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< a href = "Phaser.Text.html" > Text< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Time.html" > Time< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
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< li class = "class-depth-1" >
< a href = "Phaser.TweenData.html" > TweenData< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
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< li class = "class-depth-2" >
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< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.World.html" > World< / a >
< / li >
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< li class = "class-depth-1" >
< a href = "PIXI.AbstractFilter.html" > AbstractFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AjaxRequest.html" > AjaxRequest< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AlphaMaskFilter.html" > AlphaMaskFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AsciiFilter.html" > AsciiFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AssetLoader.html" > AssetLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AtlasLoader.html" > AtlasLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BaseTexture.html" > BaseTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BitmapFontLoader.html" > BitmapFontLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BitmapText.html" > BitmapText< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BlurFilter.html" > BlurFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BlurXFilter.html" > BlurXFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BlurYFilter.html" > BlurYFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasBuffer.html" > CanvasBuffer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasGraphics.html" > CanvasGraphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasMaskManager.html" > CanvasMaskManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasRenderer.html" > CanvasRenderer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasTinter.html" > CanvasTinter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Circle.html" > Circle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ColorMatrixFilter.html" > ColorMatrixFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ColorStepFilter.html" > ColorStepFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ComplexPrimitiveShader.html" > ComplexPrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ConvolutionFilter.html" > ConvolutionFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CrossHatchFilter.html" > CrossHatchFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplacementFilter.html" > DisplacementFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObject.html" > DisplayObject< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObjectContainer.html" > DisplayObjectContainer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DotScreenFilter.html" > DotScreenFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Ellipse.html" > Ellipse< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Event.html" > Event< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.EventTarget.html" > EventTarget< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.FilterBlock.html" > FilterBlock< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.FilterTexture.html" > FilterTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Graphics.html" > Graphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.GraphicsData.html" > GraphicsData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.GrayFilter.html" > GrayFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ImageLoader.html" > ImageLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InteractionData.html" > InteractionData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InteractionManager.html" > InteractionManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InvertFilter.html" > InvertFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.JsonLoader.html" > JsonLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Matrix.html" > Matrix< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.MovieClip.html" > MovieClip< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.NoiseFilter.html" > NoiseFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.NormalMapFilter.html" > NormalMapFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixelateFilter.html" > PixelateFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PIXI.html" > PIXI< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiFastShader.html" > PixiFastShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiShader.html" > PixiShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Point.html" > Point< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Polygon.html" > Polygon< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PolyK.html" > PolyK< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PrimitiveShader.html" > PrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Rectangle.html" > Rectangle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RenderTexture.html" > RenderTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RGBSplitFilter.html" > RGBSplitFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Rope.html" > Rope< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RoundedRectangle.html" > RoundedRectangle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SepiaFilter.html" > SepiaFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SmartBlurFilter.html" > SmartBlurFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Spine.html" > Spine< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpineLoader.html" > SpineLoader< / a >
< / li >
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< li class = "class-depth-1" >
< a href = "PIXI.SpineTextureLoader.html" > SpineTextureLoader< / a >
< / li >
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< li class = "class-depth-1" >
< a href = "PIXI.Sprite.html" > Sprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpriteBatch.html" > SpriteBatch< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpriteSheetLoader.html" > SpriteSheetLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Stage.html" > Stage< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Strip.html" > Strip< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.StripShader.html" > StripShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Text.html" > Text< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Texture.html" > Texture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TilingSprite.html" > TilingSprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftFilter.html" > TiltShiftFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftXFilter.html" > TiltShiftXFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftYFilter.html" > TiltShiftYFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TwistFilter.html" > TwistFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.VideoTexture.html" > VideoTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLBlendModeManager.html" > WebGLBlendModeManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLFastSpriteBatch.html" > WebGLFastSpriteBatch< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLFilterManager.html" > WebGLFilterManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLRenderer.html" > WebGLRenderer< / a >
