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.

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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
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button

Properties:
Name Type Description
button any

The button property of the Pointer as set by the DOM event when this Pointer is started.

Default Value:
  • null
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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
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clientX

Properties:
Name Type Description
clientX number

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).

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clientY

Properties:
Name Type Description
clientY number

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).

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dirty

Properties:
Name Type Description
dirty boolean

A dirty pointer needs to re-poll any interactive objects it may have been over, regardless if it has moved or not.

Default Value:
  • false
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<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.

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exists

Properties:
Name Type Description
exists boolean

A Pointer object that exists is allowed to be checked for physics collisions and overlaps.

Default Value:
  • true
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game

Properties:
Name Type Description
game Phaser.Game

A reference to the currently running game.

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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.

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identifier

Properties:
Name Type Description
identifier number

The identifier property of the Pointer as set by the DOM event when this Pointer is started.

Default Value:
  • 0
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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
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isMouse

Properties:
Name Type Description
isMouse boolean

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

Default Value:
  • false
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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
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movementX

Properties:
Name Type Description
movementX number

The horizontal processed relative movement of the Pointer in pixels since last event.

Default Value:
  • 0
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movementY

Properties:
Name Type Description
movementY number

The vertical processed relative movement of the Pointer in pixels since last event.

Default Value:
  • 0
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msSinceLastClick

Properties:
Name Type Description
msSinceLastClick number

The number of milliseconds since the last click or touch event.

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pageX

Properties:
Name Type Description
pageX number

The horizontal coordinate of the Pointer relative to whole document.

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pageY

Properties:
Name Type Description
pageY number

The vertical coordinate of the Pointer relative to whole document.

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pointerId

Properties:
Name Type Description
pointerId number

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.

Default Value:
  • null
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position

Properties:
Name Type Description
position Phaser.Point

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

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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.

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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.

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previousTapTime

Properties:
Name Type Description
previousTapTime number

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

Default Value:
  • 0
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rawMovementX

Properties:
Name Type Description
rawMovementX number

The horizontal raw relative movement of the Pointer in pixels since last event.

Default Value:
  • 0
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rawMovementY

Properties:
Name Type Description
rawMovementY number

The vertical raw relative movement of the Pointer in pixels since last event.

Default Value:
  • 0
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screenX

Properties:
Name Type Description
screenX number

The horizontal coordinate of the Pointer relative to the screen.

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screenY

Properties:
Name Type Description
screenY number

The vertical coordinate of the Pointer relative to the screen.

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target

Properties:
Name Type Description
target any

The target property of the Pointer as set by the DOM event when this Pointer is started.

Default Value:
  • null
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targetObject

Properties:
Name Type Description
targetObject any

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

Default Value:
  • null
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timeDown

Properties:
Name Type Description
timeDown number

A timestamp representing when the Pointer first touched the touchscreen.

Default Value:
  • 0
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timeUp

Properties:
Name Type Description
timeUp number

A timestamp representing when the Pointer left the touchscreen.

Default Value:
  • 0
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totalTouches

Properties:
Name Type Description
totalTouches number

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

Default Value:
  • 0
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<readonly> type

Properties:
Name Type Description
type number

The const type of this object.

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withinGame

Properties:
Name Type Description
withinGame boolean

true if the Pointer is over the game canvas, otherwise false.

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<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.

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<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.

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x

Properties:
Name Type Description
x number

The horizontal coordinate of the Pointer. This value is automatically scaled based on the game scale.

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y

Properties:
Name Type Description
y number

The vertical coordinate of the Pointer. This value is automatically scaled based on the game scale.

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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.

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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.

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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.

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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?

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<protected> processInteractiveObjects(fromClick) → {boolean}

Process all interactive objects to find out which ones were updated in the recent Pointer move.

Parameters:
Name Type Argument Default Description
fromClick boolean <optional>
false

Was this called from the click event?

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Returns:

True if this method processes an object (i.e. a Sprite becomes the Pointers currentTarget), otherwise false.

Type
boolean

reset()

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

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resetMovement()

Resets the movementX and movementY properties. Use in your update handler after retrieving the values.

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start(event)

Called when the Pointer is pressed onto the touchscreen.

Parameters:
Name Type Description
event any

The DOM event from the browser.

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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.

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update()

Called by the Input Manager.

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Phaser Copyright © 2012-2014 Photon Storm Ltd.
Documentation generated by JSDoc 3.3.0-dev on Tue Sep 09 2014 15:29:36 GMT+0100 (BST) using the DocStrap template.