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< a href = "Phaser.Plugin.html" > Plugin< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.PluginManager.html" > PluginManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Point.html" > Point< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Pointer.html" > Pointer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-07 06:10:15 +00:00
< a href = "Phaser.Polygon.html" > Polygon< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.QuadTree.html" > QuadTree< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.RandomDataGenerator.html" > RandomDataGenerator< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Rectangle.html" > Rectangle< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.RenderTexture.html" > RenderTexture< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 00:21:08 +00:00
< a href = "Phaser.RequestAnimationFrame.html" > RequestAnimationFrame< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.RetroFont.html" > RetroFont< / a >
< / li >
2014-09-09 14:36:56 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.Rope.html" > Rope< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.RoundedRectangle.html" > RoundedRectangle< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.ScaleManager.html" > ScaleManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Signal.html" > Signal< / a >
< / li >
2014-04-11 12:09:28 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.SignalBinding.html" > SignalBinding< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.SinglePad.html" > SinglePad< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 00:21:08 +00:00
< a href = "Phaser.Sound.html" > Sound< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 00:21:08 +00:00
< a href = "Phaser.SoundManager.html" > SoundManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Sprite.html" > Sprite< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-18 03:01:51 +00:00
< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Stage.html" > Stage< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.State.html" > State< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.StateManager.html" > StateManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Text.html" > Text< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Time.html" > Time< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.TweenData.html" > TweenData< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "Phaser.Video.html" > Video< / a >
2013-10-02 14:05:55 +00:00
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "Phaser.World.html" > World< / a >
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< / li >
< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "PIXI.AbstractFilter.html" > AbstractFilter< / a >
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< / li >
< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "PIXI.BaseTexture.html" > BaseTexture< / a >
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< / 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 >
2015-08-24 14:43:45 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.CanvasPool.html" > CanvasPool< / a >
< / li >
2014-11-15 20:01:46 +00:00
< 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.ComplexPrimitiveShader.html" > ComplexPrimitiveShader< / 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.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.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.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" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.PolyK.html" > PolyK< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.PrimitiveShader.html" > PrimitiveShader< / a >
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< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.RenderTexture.html" > RenderTexture< / a >
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< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Rope.html" > Rope< / a >
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< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Sprite.html" > Sprite< / a >
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< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.SpriteBatch.html" > SpriteBatch< / a >
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< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Stage.html" > Stage< / a >
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< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Strip.html" > Strip< / a >
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< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.StripShader.html" > StripShader< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Texture.html" > Texture< / a >
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< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.TilingSprite.html" > TilingSprite< / a >
2014-11-15 20:01:46 +00:00
< / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLBlendModeManager.html" > WebGLBlendModeManager< / a >
2014-11-25 00:23:44 +00:00
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLFastSpriteBatch.html" > WebGLFastSpriteBatch< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLFilterManager.html" > WebGLFilterManager< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLRenderer.html" > WebGLRenderer< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< / ul >
< / li >
< li class = "dropdown" >
< a href = "global.html" class = "dropdown-toggle" data-toggle = "dropdown" > Global< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#AUTO" > AUTO< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#BITMAPDATA" > BITMAPDATA< / a >
2014-11-15 20:01:46 +00:00
< / li >
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< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#BITMAPTEXT" > BITMAPTEXT< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#blendModes" > blendModes< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#BUTTON" > BUTTON< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CANVAS" > CANVAS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CANVAS_FILTER" > CANVAS_FILTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CIRCLE" > CIRCLE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CREATURE" > CREATURE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#DOWN" > DOWN< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ELLIPSE" > ELLIPSE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#EMITTER" > EMITTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GAMES" > GAMES< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GRAPHICS" > GRAPHICS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GROUP" > GROUP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#HEADLESS" > HEADLESS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#IMAGE" > IMAGE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT" > LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LINE" > LINE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#MATRIX" > MATRIX< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#NONE" > NONE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POINT" > POINT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POINTER" > POINTER< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#POLYGON" > POLYGON< / a >