< / li >
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< / ul >
< / li >
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< li class = "dropdown" >
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< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Core< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "Phaser.Game.html" > Game< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Group.html" > Group< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.World.html" > World< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Loader.html" > Loader< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Time.html" > Time< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Camera.html" > Camera< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.StateManager.html" > State Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TweenManager.html" > Tween Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.SoundManager.html" > Sound Manager< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Input.html" > Input Manager< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.ScaleManager.html" > Scale Manager< / a > < / li >
< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Game Objects< b class = "caret" > < / b > < / a >
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< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "Phaser.GameObjectFactory.html" > Factory (game.add)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.GameObjectCreator.html" > Creator (game.make)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sprite.html" > Sprite< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Image.html" > Image< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sound.html" > Sound< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Particles.Arcade.Emitter.html" > Particle Emitter< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Particle.html" > Particle< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Text.html" > Text< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tween.html" > Tween< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapText.html" > BitmapText< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tilemap.html" > Tilemap< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapData.html" > BitmapData< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RetroFont.html" > RetroFont< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Button.html" > Button< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Animation.html" > Animation< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Graphics.html" > Graphics< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RenderTexture.html" > RenderTexture< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TileSprite.html" > TileSprite< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Geometry< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Circle.html" > Circle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Rectangle.html" > Rectangle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Point.html" > Point< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Line.html" > Line< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Ellipse.html" > Ellipse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Polygon.html" > Polygon< / a > < / li >
< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Physics< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Arcade.html" > Arcade Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Arcade.Body.html" > Body< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.P2.html" > P2 Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Body.html" > Body< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Spring.html" > Spring< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Ninja.html" > Ninja Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Body.html" > Body< / a > < / li >
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< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Input< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.InputHandler.html" > Input Handler< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Pointer.html" > Pointer< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Mouse.html" > Mouse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Keyboard.html" > Keyboard< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Key.html" > Key< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Gamepad.html" > Gamepad< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Community< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "https://leanpub.com/u/photonstorm" > Phaser Books< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser" > Phaser Github< / a > < / li >
< li class = "class-depth-1" > < a href = "http://examples.phaser.io" > Phaser Examples< / a > < / li >
< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser-plugins" > Phaser Plugins< / a > < / li >
< li class = "class-depth-1" > < a href = "http://www.html5gamedevs.com/forum/14-phaser/" > Forum< / a > < / li >
< li class = "class-depth-1" > < a href = "http://stackoverflow.com/questions/tagged/phaser-framework" > Stack Overflow< / a > < / li >
< li class = "class-depth-1" > < a href = "https://confirmsubscription.com/h/r/369DE48E3E86AF1E" > Newsletter< / a > < / li >
< li class = "class-depth-1" > < a href = "https://twitter.com/photonstorm" > Twitter< / a > < / li >
< li class = "class-depth-1" > < a href = "http://www.html5gamedevs.com/topic/4470-official-phaserio-irc-channel-phaserio-on-freenode/" > IRC< / a > < / li >
< li class = "class-depth-1" > < a href = "https://www.gittip.com/photonstorm/" > GitTip< / a > < / li >
< / ul >
< / li >
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< / ul >
< / div >
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< div class = "row-fluid" >
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< div class = "span8" >
< div id = "main" >
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<!-- <h1 class="page - title">Class: Input</h1> -->
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< section >
< header >
< h2 >
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< span class = "ancestors" > < a href = "Phaser.html" > Phaser< / a > .< / span >
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Input
< / h2 >
< / header >
< article >
< div class = "container-overview" >
< dt >
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< h4 class = "name "
id="Input">< span class = "type-signature" > < / span > new Input< span class = "signature" > (game)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > 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.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > game< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Game.html" > Phaser.Game< / a > < / span >
< / td >
