Class: Pointer

Phaser. Pointer

A Pointer object is used by the Mouse, Touch and MSPoint managers and represents a single finger on the touch screen.

new Pointer(game, id)

Phaser - Pointer constructor.

Parameters:
Name Type Description
game Phaser.Game

A reference to the currently running game.

id number

The ID of the Pointer object within the game. Each game can have up to 10 active pointers.

Source:

Members

active

Properties:
Name Type Description
active boolean

An active pointer is one that is currently pressed down on the display. A Mouse is always active.

Default Value:
  • false
Source:

circle

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).

Properties:
Name Type Description
circle Phaser.Circle
Source:

clientX

Properties:
Name Type Description
clientX number

The horizontal coordinate of point relative to the viewport in pixels, excluding any scroll offset.

Source:

clientY

Properties:
Name Type Description
clientY number

The vertical coordinate of point relative to the viewport in pixels, excluding any scroll offset.

Source:

<readonly> duration

How long the Pointer has been depressed on the touchscreen. If not currently down it returns -1.

Properties:
Name Type Description
duration number

How long the Pointer has been depressed on the touchscreen. If not currently down it returns -1.

Source:

game

Properties:
Name Type Description
game Phaser.Game

A reference to the currently running game.

Source:

id

Properties:
Name Type Description
id number

The ID of the Pointer object within the game. Each game can have up to 10 active pointers.

Source:

isDown

Properties:
Name Type Description
isDown boolean

If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true.

Default Value:
  • false
Source:

isMouse

Properties:
Name Type Description
isMouse boolean

If the Pointer is a mouse this is true, otherwise false.

Default Value:
  • false
Source:

isUp

Properties:
Name Type Description
isUp boolean

If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true.

Default Value:
  • true
Source:

msSinceLastClick

Properties:
Name Type Description
msSinceLastClick number

The number of miliseconds since the last click.

Source:

pageX

Properties:
Name Type Description
pageX number

The horizontal coordinate of point relative to the viewport in pixels, including any scroll offset.

Source:

pageY

Properties:
Name Type Description
pageY number

The vertical coordinate of point relative to the viewport in pixels, including any scroll offset.

Source:

position

Properties:
Name Type Description
position Phaser.Point

A Phaser.Point object containing the current x/y values of the pointer on the display.

Source:

positionDown

Properties:
Name Type Description
positionDown Phaser.Point

A Phaser.Point object containing the x/y values of the pointer when it was last in a down state on the display.

Source:

positionUp

Properties:
Name Type Description
positionUp Phaser.Point

A Phaser.Point object containing the x/y values of the pointer when it was last released.

Source:

previousTapTime

Properties:
Name Type Description
previousTapTime number

A timestamp representing when the Pointer was last tapped or clicked.

Default Value:
  • 0
Source:

screenX

Properties:
Name Type Description
screenX number

The horizontal coordinate of point relative to the screen in pixels.

Source:

screenY

Properties:
Name Type Description
screenY number

The vertical coordinate of point relative to the screen in pixels.

Source:

targetObject

Properties:
Name Type Description
targetObject any

The Game Object this Pointer is currently over / touching / dragging.

Default Value:
  • null
Source:

timeDown

Properties:
Name Type Description
timeDown number

A timestamp representing when the Pointer first touched the touchscreen.

Default Value:
  • 0
Source:

timeUp

Properties:
Name Type Description
timeUp number

A timestamp representing when the Pointer left the touchscreen.

Default Value:
  • 0
Source:

totalTouches

Properties:
Name Type Description
totalTouches number

The total number of times this Pointer has been touched to the touchscreen.

Default Value:
  • 0
Source:

withinGame

Properties:
Name Type Description
withinGame boolean

true if the Pointer is within the game area, otherwise false.

Source:

<readonly> worldX

Gets the X value of this Pointer in world coordinates based on the world camera.

Properties:
Name Type Description
duration number

The X value of this Pointer in world coordinates based on the world camera.

Source:

<readonly> worldY

Gets the Y value of this Pointer in world coordinates based on the world camera.

Properties:
Name Type Description
duration number

The Y value of this Pointer in world coordinates based on the world camera.

Source:

x

Properties:
Name Type Description
x number

The horizontal coordinate of point relative to the game element. This value is automatically scaled based on game size.

Source:

y

Properties:
Name Type Description
y number

The vertical coordinate of point relative to the game element. This value is automatically scaled based on game size.

Source:

Methods

justPressed(duration) → {boolean}

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 true 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.

Parameters:
Name Type Argument Description
duration number <optional>

The time to check against. If none given it will use InputManager.justPressedRate.

Source:
Returns:

true if the Pointer was pressed down within the duration given.

Type
boolean

justReleased(duration) → {boolean}

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 true 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.

Parameters:
Name Type Argument Description
duration number <optional>

The time to check against. If none given it will use InputManager.justReleasedRate.

Source:
Returns:

true if the Pointer was released within the duration given.

Type
boolean

leave(event)

Called when the Pointer leaves the target area.

Parameters:
Name Type Description
event MouseEvent | PointerEvent | TouchEvent

The event passed up from the input handler.

Source:

move(event, fromClick)

Called when the Pointer is moved.

Parameters:
Name Type Argument Default Description
event MouseEvent | PointerEvent | TouchEvent

The event passed up from the input handler.

fromClick boolean <optional>
false

Was this called from the click event?

Source:

reset()

Resets the Pointer properties. Called by InputManager.reset when you perform a State change.

Source:

start(event)

Called when the Pointer is pressed onto the touchscreen.

Parameters:
Name Type Description
event Any
Source:

stop(event)

Called when the Pointer leaves the touchscreen.

Parameters:
Name Type Description
event MouseEvent | PointerEvent | TouchEvent

The event passed up from the input handler.

Source:

update()

Called by the Input Manager.

Source:
Phaser Copyright © 2012-2014 Photon Storm Ltd.
Documentation generated by JSDoc 3.3.0-dev on Tue Apr 15 2014 02:52:36 GMT+0100 (BST) using the DocStrap template.