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< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#RECTANGLE" > RECTANGLE< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#RENDERTEXTURE" > RENDERTEXTURE< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#RETROFONT" > RETROFONT< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#RIGHT" > RIGHT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ROPE" > ROPE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ROUNDEDRECTANGLE" > ROUNDEDRECTANGLE< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#scaleModes" > scaleModes< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#SPRITE" > SPRITE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#SPRITEBATCH" > SPRITEBATCH< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TEXT" > TEXT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILEMAP" > TILEMAP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILEMAPLAYER" > TILEMAPLAYER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILESPRITE" > TILESPRITE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#UP" > UP< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#VERSION" > VERSION< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#VIDEO" > VIDEO< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL" > WEBGL< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL_FILTER" > WEBGL_FILTER< / a >
2014-11-15 20:01:46 +00:00
< / li >
2013-10-02 14:05:55 +00:00
< / ul >
< / li >
2014-11-25 00:23:44 +00:00
2014-11-15 20:01:46 +00:00
< li class = "dropdown" >
2014-11-25 00:23:44 +00:00
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Core< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
2014-12-03 10:39:11 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Game.html" > Game< / a > < / li >
2014-11-25 00:23:44 +00:00
< 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 >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Cache.html" > Cache< / a > < / li >
2014-11-25 00:23:44 +00:00
< 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.Video.html" > Video< / 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 >
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< 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.Ellipse.html" > Ellipse< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Line.html" > Line< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Matrix.html" > Matrix< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Point.html" > Point< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Polygon.html" > Polygon< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Rectangle.html" > Rectangle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RoundedRectangle.html" > Rounded Rectangle< / a > < / li >
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< / 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 = "class-depth-1" > < a href = "Phaser.InputHandler.html" > Input Handler< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.DeviceButton.html" > Device Button< / a > < / li >
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< 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 >
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< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "http://phaser.io" > Phaser Web Site< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser" > Phaser Github< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/examples" > Phaser Examples< / a > < / li >
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< 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 >
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< li class = "class-depth-1" > < a href = "http://phaser.io/learn" > Tutorials< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://confirmsubscription.com/h/r/369DE48E3E86AF1E" > Newsletter< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/community/twitter" > Twitter< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/irc" > IRC< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://www.codeandweb.com/texturepacker/phaser" > Texture Packer< / a > < / li >
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< / ul >
< / li >
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< / ul >
< / div >
< / div >
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< div class = "span8" >
< div id = "main" >
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<!-- <h1 class="page - title">Class: Pointer</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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Pointer
< / h2 >
< / header >
< article >
< div class = "container-overview" >
< dt >
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< h4 class = "name "
id="Pointer">< span class = "type-signature" > < / span > new Pointer< span class = "signature" > (game, id)< / 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 > A Pointer object is used by the Mouse, Touch and MSPoint managers and represents a single finger on the touch screen.< / 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 > A reference to the currently running game.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > id< / code > < / td >
< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > The ID of the Pointer object within the game. Each game can have up to 10 active pointers.< / 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 = "src_input_Pointer.js.html" > input/Pointer.js< / a > , < a href = "src_input_Pointer.js.html#sunlight-1-line-15" > line 15< / a >
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< / dt >
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< / div >
< h3 class = "subsection-title" > Members< / h3 >
< dl >
< dt >
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< h4 class = "name "
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id=".BACK_BUTTON">< span class = "type-signature" > < static, constant> < / span > BACK_BUTTON< 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 X1 button. This is typically the mouse Back button, but is often reconfigured.
On Linux (GTK) this is unsupported. On Windows if advanced pointer software (such as IntelliPoint) is installed this doesn't register.< / p >
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< / div >
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< dt class = "tag-source" > Source -
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< a href = "src_input_Pointer.js.html" > input/Pointer.js< / a > , < a href = "src_input_Pointer.js.html#sunlight-1-line-380" > line 380< / a >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
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id=".ERASER_BUTTON">< span class = "type-signature" > < static, constant> < / span > ERASER_BUTTON< 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 Eraser pen button on PointerEvent supported devices only.< / p >
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< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_input_Pointer.js.html" > input/Pointer.js< / a > , < a href = "src_input_Pointer.js.html#sunlight-1-line-395" > line 395< / a >
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< / dt >
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< / dl >
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< dt >
< h4 class = "name "
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id=".FORWARD_BUTTON">< span class = "type-signature" > < static, constant> < / span > FORWARD_BUTTON< 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 X2 button. This is typically the mouse Forward button, but is often reconfigured.