< td class = "description last" > < p > Current game instance.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< dl class = "details" >
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< / dl >
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< / dd >
< / div >
< h3 class = "subsection-title" > Members< / h3 >
< dl >
< dt >
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< h4 class = "name "
id="MAX_POINTERS">< span class = "type-signature" > < static, constant> < / span > MAX_POINTERS< span class = "type-signature" > :integer< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > The maximum number of pointers that can be added. This excludes the mouse pointer.< / p >
< / div >
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< dl class = "details" >
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< dt >
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< h4 class = "name "
id="MOUSE_OVERRIDES_TOUCH">< span class = "type-signature" > < static, constant> < / span > MOUSE_OVERRIDES_TOUCH< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
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< h4 class = "name "
id="MOUSE_TOUCH_COMBINE">< span class = "type-signature" > < static, constant> < / span > MOUSE_TOUCH_COMBINE< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
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< dt >
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< h4 class = "name "
id="TOUCH_OVERRIDES_MOUSE">< span class = "type-signature" > < static, constant> < / span > TOUCH_OVERRIDES_MOUSE< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
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< / dl >
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< dt >
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< h4 class = "name "
id="activePointer">< span class = "type-signature" > < / span > activePointer< span class = "type-signature" > :< a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > 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.< / p >
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< / div >
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< / dl >
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< dt >
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< h4 class = "name "
id="circle">< span class = "type-signature" > < / span > circle< span class = "type-signature" > :< a href = "Phaser.Circle.html" > Phaser.Circle< / a > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > 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.< / p >
< / div >
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< dl class = "details" >
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< / dl >
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< dt >
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< h4 class = "name toc-deprecated"
id="currentPointers">< span class = "type-signature" > < / span > currentPointers< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
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< dt class = "important deprecated-notice" >
This method is < em > deprecated< / em > and should not be used. It may be removed in the future.
< / dt >
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< div class = "description" >
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< p > The current number of active Pointers.< / p >
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< / div >
< dl class = "details" >
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< dt class = "important tag-deprecated" > Deprecated:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This is only updated when `maxPointers >= 0` and will generally be innacurate. Use `totalActivePointers` instead.< / li >
< / ul > < / dd >
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< dt >
< h4 class = "name "
id="doubleTapRate">< span class = "type-signature" > < / span > doubleTapRate< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click.< / p >
< / div >
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< dt class = "tag-default" > Default Value:< / dt >
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< dd class = "tag-default" > < ul class = "dummy" > < li > 300< / li > < / ul > < / dd >
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< dt >
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< h4 class = "name "
id="enabled">< span class = "type-signature" > < / span > enabled< span class = "type-signature" > :boolean< / span > < / h4 >
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< dd >
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< div class = "description" >
< p > When enabled, input (eg. Keyboard, Mouse, Touch) will be processed - as long as the individual sources are enabled themselves.< / p >
< p > When not enabled, < em > all< / em > input sources are ignored. To disable just one type of input; for example, the Mouse, use < code > input.mouse.enabled = false< / code > .< / p >
< / div >
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< dt class = "tag-default" > Default Value:< / dt >
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< dd class = "tag-default" > < ul class = "dummy" > < li > true< / li > < / ul > < / dd >
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< / dl >
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< dt >
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< h4 class = "name "
id="game">< span class = "type-signature" > < / span > game< span class = "type-signature" > :< a href = "Phaser.Game.html" > Phaser.Game< / a > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > A reference to the currently running game.< / p >
< / div >
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< dt >
< h4 class = "name "
id="gamepad">< span class = "type-signature" > < / span > gamepad< span class = "type-signature" > :< a href = "Phaser.Gamepad.html" > Phaser.Gamepad< / a > < / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > The Gamepad Input manager.< / p >
< / div >
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< dt >
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< h4 class = "name "
id="hitCanvas">< span class = "type-signature" > < / span > hitCanvas< span class = "type-signature" > :HTMLCanvasElement< / span > < / h4 >
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< dd >
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< div class = "description" >
< p > The canvas to which single pixels are drawn in order to perform pixel-perfect hit detection.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > null< / li > < / ul > < / dd >
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< h4 class = "name "
id="hitContext">< span class = "type-signature" > < / span > hitContext< span class = "type-signature" > :CanvasRenderingContext2D< / span > < / h4 >
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< dd >
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< p > The context of the pixel perfect hit canvas.< / p >
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< dt >
< h4 class = "name "
id="holdRate">< span class = "type-signature" > < / span > holdRate< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event.< / p >
