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Removed Input.moveCallback and Input.moveCallbackContext as neither are used any longer. Use Input.addMoveCallback.
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Lines changed: 5 additions & 12 deletions

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src/input/Input.js

Lines changed: 5 additions & 12 deletions
Original file line numberDiff line numberDiff line change
@@ -32,20 +32,13 @@ Phaser.Input = function (game) {
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this.hitContext = null;
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/**
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* @property {array} moveCallbacks - An array of callbacks that will be fired every time the activePointer receives a move event from the DOM.
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* An array of callbacks that will be fired every time the activePointer receives a move event from the DOM.
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* To add a callback to this array please use `Input.addMoveCallback`.
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* @property {array} moveCallbacks
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* @protected
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*/
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this.moveCallbacks = [];
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/**
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* @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.
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*/
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this.moveCallback = null;
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/**
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* @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.
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*/
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this.moveCallbackContext = this;
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/**
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* @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.
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* @default
@@ -445,7 +438,7 @@ Phaser.Input.prototype = {
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* Adds a callback that is fired every time the activePointer receives a DOM move event such as a mousemove or touchmove.
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*
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* The callback will be sent 4 parameters: The Pointer that moved, the x position of the pointer, the y position and the down state.
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*
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* 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
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* to only use if you've limited input to a single pointer (i.e. mouse or touch).
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* The callback is added to the Phaser.Input.moveCallbacks array and should be removed with Phaser.Input.deleteMoveCallback.

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