On Linux (GTK) this is unsupported. On Windows if advanced pointer software (such as IntelliPoint) is installed this doesn't register.< / p >
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< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_input_Pointer.js.html" > input/Pointer.js< / a > , < a href = "src_input_Pointer.js.html#sunlight-1-line-388" > line 388< / a >
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< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
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id=".LEFT_BUTTON">< span class = "type-signature" > < static, constant> < / span > LEFT_BUTTON< 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 Left Mouse button, or in PointerEvent devices a Touch contact or Pen contact.< / p >
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< / div >
< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_input_Pointer.js.html" > input/Pointer.js< / a > , < a href = "src_input_Pointer.js.html#sunlight-1-line-358" > line 358< / a >
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< / dt >
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< / dl >
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< dt >
< h4 class = "name "
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id=".MIDDLE_BUTTON">< span class = "type-signature" > < static, constant> < / span > MIDDLE_BUTTON< 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 Middle Mouse button.< / p >
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< / div >
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< / dt >
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< / dd >
< dt >
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id=".NO_BUTTON">< span class = "type-signature" > < static, constant> < / span > NO_BUTTON< 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 > No buttons at all.< / p >
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< / div >
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< / dt >
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< dt >
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< h4 class = "name "
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id=".RIGHT_BUTTON">< span class = "type-signature" > < static, constant> < / span > RIGHT_BUTTON< 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 Right Mouse button, or in PointerEvent devices a Pen contact with a barrel button.< / p >
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< / div >
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< h4 class = "name "
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id="active">< span class = "type-signature" > < / span > active< span class = "type-signature" > :boolean< / span > < / h4 >
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< div class = "description" >
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< p > An active pointer is one that is currently pressed down on the display. A Mouse is always active.< / p >
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< h4 class = "name "
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id="backButton">< span class = "type-signature" > < / span > backButton< span class = "type-signature" > :< a href = "Phaser.DeviceButton.html" > Phaser.DeviceButton< / a > < / span > < / h4 >
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< / dt >
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< div class = "description" >
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< p > If this Pointer is a Mouse or Pen / Stylus then you can access its X1 (back) button directly through this property.< / p >
< p > The DeviceButton has its own properties such as < code > isDown< / code > , < code > duration< / code > and methods like < code > justReleased< / code > for more fine-grained
button control.< / p >
< p > Please see the DeviceButton docs for details on browser button limitations.< / p >
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< / div >
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< dt >
< h4 class = "name "
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id="button">< span class = "type-signature" > < / span > button< span class = "type-signature" > :any< / span > < / h4 >
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< p > The button property of the most recent DOM event when this Pointer is started.
You should not rely on this value for accurate button detection, instead use the Pointer properties
< code > leftButton< / code > , < code > rightButton< / code > , < code > middleButton< / code > and so on.< / p >
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< / div >
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< h4 class = "name "
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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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< p > A Phaser.Circle that is centered on the x/y coordinates of this pointer, useful for hit detection.
The Circle size is 44px (Apples recommended " finger tip" size).< / p >
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< / div >
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< dt >
< h4 class = "name "
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id="clientX">< span class = "type-signature" > < / span > clientX< span class = "type-signature" > :number< / span > < / h4 >
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< div class = "description" >
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< p > The horizontal coordinate of the Pointer within the application's client area at which the event occurred (as opposed to the coordinates within the page).< / p >
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< / div >
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< h4 class = "name "
id="clientY">< span class = "type-signature" > < / span > clientY< span class = "type-signature" > :number< / span > < / h4 >
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< p > The vertical coordinate of the Pointer within the application's client area at which the event occurred (as opposed to the coordinates within the page).< / p >
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< h4 class = "name "
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id="dirty">< span class = "type-signature" > < / span > dirty< span class = "type-signature" > :boolean< / span > < / h4 >
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< p > A dirty pointer needs to re-poll any interactive objects it may have been over, regardless if it has moved or not.< / p >
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id="duration">< span class = "type-signature" > < readonly> < / span > duration< span class = "type-signature" > :number< / span > < / h4 >
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< p > How long the Pointer has been depressed on the touchscreen or < em > any< / em > of the mouse buttons have been held down.
If not currently down it returns -1.