< / div >
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< dt class = "tag-default" > Default Value:< / dt >
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< dd class = "tag-default" > < ul class = "dummy" > < li > 2000< / li > < / ul > < / dd >
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< h4 class = "name "
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id="interactiveItems">< span class = "type-signature" > < / span > interactiveItems< span class = "type-signature" > :< a href = "Phaser.ArraySet.html" > Phaser.ArraySet< / a > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > A list of interactive objects. The InputHandler components add and remove themselves from this list.< / p >
< / div >
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< dt >
< h4 class = "name "
id="justPressedRate">< span class = "type-signature" > < / span > justPressedRate< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > The number of milliseconds below which the Pointer is considered justPressed.< / p >
< / div >
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< h4 class = "name "
id="justReleasedRate">< span class = "type-signature" > < / span > justReleasedRate< span class = "type-signature" > :number< / span > < / h4 >
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< p > The number of milliseconds below which the Pointer is considered justReleased .< / p >
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< h4 class = "name "
id="keyboard">< span class = "type-signature" > < / span > keyboard< span class = "type-signature" > :< a href = "Phaser.Keyboard.html" > Phaser.Keyboard< / a > < / span > < / h4 >
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< p > The Keyboard Input manager.< / p >
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< h4 class = "name "
id="maxPointers">< span class = "type-signature" > < / span > maxPointers< span class = "type-signature" > :integer< / span > < / h4 >
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< p > The maximum number of Pointers allowed to be active at any one time. A value of -1 is only limited by the total number of pointers. For lots of games it's useful to set this to 1.< / p >
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< dd class = "tag-default" > < ul class = "dummy" > < li > -1 (Limited by total pointers.)< / li > < / ul > < / dd >
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< p > You can tell all Pointers to ignore any object with a priorityID lower than the minPriorityID. Useful when stacking UI layers. Set to zero to disable.< / p >
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< h4 class = "name "
id="mouse">< span class = "type-signature" > < / span > mouse< span class = "type-signature" > :< a href = "Phaser.Mouse.html" > Phaser.Mouse< / a > < / span > < / h4 >
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< p > The Mouse Input manager.< / p >
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< h4 class = "name "
id="mousePointer">< span class = "type-signature" > < / span > mousePointer< span class = "type-signature" > :Pointer< / span > < / h4 >
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< dd >
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< p > The mouse has its own unique Phaser.Pointer object which you can use if making a desktop specific game.< / p >
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< h4 class = "name "
id="moveCallback">< span class = "type-signature" > < / span > moveCallback< span class = "type-signature" > :function< / span > < / h4 >
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< p > An optional callback that will be fired every time the activePointer receives a move event from the DOM. Set to null to disable.< / p >
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< h4 class = "name "
id="moveCallbackContext">< span class = "type-signature" > < / span > moveCallbackContext< span class = "type-signature" > :object< / span > < / h4 >
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< dd >
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< p > The context in which the moveCallback will be sent. Defaults to Phaser.Input but can be set to any valid JS object.< / p >
< / div >
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id="moveCallbacks">< span class = "type-signature" > < / span > moveCallbacks< span class = "type-signature" > :array< / span > < / h4 >
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< p > An array of callbacks that will be fired every time the activePointer receives a move event from the DOM.< / p >
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< h4 class = "name "
id="mspointer">< span class = "type-signature" > < / span > mspointer< span class = "type-signature" > :< a href = "Phaser.MSPointer.html" > Phaser.MSPointer< / a > < / span > < / h4 >
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< p > The MSPointer Input manager.< / p >
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id="multiInputOverride">< span class = "type-signature" > < / span > multiInputOverride< span class = "type-signature" > :number< / span > < / h4 >
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< p > Controls the expected behaviour when using a mouse and touch together on a multi-input device.< / p >
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id="onDown">< span class = "type-signature" > < / span > onDown< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
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< p > A Signal that is dispatched each time a pointer is pressed down.< / p >
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< p > A Signal that is dispatched each time a pointer is held down.< / p >
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< p > A Signal that is dispatched each time a pointer is tapped.< / p >
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< p > A Signal that is dispatched each time a pointer is released.< / p >
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< p > A Pointer object.< / p >
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< p > A Pointer object.< / p >
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< p > A Pointer object.< / p >
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< p > A Pointer object.< / p >
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< p > A Pointer object.< / p >
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< p > A Pointer object.< / p >
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< p > A Pointer object.< / p >
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< p > A Pointer object.< / p >
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< p > A Pointer object.< / p >
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< h4 class = "name "
id="pointers">< span class = "type-signature" > < readonly> < / span > pointers< span class = "type-signature" > :Phaser.Pointer[]< / span > < / h4 >
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< p > An array of non-mouse pointers that have been added to the game.
