)
        {
            return;
        }

        if (typeof hard === 'undefined') { hard = false; }

        this.keyboard.reset(hard);
        this.mousePointer.reset();
        this.gamepad.reset();

        for (var i = 1; i <= 10; i++)
        {
            if (this['pointer' + i])
            {
                this['pointer' + i].reset();
            }
        }

        this.currentPointers = 0;

        if (this.game.canvas.style.cursor !== 'none')
        {
            this.game.canvas.style.cursor = 'inherit';
        }

        if (hard)
        {
            this.onDown.dispose();
            this.onUp.dispose();
            this.onTap.dispose();
            this.onHold.dispose();
            this.onDown = new Phaser.Signal();
            this.onUp = new Phaser.Signal();
            this.onTap = new Phaser.Signal();
            this.onHold = new Phaser.Signal();
        }

        this._pollCounter = 0;

    },

    /**
    * Resets the speed and old position properties.
    * @method Phaser.Input#resetSpeed
    * @param {number} x - Sets the oldPosition.x value.
    * @param {number} y - Sets the oldPosition.y value.
    */
    resetSpeed: function (x, y) {

        this._oldPosition.setTo(x, y);
        this.speed.setTo(0, 0);

    },

    /**
    * Find the first free Pointer object and start it, passing in the event data. This is called automatically by Phaser.Touch and Phaser.MSPointer.
    * @method Phaser.Input#startPointer
    * @param {Any} event - The event data from the Touch event.
    * @return {Phaser.Pointer} The Pointer object that was started or null if no Pointer object is available.
    */
    startPointer: function (event) {

        if (this.maxPointers < 10 && this.totalActivePointers == this.maxPointers)
        {
            return null;
        }

        if (this.pointer1.active === false)
        {
            return this.pointer1.start(event);
        }
        else if (this.pointer2.active === false)
        {
            return this.pointer2.start(event);
        }
        else
        {
            for (var i = 3; i <= 10; i++)
            {
                if (this['pointer' + i] && this['pointer' + i].active === false)
                {
                    return this['pointer' + i].start(event);
                }
            }
        }

        return null;

    },

    /**
    * Updates the matching Pointer object, passing in the event data. This is called automatically and should not normally need to be invoked.
    * @method Phaser.Input#updatePointer
    * @param {Any} event - The event data from the Touch event.
    * @return {Phaser.Pointer} The Pointer object that was updated or null if no Pointer object is available.
    */
    updatePointer: function (event) {

        if (this.pointer1.active && this.pointer1.identifier == event.identifier)
        {
            return this.pointer1.move(event);
        }
        else if (this.pointer2.active && this.pointer2.identifier == event.identifier)
        {
            return this.pointer2.move(event);
        }
        else
        {
            for (var i = 3; i <= 10; i++)
            {
                if (this['pointer' + i] && this['pointer' + i].active && this['pointer' + i].identifier == event.identifier)
                {
                    return this['pointer' + i].move(event);
                }
            }
        }

        return null;

    },

    /**
    * Stops the matching Pointer object, passing in the event data.
    * @method Phaser.Input#stopPointer
    * @param {Any} event - The event data from the Touch event.
    * @return {Phaser.Pointer} The Pointer object that was stopped or null if no Pointer object is available.
    */
    stopPointer: function (event) {

        if (this.pointer1.active && this.pointer1.identifier == event.identifier)
        {
            return this.pointer1.stop(event);
        }
        else if (this.pointer2.active && this.pointer2.identifier == event.identifier)
        {
            return this.pointer2.stop(event);
        }
        else
        {
            for (var i = 3; i <= 10; i++)
            {
                if (this['pointer' + i] && this['pointer' + i].active && this['pointer' + i].identifier == event.identifier)
                {
                    return this['pointer' + i].stop(event);
                }
            }
        }

        return null;

    },

    /**
    * Get the next Pointer object whos active property matches the given state
    * @method Phaser.Input#getPointer
    * @param {boolean} state - The state the Pointer should be in (false for inactive, true for active).
    * @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested state.
    */
    getPointer: function (state) {

        state = state || false;

        if (this.pointer1.active == state)
        {
            return this.pointer1;
        }
        else if (this.pointer2.active == state)
        {
            return this.pointer2;
        }
        else
        {
            for (var i = 3; i <= 10; i++)
            {
                if (this['pointer' + i] && this['pointer' + i].active == state)
                {
                    return this['pointer' + i];
                }
            }
        }

        return null;

    },

    /**
    * Get the Pointer object whos identified property matches the given identifier value.
    * @method Phaser.Input#getPointerFromIdentifier
    * @param {number} identifier - The Pointer.identifier value to search for.
    * @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested identifier.
    */
    getPointerFromIdentifier: function (identifier) {

        if (this.pointer1.identifier == identifier)
        {
            return this.pointer1;
        }
        else if (this.pointer2.identifier == identifier)
        {
            return this.pointer2;
        }
        else
        {
            for (var i = 3; i <= 10; i++)
            {
                if (this['pointer' + i] && this['pointer' + i].identifier == identifier)
                {
                    return this['pointer' + i];
                }
            }
        }

        return null;