If you need to test a specific mouse or pen button then access the buttons directly, i.e. < code > Pointer.rightButton.duration< / code > .< / p >
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< / dt >
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< dt >
< h4 class = "name "
id="eraserButton">< span class = "type-signature" > < / span > eraserButton< span class = "type-signature" > :< a href = "Phaser.DeviceButton.html" > Phaser.DeviceButton< / a > < / span > < / h4 >
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< div class = "description" >
< p > If this Pointer is a Pen / Stylus then you can access its eraser button directly through this property.< / p >
< p > The DeviceButton has its own properties such as < code > isDown< / code > , < code > duration< / code > and methods like < code > justReleased< / code > for more fine-grained
button control.< / p >
< p > Please see the DeviceButton docs for details on browser button limitations.< / p >
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< h4 class = "name "
id="exists">< span class = "type-signature" > < / span > exists< span class = "type-signature" > :boolean< / span > < / h4 >
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< dd >
< div class = "description" >
< p > A Pointer object that exists is allowed to be checked for physics collisions and overlaps.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > true< / li > < / ul > < / dd >
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< h4 class = "name "
id="forwardButton">< span class = "type-signature" > < / span > forwardButton< span class = "type-signature" > :< a href = "Phaser.DeviceButton.html" > Phaser.DeviceButton< / a > < / span > < / h4 >
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< p > If this Pointer is a Mouse or Pen / Stylus then you can access its X2 (forward) button directly through this property.< / p >
< p > The DeviceButton has its own properties such as < code > isDown< / code > , < code > duration< / code > and methods like < code > justReleased< / code > for more fine-grained
button control.< / p >
< p > Please see the DeviceButton docs for details on browser button limitations.< / p >
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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 >
< / dt >
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< div class = "description" >
< p > A reference to the currently running game.< / p >
< / div >
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< h4 class = "name "
id="id">< span class = "type-signature" > < / span > id< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The ID of the Pointer object within the game. Each game can have up to 10 active pointers.< / p >
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< h4 class = "name "
id="identifier">< span class = "type-signature" > < / span > identifier< span class = "type-signature" > :number< / span > < / h4 >
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< p > The identifier property of the Pointer as set by the DOM event when this Pointer is started.< / p >
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< h4 class = "name "
id="isDown">< span class = "type-signature" > < / span > isDown< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
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< div class = "description" >
< p > If the Pointer is touching the touchscreen, or < em > any< / em > mouse or pen button is held down, isDown is set to true.
If you need to check a specific mouse or pen button then use the button properties, i.e. Pointer.rightButton.isDown.< / p >
< / div >
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< h4 class = "name "
id="isMouse">< span class = "type-signature" > < / span > isMouse< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > If the Pointer is a mouse or pen / stylus this is true, otherwise false.< / p >
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< h4 class = "name "
id="isUp">< span class = "type-signature" > < / span > isUp< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > If the Pointer is not touching the touchscreen, or < em > all< / em > mouse or pen buttons are up, isUp is set to true.
If you need to check a specific mouse or pen button then use the button properties, i.e. Pointer.rightButton.isUp.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-default" > Default Value:< / dt >
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< h4 class = "name "
id="leftButton">< span class = "type-signature" > < / span > leftButton< span class = "type-signature" > :< a href = "Phaser.DeviceButton.html" > Phaser.DeviceButton< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > If this Pointer is a Mouse or Pen / Stylus then you can access its left button directly through this property.< / p >
< p > The DeviceButton has its own properties such as < code > isDown< / code > , < code > duration< / code > and methods like < code > justReleased< / code > for more fine-grained
button control.< / p >
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< h4 class = "name "
id="middleButton">< span class = "type-signature" > < / span > middleButton< span class = "type-signature" > :< a href = "Phaser.DeviceButton.html" > Phaser.DeviceButton< / a > < / span > < / h4 >
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< div class = "description" >
< p > If this Pointer is a Mouse or Pen / Stylus then you can access its middle button directly through this property.< / p >
< p > The DeviceButton has its own properties such as < code > isDown< / code > , < code > duration< / code > and methods like < code > justReleased< / code > for more fine-grained
button control.< / p >
< p > Please see the DeviceButton docs for details on browser button limitations.< / p >
< / div >
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id="movementX">< span class = "type-signature" > < / span > movementX< span class = "type-signature" > :number< / span > < / h4 >
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< p > The horizontal processed relative movement of the Pointer in pixels since last event.< / p >
< / div >
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< dt >
< h4 class = "name "
id="movementY">< span class = "type-signature" > < / span > movementY< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > The vertical processed relative movement of the Pointer in pixels since last event.< / p >
< / div >
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< h4 class = "name "
id="msSinceLastClick">< span class = "type-signature" > < / span > msSinceLastClick< span class = "type-signature" > :number< / span > < / h4 >