The properties < code > pointer1..N< / code > are aliases for < code > pointers[0..N-1]< / code > .< / p >
< / div >
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< h5 > Type:< / h5 >
< ul >
< li >
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< span class = "param-type" > Phaser.Pointer[]< / span >
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< h4 class = "name "
id="pollLocked">< span class = "type-signature" > < readonly> < / span > pollLocked< span class = "type-signature" > :boolean< / span > < / h4 >
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< p > True if the Input is currently poll rate locked.< / p >
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id="pollRate">< span class = "type-signature" > < / span > pollRate< span class = "type-signature" > :number< / span > < / h4 >
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< p > 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.< / p >
< / div >
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< dt class = "tag-default" > Default Value:< / dt >
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id="position">< span class = "type-signature" > < / span > position< span class = "type-signature" > :< a href = "Phaser.Point.html" > Phaser.Point< / a > < / span > < / h4 >
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< p > A point object representing the current position of the Pointer.< / p >
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< dt class = "tag-default" > Default Value:< / dt >
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< dt >
< h4 class = "name "
id="recordLimit">< span class = "type-signature" > < / span > recordLimit< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
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< p > 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.< / p >
< / div >
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< h4 class = "name "
id="recordPointerHistory">< span class = "type-signature" > < / span > recordPointerHistory< span class = "type-signature" > :boolean< / span > < / h4 >
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< p > 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< / p >
< / div >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > false< / li > < / ul > < / dd >
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< dt >
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< h4 class = "name "
id="recordRate">< span class = "type-signature" > < / span > recordRate< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > The rate in milliseconds at which the Pointer objects should update their tracking history.< / p >
< / div >
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< dt class = "tag-default" > Default Value:< / dt >
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< dd class = "tag-default" > < ul class = "dummy" > < li > 100< / li > < / ul > < / dd >
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< dt >
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< h4 class = "name "
id="resetLocked">< span class = "type-signature" > < / span > resetLocked< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > If the Input Manager has been reset locked then all calls made to InputManager.reset, such as from a State change, are ignored.< / p >
< / div >
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< dt class = "tag-default" > Default Value:< / dt >
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< dt >
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< h4 class = "name "
id="scale">< span class = "type-signature" > < / span > scale< span class = "type-signature" > :< a href = "Phaser.Point.html" > Phaser.Point< / a > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > 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.< / p >
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< / div >
< dl class = "details" >
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< / dl >
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< dt >
< h4 class = "name "
id="speed">< span class = "type-signature" > < / span > speed< span class = "type-signature" > :< a href = "Phaser.Point.html" > Phaser.Point< / a > < / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > A point object representing the speed of the Pointer. Only really useful in single Pointer games; otherwise see the Pointer objects directly.< / p >
< / div >
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< dt >
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< h4 class = "name "
id="tapRate">< span class = "type-signature" > < / span > tapRate< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or click.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > 200< / li > < / ul > < / dd >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
id="totalActivePointers">< span class = "type-signature" > < readonly> < / span > totalActivePointers< span class = "type-signature" > :integers< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > The total number of active Pointers, not counting the mouse pointer.< / p >
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< / div >
< dl class = "details" >
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< / dt >
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< / dd >
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< dt >