    },

    /**
    * This will return the local coordinates of the specified displayObject based on the given Pointer.
    * @method Phaser.Input#getLocalPosition
    * @param {Phaser.Sprite|Phaser.Image} displayObject - The DisplayObject to get the local coordinates for.
    * @param {Phaser.Pointer} pointer - The Pointer to use in the check against the displayObject.
    * @return {Phaser.Point} A point containing the coordinates of the Pointer position relative to the DisplayObject.
    */
    getLocalPosition: function (displayObject, pointer, output) {

        if (typeof output === 'undefined') { output = new Phaser.Point(); }

        var wt = displayObject.worldTransform;
        var id = 1 / (wt.a * wt.d + wt.b * -wt.c);

        return output.setTo(
            wt.d * id * pointer.x + -wt.b * id * pointer.y + (wt.ty * wt.b - wt.tx * wt.d) * id,
            wt.a * id * pointer.y + -wt.c * id * pointer.x + (-wt.ty * wt.a + wt.tx * wt.c) * id
        );

    },

    /**
    * Tests if the pointer hits the given object.
    *
    * @method Phaser.Input#hitTest
    * @param {DisplayObject} displayObject - The displayObject to test for a hit.
    * @param {Phaser.Pointer} pointer - The pointer to use for the test.
    * @param {Phaser.Point} localPoint - The local translated point.
    */
    hitTest: function (displayObject, pointer, localPoint) {

        if (!displayObject.worldVisible)
        {
            return false;
        }

        this.getLocalPosition(displayObject, pointer, this._localPoint);

        localPoint.copyFrom(this._localPoint);

        if (displayObject.hitArea && displayObject.hitArea.contains)
        {
            if (displayObject.hitArea.contains(this._localPoint.x, this._localPoint.y))
            {
                return true;
            }

            return false;
        }
        else if (displayObject instanceof Phaser.TileSprite)
        {
            var width = displayObject.width;
            var height = displayObject.height;
            var x1 = -width * displayObject.anchor.x;

            if (this._localPoint.x > x1 && this._localPoint.x < x1 + width)
            {
                var y1 = -height * displayObject.anchor.y;

                if (this._localPoint.y > y1 && this._localPoint.y < y1 + height)
                {
                    return true;
                }
            }
        }
        else if (displayObject instanceof PIXI.Sprite)
        {
            var width = displayObject.texture.frame.width;
            var height = displayObject.texture.frame.height;
            var x1 = -width * displayObject.anchor.x;

            if (this._localPoint.x > x1 && this._localPoint.x < x1 + width)
            {
                var y1 = -height * displayObject.anchor.y;

                if (this._localPoint.y > y1 && this._localPoint.y < y1 + height)
                {
                    return true;
                }
            }
        }

        for (var i = 0, len = displayObject.children.length; i < len; i++)
        {
            if (this.hitTest(displayObject.children[i], pointer, localPoint))
            {
                return true;
            }
        }

        return false;
    }

};

Phaser.Input.prototype.constructor = Phaser.Input;

/**
* The X coordinate of the most recently active pointer. This value takes game scaling into account automatically. See Pointer.screenX/clientX for source values.
* @name Phaser.Input#x
* @property {number} x - The X coordinate of the most recently active pointer.
*/
Object.defineProperty(Phaser.Input.prototype, "x", {

    get: function () {
        return this._x;
    },

    set: function (value) {
        this._x = Math.floor(value);
    }

});

/**
* The Y coordinate of the most recently active pointer. This value takes game scaling into account automatically. See Pointer.screenY/clientY for source values.
* @name Phaser.Input#y
* @property {number} y - The Y coordinate of the most recently active pointer.
*/
Object.defineProperty(Phaser.Input.prototype, "y", {

    get: function () {
        return this._y;
    },

    set: function (value) {
        this._y = Math.floor(value);
    }

});

/**
* @name Phaser.Input#pollLocked
* @property {boolean} pollLocked - True if the Input is currently poll rate locked.
* @readonly
*/
Object.defineProperty(Phaser.Input.prototype, "pollLocked", {

    get: function () {
        return (this.pollRate > 0 && this._pollCounter < this.pollRate);
    }

});

/**
* The total number of inactive Pointers
* @name Phaser.Input#totalInactivePointers
* @property {number} totalInactivePointers - The total number of inactive Pointers.
* @readonly
*/
Object.defineProperty(Phaser.Input.prototype, "totalInactivePointers", {

    get: function () {
        return 10 - this.currentPointers;
    }

});

/**
* The total number of active Pointers
* @name Phaser.Input#totalActivePointers
* @property {number} totalActivePointers - The total number of active Pointers.
* @readonly
*/
Object.defineProperty(Phaser.Input.prototype, "totalActivePointers", {

    get: function () {

        this.currentPointers = 0;

        for (var i = 1; i <= 10; i++)
        {
            if (this['pointer' + i] && this['pointer' + i].active)
            {
                this.currentPointers++;
            }
        }

        return this.currentPointers;

    }

});

/**
* The world X coordinate of the most recently active pointer.
* @name Phaser.Input#worldX
* @property {number} worldX - The world X coordinate of the most recently active pointer.
*/
Object.defineProperty(Phaser.Input.prototype, "worldX", {

    get: function () {
        return this.game.camera.view.x + this.x;
    }

});

/**
* The world Y coordinate of the most recently active pointer.
* @name Phaser.Input#worldY
* @property {number} worldY - The world Y coordinate of the most recently active pointer.
*/
Object.defineProperty(Phaser.Input.prototype, "worldY", {

    get: function () {
        return this.game.camera.view.y + this.y;
    }

});

		Phaser Copyright © 2012-2014 Photon Storm Ltd.

		Documentation generated by JSDoc 3.3.0-dev
		on Tue Apr 29 2014 14:51:16 GMT+0100 (BST) using the DocStrap template.