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< p > The number of milliseconds since the last click or touch event.< / p >
< / div >
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< dt >
< h4 class = "name "
id="pageX">< span class = "type-signature" > < / span > pageX< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > The horizontal coordinate of the Pointer relative to whole document.< / p >
< / div >
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< h4 class = "name "
id="pageY">< span class = "type-signature" > < / span > pageY< span class = "type-signature" > :number< / span > < / h4 >
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< p > The vertical coordinate of the Pointer relative to whole document.< / p >
< / div >
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< h4 class = "name "
id="pointerId">< span class = "type-signature" > < / span > pointerId< span class = "type-signature" > :number< / span > < / h4 >
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< p > The pointerId property of the Pointer as set by the DOM event when this Pointer is started. The browser can and will recycle this value.< / p >
< / div >
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< h4 class = "name "
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 Phaser.Point object containing the current x/y values of the pointer on the display.< / p >
< / div >
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id="positionDown">< span class = "type-signature" > < / span > positionDown< span class = "type-signature" > :< a href = "Phaser.Point.html" > Phaser.Point< / a > < / span > < / h4 >
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< p > A Phaser.Point object containing the x/y values of the pointer when it was last in a down state on the display.< / p >
< / div >
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< p > A Phaser.Point object containing the x/y values of the pointer when it was last released.< / p >
< / div >
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< h4 class = "name "
id="previousTapTime">< span class = "type-signature" > < / span > previousTapTime< span class = "type-signature" > :number< / span > < / h4 >
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< dd >
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< p > A timestamp representing when the Pointer was last tapped or clicked.< / p >
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< h4 class = "name "
id="rawMovementX">< span class = "type-signature" > < / span > rawMovementX< span class = "type-signature" > :number< / span > < / h4 >
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< p > The horizontal raw relative movement of the Pointer in pixels since last event.< / p >
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< p > The vertical raw relative movement of the Pointer in pixels since last event.< / p >
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< h4 class = "name "
id="rightButton">< span class = "type-signature" > < / span > rightButton< span class = "type-signature" > :< a href = "Phaser.DeviceButton.html" > Phaser.DeviceButton< / a > < / span > < / h4 >
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< div class = "description" >
< p > If this Pointer is a Mouse or Pen / Stylus then you can access its right button directly through this property.< / p >
< p > The DeviceButton has its own properties such as < code > isDown< / code > , < code > duration< / code > and methods like < code > justReleased< / code > for more fine-grained
button control.< / p >
< p > Please see the DeviceButton docs for details on browser button limitations.< / p >
< / div >
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< h4 class = "name "
id="screenX">< span class = "type-signature" > < / span > screenX< span class = "type-signature" > :number< / span > < / h4 >
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< p > The horizontal coordinate of the Pointer relative to the screen.< / p >
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< p > The vertical coordinate of the Pointer relative to the screen.< / p >
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< h4 class = "name "
id="target">< span class = "type-signature" > < / span > target< span class = "type-signature" > :any< / span > < / h4 >
< / dt >
< dd >
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< p > The target property of the Pointer as set by the DOM event when this Pointer is started.< / p >
< / div >
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< h4 class = "name "
id="targetObject">< span class = "type-signature" > < / span > targetObject< span class = "type-signature" > :any< / span > < / h4 >
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< p > The Game Object this Pointer is currently over / touching / dragging.< / p >
< / div >
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< h4 class = "name "
id="timeDown">< span class = "type-signature" > < / span > timeDown< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
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< p > A timestamp representing when the Pointer first touched the touchscreen.< / p >
< / div >
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< h4 class = "name "
id="timeUp">< span class = "type-signature" > < / span > timeUp< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > A timestamp representing when the Pointer left the touchscreen.< / p >
< / 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 >
< / dd >
< dt >
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< h4 class = "name "
id="totalTouches">< span class = "type-signature" > < / span > totalTouches< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > The total number of times this Pointer has been touched to the touchscreen.< / p >
< / div >
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< dl class = "details" >
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< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
id="type">< span class = "type-signature" > < readonly> < / span > type< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > The const type of this object.< / p >
< / 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 >
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< dt >
< h4 class = "name "
id="withinGame">< span class = "type-signature" > < / span > withinGame< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > true if the Pointer is over the game canvas, otherwise false.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_input_Pointer.js.html" > input/Pointer.js< / a > , < a href = "src_input_Pointer.js.html#sunlight-1-line-170" > line 170< / a >