< h4 class = "name "
id="totalInactivePointers">< span class = "type-signature" > < readonly> < / span > totalInactivePointers< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > The total number of inactive Pointers.< / p >
< / div >
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< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
id="touch">< span class = "type-signature" > < / span > touch< span class = "type-signature" > :< a href = "Phaser.Touch.html" > Phaser.Touch< / a > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > the Touch Input manager.< / p >
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< / div >
< dl class = "details" >
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< / dt >
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< / dl >
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< / dd >
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< dt >
< h4 class = "name "
id="worldX">< span class = "type-signature" > < readonly> < / span > worldX< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > The world X coordinate of the most recently active pointer.< / p >
< / div >
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< dt class = "tag-source" > Source -
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< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
id="worldY">< span class = "type-signature" > < readonly> < / span > worldY< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > The world Y coordinate of the most recently active pointer.< / p >
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< / div >
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< / dt >
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< / dd >
< dt >
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< h4 class = "name "
id="x">< span class = "type-signature" > < / span > x< span class = "type-signature" > :number< / span > < / h4 >
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< dd >
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< div class = "description" >
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< p > The X coordinate of the most recently active pointer.
This value takes game scaling into account automatically. See Pointer.screenX/clientX for source values.< / p >
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< / div >
< dl class = "details" >
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< dt class = "tag-source" > Source -
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< / dt >
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< dt >
< h4 class = "name "
id="y">< span class = "type-signature" > < / span > y< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > The Y coordinate of the most recently active pointer.
This value takes game scaling into account automatically. See Pointer.screenY/clientY for source values.< / p >
< / div >
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< dt class = "tag-source" > Source -
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< / dt >
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< / dl >
< / dd >
< / dl >
< h3 class = "subsection-title" > Methods< / h3 >
< dl >
< dt >
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< h4 class = "name "
id="addMoveCallback">< span class = "type-signature" > < / span > addMoveCallback< span class = "signature" > (callback, context)< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Adds a callback that is fired every time the activePointer receives a DOM move event such as a mousemove or touchmove.< / p >
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< p > The callback will be sent 4 parameters: The Pointer that moved, the x position of the pointer, the y position and the down state.
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).
The callback is added to the Phaser.Input.moveCallbacks array and should be removed with Phaser.Input.deleteMoveCallback.< / p >
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< / div >
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< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > callback< / code > < / td >
< td class = "type" >
< span class = "param-type" > function< / span >
< / td >
< td class = "description last" > < p > The callback that will be called each time the activePointer receives a DOM move event.< / p > < / td >
< / tr >
< tr >
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< td class = "name" > < code > context< / code > < / td >
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< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "description last" > < p > The context in which the callback will be called.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > number< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The index of the callback entry. Use this index when calling Input.deleteMoveCallback.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="addPointer">< span class = "type-signature" > < / span > addPointer< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > |null}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Add a new Pointer object to the Input Manager.
By default Input creates 3 pointer objects: < code > mousePointer< / code > (not include in part of general pointer pool), < code > pointer1< / code > and < code > pointer2< / code > .