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< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
id="worldX">< span class = "type-signature" > < readonly> < / span > worldX< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Gets the X value of this Pointer in world coordinates based on the world camera.< / p >
< / div >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > duration< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The X value of this Pointer in world coordinates based on the world camera.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
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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" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Gets the Y value of this Pointer in world coordinates based on the world camera.< / p >
< / div >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > duration< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The Y value of this Pointer in world coordinates based on the world camera.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
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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="x">< span class = "type-signature" > < / span > x< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > The horizontal coordinate of the Pointer. This value is automatically scaled based on the game scale.< / p >
< / div >
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< / dt >
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< / dl >
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< / dd >
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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 vertical coordinate of the Pointer. This value is automatically scaled based on the game scale.< / p >
< / div >
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< a href = "src_input_Pointer.js.html" > input/Pointer.js< / a > , < a href = "src_input_Pointer.js.html#sunlight-1-line-236" > line 236< / a >
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< / dt >
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< / dl >
< / dd >
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< / dl >
< h3 class = "subsection-title" > Methods< / h3 >
< dl >
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< dt >
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< h4 class = "name "
id="addClickTrampoline">< span class = "type-signature" > < internal> < / span > addClickTrampoline< span class = "signature" > (name, callback, callbackContext, callbackArgs)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Add a click trampoline to this pointer.< / p >
< p > A click trampoline is a callback that is run on the DOM 'click' event; this is primarily
needed with certain browsers (ie. IE11) which restrict some actions like requestFullscreen
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to the DOM 'click' event and rejects it for 'pointer< em > ' and 'mouse< / em > ' events.< / p >
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< p > This is used internally by the ScaleManager; click trampoline usage is uncommon.
Click trampolines can only be added to pointers that are currently down.< / p >
< / div >
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< h5 > Parameters:< / h5 >
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< table class = "params table table-striped" >
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< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > name< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
< / td >
< td class = "description last" > < p > The name of the trampoline; must be unique among active trampolines in this pointer.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > callback< / code > < / td >
< td class = "type" >
< span class = "param-type" > function< / span >
< / td >
< td class = "description last" > < p > Callback to run/trampoline.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > callbackContext< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "description last" > < p > Context of the callback.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > callbackArgs< / code > < / td >
< td class = "type" >
< span class = "param-type" > Array.< object>< / span >
|
< span class = "param-type" > null< / span >
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< / td >
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< td class = "description last" > < p > Additional callback args, if any. Supplied as an array.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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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 = "src_input_Pointer.js.html" > input/Pointer.js< / a > , < a href = "src_input_Pointer.js.html#sunlight-1-line-1018" > line 1018< / a >
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< / dt >
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< / dl >
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< / dd >
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< dt >
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< h4 class = "name "
id="justPressed">< span class = "type-signature" > < / span > justPressed< span class = "signature" > (< span class = "optional" > duration< / span > )< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > The Pointer is considered justPressed if the time it was pressed onto the touchscreen or clicked is less than justPressedRate.
Note that calling justPressed doesn't reset the pressed status of the Pointer, it will return < code > true< / code > for as long as the duration is valid.
If you wish to check if the Pointer was pressed down just once then see the Sprite.events.onInputDown event.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > duration< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "description last" > < p > The time to check against. If none given it will use InputManager.justPressedRate.< / 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" > boolean< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > true if the Pointer was pressed down within the duration given.< / 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="justReleased">< span class = "type-signature" > < / span > justReleased< span class = "signature" > (< span class = "optional" > duration< / span > )< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > The Pointer is considered justReleased if the time it left the touchscreen is less than justReleasedRate.
Note that calling justReleased doesn't reset the pressed status of the Pointer, it will return < code > true< / code > for as long as the duration is valid.
If you wish to check if the Pointer was released just once then see the Sprite.events.onInputUp event.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > duration< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "description last" > < p > The time to check against. If none given it will use InputManager.justReleasedRate.< / 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" > boolean< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > true if the Pointer was released within the duration given.< / 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="leave">< span class = "type-signature" > < / span > leave< span class = "signature" > (event)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Called when the Pointer leaves the target area.< / 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" > MouseEvent< / span >
|
< span class = "param-type" > PointerEvent< / span >
|
< span class = "param-type" > TouchEvent< / span >
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< / td >
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< td class = "description last" > < p > The event passed up from the input handler.< / 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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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="move">< span class = "type-signature" > < / span > move< span class = "signature" > (event, < span class = "optional" > fromClick< / 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 > Called when the Pointer is moved.< / 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 > event< / code > < / td >
< td class = "type" >
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< span class = "param-type" > MouseEvent< / span >
|
< span class = "param-type" > PointerEvent< / span >
|
< span class = "param-type" > TouchEvent< / span >
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< / td >
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< td class = "attributes" >
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< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The event passed up from the input handler.< / p > < / td >
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< / tr >
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< tr >
< td class = "name" > < code > fromClick< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > Was this called from the click event?< / p > < / td >
< / tr >
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< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_input_Pointer.js.html" > input/Pointer.js< / a > , < a href = "src_input_Pointer.js.html#sunlight-1-line-685" > line 685< / 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="processInteractiveObjects">< span class = "type-signature" > < internal> < / span > processInteractiveObjects< span class = "signature" > (< span class = "optional" > fromClick< / span > )< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Process all interactive objects to find out which ones were updated in the recent Pointer move.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > fromClick< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > Was this called from the click event?< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > boolean< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > True if this method processes an object (i.e. a Sprite becomes the Pointers currentTarget), otherwise false.< / 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 = "src_input_Pointer.js.html" > input/Pointer.js< / a > , < a href = "src_input_Pointer.js.html#sunlight-1-line-782" > line 782< / 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 > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Resets the Pointer properties. Called by InputManager.reset when you perform a State change.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_input_Pointer.js.html" > input/Pointer.js< / a > , < a href = "src_input_Pointer.js.html#sunlight-1-line-1092" > line 1092< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="resetButtons">< span class = "type-signature" > < internal> < / span > resetButtons< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Resets the states of all the button booleans.< / p >
< / div >
< dl class = "details" >
< 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 >
< dt class = "tag-source" > Source -
< a href = "src_input_Pointer.js.html" > input/Pointer.js< / a > , < a href = "src_input_Pointer.js.html#sunlight-1-line-399" > line 399< / 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="resetMovement">< span class = "type-signature" > < / span > resetMovement< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Resets the movementX and movementY properties. Use in your update handler after retrieving the values.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_input_Pointer.js.html" > input/Pointer.js< / a > , < a href = "src_input_Pointer.js.html#sunlight-1-line-1122" > line 1122< / 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="start">< span class = "type-signature" > < / span > start< span class = "signature" > (event)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Called when the Pointer is pressed onto the touchscreen.< / 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 >
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< td class = "description last" > < p > The DOM event from the browser.< / 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 = "src_input_Pointer.js.html" > input/Pointer.js< / a > , < a href = "src_input_Pointer.js.html#sunlight-1-line-568" > line 568< / 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="stop">< span class = "type-signature" > < / span > stop< span class = "signature" > (event)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Called when the Pointer leaves the touchscreen.< / 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" > MouseEvent< / span >
|
< span class = "param-type" > PointerEvent< / span >
|
< span class = "param-type" > TouchEvent< / span >
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< / td >
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< td class = "description last" > < p > The event passed up from the input handler.< / 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 = "src_input_Pointer.js.html" > input/Pointer.js< / a > , < a href = "src_input_Pointer.js.html#sunlight-1-line-905" > line 905< / 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" > < / 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" >
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< p > Called by the Input Manager.< / p >
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< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_input_Pointer.js.html" > input/Pointer.js< / a > , < a href = "src_input_Pointer.js.html#sunlight-1-line-635" > line 635< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="updateButtons">< span class = "type-signature" > < internal> < / span > updateButtons< span class = "signature" > (event)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Called when the event.buttons property changes from zero.
Contains a button bitmask.< / 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" >
< span class = "param-type" > MouseEvent< / span >
< / td >
< td class = "description last" > < p > The DOM event.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< 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 >
< dt class = "tag-source" > Source -
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< a href = "src_input_Pointer.js.html" > input/Pointer.js< / a > , < a href = "src_input_Pointer.js.html#sunlight-1-line-510" > line 510< / 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 © 2012-2015 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 3.3.2< / a >
on Mon Aug 24 2015 15:36:53 GMT+0100 (GMT Daylight Time) 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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< / body >
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