This method adds an additional pointer, up to a maximum of Phaser.Input.MAX_POINTERS (default of 10).< / p >
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< / div >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
|
< span class = "param-type" > null< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The new Pointer object that was created; null if a new pointer could not be added.< / p >
< / div >
< / div >
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< dl class = "details" >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="boot">< span class = "type-signature" > < internal> < / span > boot< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Starts the Input Manager running.< / p >
< / div >
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< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< dt class = "tag-source" > Source -
< a href = "Input.js.html" > input/Input.js< / a > , < a href = "Input.js.html#sunlight-1-line-351" > line 351< / a >
< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="deleteMoveCallback">< span class = "type-signature" > < / span > deleteMoveCallback< span class = "signature" > (index)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Removes the callback at the defined index from the Phaser.Input.moveCallbacks array< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > index< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The index of the callback to remove.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "Input.js.html" > input/Input.js< / a > , < a href = "Input.js.html#sunlight-1-line-443" > line 443< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="destroy">< span class = "type-signature" > < / span > destroy< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Stops all of the Input Managers from running.< / p >
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< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
< a href = "Input.js.html" > input/Input.js< / a > , < a href = "Input.js.html#sunlight-1-line-404" > line 404< / a >
< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="getLocalPosition">< span class = "type-signature" > < / span > getLocalPosition< span class = "signature" > (displayObject, pointer)< / span > < span class = "type-signature" > → {< a href = "Phaser.Point.html" > Phaser.Point< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > This will return the local coordinates of the specified displayObject based on the given Pointer.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > displayObject< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.Image.html" > Phaser.Image< / a > < / span >
< / td >
< td class = "description last" > < p > The DisplayObject to get the local coordinates for.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > pointer< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
< / td >
< td class = "description last" > < p > The Pointer to use in the check against the displayObject.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > A point containing the coordinates of the Pointer position relative to the DisplayObject.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "Input.js.html" > input/Input.js< / a > , < a href = "Input.js.html#sunlight-1-line-792" > line 792< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="getPointer">< span class = "type-signature" > < / span > getPointer< span class = "signature" > (< span class = "optional" > isActive< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Get the first Pointer with the given active state.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > isActive< / code > < / td >
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< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
false
< / td >
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< td class = "description last" > < p > The state the Pointer should be in - active or innactive?< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > A Pointer object or null if no Pointer object matches the requested state.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "Input.js.html" > input/Input.js< / a > , < a href = "Input.js.html#sunlight-1-line-716" > line 716< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="getPointerFromId">< span class = "type-signature" > < / span > getPointerFromId< span class = "signature" > (pointerId)< / span > < span class = "type-signature" > → {< a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Get the Pointer object whos < code > pointerId< / code > property matches the given value.< / p >
< p > The pointerId property is not set until the Pointer has been used at least once, as its populated by the DOM event.
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Also it can change every time you press the pointer down if the browser recycles it.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointerId< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "description last" > < p > The < code > pointerId< / code > (not 'id') value to search for.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > A Pointer object or null if no Pointer object matches the requested identifier.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "Input.js.html" > input/Input.js< / a > , < a href = "Input.js.html#sunlight-1-line-766" > line 766< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="getPointerFromIdentifier">< span class = "type-signature" > < / span > getPointerFromIdentifier< span class = "signature" > (identifier)< / span > < span class = "type-signature" > → {< a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Get the Pointer object whos < code > identifier< / code > property matches the given identifier value.< / p >
< p > The identifier property is not set until the Pointer has been used at least once, as its populated by the DOM event.
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Also it can change every time you press the pointer down, and is not fixed once set.
Note: Not all browsers set the identifier property and it's not part of the W3C spec, so you may need getPointerFromId instead.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > identifier< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The Pointer.identifier value to search for.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > A Pointer object or null if no Pointer object matches the requested identifier.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "Input.js.html" > input/Input.js< / a > , < a href = "Input.js.html#sunlight-1-line-740" > line 740< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="hitTest">< span class = "type-signature" > < / span > hitTest< span class = "signature" > (displayObject, pointer, localPoint)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Tests if the pointer hits the given object.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > displayObject< / code > < / td >
< td class = "type" >
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< span class = "param-type" > < a href = "global.html#DisplayObject" > DisplayObject< / a > < / span >
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< / td >
< td class = "description last" > < p > The displayObject to test for a hit.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > pointer< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
< / td >
< td class = "description last" > < p > The pointer to use for the test.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > localPoint< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
< / td >
< td class = "description last" > < p > The local translated point.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "Input.js.html" > input/Input.js< / a > , < a href = "Input.js.html#sunlight-1-line-814" > line 814< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="reset">< span class = "type-signature" > < / span > reset< span class = "signature" > (< span class = "optional" > hard< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Reset all of the Pointers and Input states.< / p >
< p > The optional < code > hard< / code > 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.
To control control the reset manually set Phaser.InputManager.resetLocked to < code > true< / code > .< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > hard< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
false
< / td >
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< td class = "description last" > < p > A soft reset won't reset any events or callbacks that are bound. A hard reset will.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "Input.js.html" > input/Input.js< / a > , < a href = "Input.js.html#sunlight-1-line-517" > line 517< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="resetSpeed">< span class = "type-signature" > < / span > resetSpeed< span class = "signature" > (x, y)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Resets the speed and old position properties.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > Sets the oldPosition.x value.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > Sets the oldPosition.y value.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "Input.js.html" > input/Input.js< / a > , < a href = "Input.js.html#sunlight-1-line-570" > line 570< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="startPointer">< span class = "type-signature" > < internal> < / span > startPointer< span class = "signature" > (event)< / span > < span class = "type-signature" > → {< a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Find the first free Pointer object and start it, passing in the event data.
This is called automatically by Phaser.Touch and Phaser.MSPointer.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > event< / code > < / td >
< td class = "type" >
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< span class = "param-type" > any< / span >
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< / td >
< td class = "description last" > < p > The event data from the Touch event.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The Pointer object that was started or null if no Pointer object is available.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "Input.js.html" > input/Input.js< / a > , < a href = "Input.js.html#sunlight-1-line-584" > line 584< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="stopPointer">< span class = "type-signature" > < internal> < / span > stopPointer< span class = "signature" > (event)< / span > < span class = "type-signature" > → {< a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Stops the matching Pointer object, passing in the event data.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > event< / code > < / td >
< td class = "type" >
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< span class = "param-type" > any< / span >
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< / td >
< td class = "description last" > < p > The event data from the Touch event.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The Pointer object that was stopped or null if no Pointer object is available.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "Input.js.html" > input/Input.js< / a > , < a href = "Input.js.html#sunlight-1-line-655" > line 655< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="update">< span class = "type-signature" > < internal> < / span > update< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Updates the Input Manager. Called by the core Game loop.< / p >
< / div >
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< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "Input.js.html" > input/Input.js< / a > , < a href = "Input.js.html#sunlight-1-line-484" > line 484< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="updatePointer">< span class = "type-signature" > < internal> < / span > updatePointer< span class = "signature" > (event)< / span > < span class = "type-signature" > → {< a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Updates the matching Pointer object, passing in the event data.
This is called automatically and should not normally need to be invoked.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > event< / code > < / td >
< td class = "type" >
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< span class = "param-type" > any< / span >
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< / td >
< td class = "description last" > < p > The event data from the Touch event.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The Pointer object that was updated; null if no pointer was updated.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "Input.js.html" > input/Input.js< / a > , < a href = "Input.js.html#sunlight-1-line-622" > line 622< / a >
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< / dt >
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< / dl >
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< / dd >
< / dl >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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< / span >
< br / >
< span class = "jsdoc-message" >
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
2015-01-06 06:57:25 +00:00
on Tue Jan 06 2015 06:32:01 GMT-0000 (GMT) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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< / span >
< / footer >
< / div >
< div class = "span3" >
< div id = "toc" > < / div >
< / div >
< br clear = "both" >
< / div >
< / div >
< script src = "scripts/sunlight.js" > < / script >
< script src = "scripts/sunlight.javascript.js" > < / script >
< script src = "scripts/sunlight-plugin.doclinks.js" > < / script >
< script src = "scripts/sunlight-plugin.linenumbers.js" > < / script >
< script src = "scripts/sunlight-plugin.menu.js" > < / script >
< script src = "scripts/jquery.min.js" > < / script >
< script src = "scripts/jquery.scrollTo.js" > < / script >
< script src = "scripts/jquery.localScroll.js" > < / script >
< script src = "scripts/bootstrap-dropdown.js" > < / script >
< script src = "scripts/toc.js" > < / script >
< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
< script >
$( function () {
$( "#toc" ).toc( {
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anchorName : function(i, heading, prefix) {
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return $(heading).attr("id") || ( prefix + i );
},
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scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
< / html >