new Input(game)
Phaser.Input is the Input Manager for all types of Input across Phaser, including mouse, keyboard, touch and MSPointer. The Input manager is updated automatically by the core game loop.
Parameters:
Name | Type | Description |
---|---|---|
game |
Phaser.Game | Current game instance. |
- Source - input/Input.js, line 15
Members
-
<static, constant> MAX_POINTERS :integer
-
The maximum number of pointers that can be added. This excludes the mouse pointer.
- Source - input/Input.js, line 377
-
<static, constant> MOUSE_OVERRIDES_TOUCH :number
-
- Source - input/Input.js, line 358
-
<static, constant> MOUSE_TOUCH_COMBINE :number
-
- Source - input/Input.js, line 370
-
<static, constant> TOUCH_OVERRIDES_MOUSE :number
-
- Source - input/Input.js, line 364
-
activePointer :Phaser.Pointer
-
The most recently active Pointer object.
When you've limited max pointers to 1 this will accurately be either the first finger touched or mouse.
- Source - input/Input.js, line 223
-
circle :Phaser.Circle
-
A Circle object centered on the x/y screen coordinates of the Input. Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything.
- Source - input/Input.js, line 91
-
doubleTapRate :number
-
The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click.
- Default Value:
- 300
- Source - input/Input.js, line 114
-
enabled :boolean
-
When enabled, input (eg. Keyboard, Mouse, Touch) will be processed - as long as the individual sources are enabled themselves.
When not enabled, all input sources are ignored. To disable just one type of input; for example, the Mouse, use
input.mouse.enabled = false
.- Default Value:
- true
- Source - input/Input.js, line 67
-
game :Phaser.Game
-
A reference to the currently running game.
- Source - input/Input.js, line 20
-
gamepad :Phaser.Gamepad
-
The Gamepad Input manager.
- Source - input/Input.js, line 274
-
hitCanvas :HTMLCanvasElement
-
The canvas to which single pixels are drawn in order to perform pixel-perfect hit detection.
- Source - input/Input.js, line 26
-
hitContext :CanvasRenderingContext2D
-
The context of the pixel perfect hit canvas.
- Source - input/Input.js, line 32
-
holdRate :number
-
The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event.
- Default Value:
- 2000
- Source - input/Input.js, line 120
-
interactiveItems :Phaser.ArraySet
-
A list of interactive objects. The InputHandler components add and remove themselves from this list.
- Source - input/Input.js, line 320
-
justPressedRate :number
-
The number of milliseconds below which the Pointer is considered justPressed.
- Default Value:
- 200
- Source - input/Input.js, line 126
-
justReleasedRate :number
-
The number of milliseconds below which the Pointer is considered justReleased .
- Default Value:
- 200
- Source - input/Input.js, line 132
-
keyboard :Phaser.Keyboard
-
The Keyboard Input manager.
- Source - input/Input.js, line 247
-
maxPointers :integer
-
The maximum number of Pointers allowed to be active at any one time. A value of -1 is only limited by the total number of pointers. For lots of games it's useful to set this to 1.
- Default Value:
- -1 (Limited by total pointers.)
- Source - input/Input.js, line 102
-
minPriorityID :number
-
You can tell all Pointers to ignore any Game Object with a
priorityID
lower than this value. This is useful when stacking UI layers. Set to zero to disable.- Source - input/Input.js, line 314
-
mouse :Phaser.Mouse
-
The Mouse Input manager.
You should not usually access this manager directly, but instead use Input.mousePointer or Input.activePointer which normalizes all the input values for you, regardless of browser.
- Source - input/Input.js, line 240
-
mousePointer :Pointer
-
The mouse has its own unique Phaser.Pointer object which you can use if making a desktop specific game.
- Source - input/Input.js, line 230
-
<internal> moveCallbacks :array
-
An array of callbacks that will be fired every time the activePointer receives a move event from the DOM. To add a callback to this array please use
Input.addMoveCallback
.- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - input/Input.js, line 40
-
mspointer :Phaser.MSPointer
-
The MSPointer Input manager.
You should not usually access this manager directly, but instead use Input.activePointer which normalizes all the input values for you, regardless of browser.
- Source - input/Input.js, line 267
-
multiInputOverride :number
-
Controls the expected behavior when using a mouse and touch together on a multi-input device.
- Source - input/Input.js, line 73
-
onDown :Phaser.Signal
-
A Signal that is dispatched each time a pointer is pressed down.
- Source - input/Input.js, line 288
-
onHold :Phaser.Signal
-
A Signal that is dispatched each time a pointer is held down.
- Source - input/Input.js, line 306
-
onTap :Phaser.Signal
-
A Signal that is dispatched each time a pointer is tapped.
- Source - input/Input.js, line 300
-
onUp :Phaser.Signal
-
A Signal that is dispatched each time a pointer is released.
- Source - input/Input.js, line 294
-
pointer1 :Phaser.Pointer
-
A Pointer object.
- Source - input/Input.js, line 160
-
pointer2 :Phaser.Pointer
-
A Pointer object.
- Source - input/Input.js, line 165
-
pointer3 :Phaser.Pointer
-
A Pointer object.
- Source - input/Input.js, line 170
-
pointer4 :Phaser.Pointer
-
A Pointer object.
- Source - input/Input.js, line 175
-
pointer5 :Phaser.Pointer
-
A Pointer object.
- Source - input/Input.js, line 180
-
pointer6 :Phaser.Pointer
-
A Pointer object.
- Source - input/Input.js, line 185
-
pointer7 :Phaser.Pointer
-
A Pointer object.
- Source - input/Input.js, line 190
-
pointer8 :Phaser.Pointer
-
A Pointer object.
- Source - input/Input.js, line 195
-
pointer9 :Phaser.Pointer
-
A Pointer object.
- Source - input/Input.js, line 200
-
pointer10 :Phaser.Pointer
-
A Pointer object.
- Source - input/Input.js, line 205
-
<readonly> pointers :Array.<Phaser.Pointer>
-
An array of non-mouse pointers that have been added to the game. The properties
pointer1..N
are aliases forpointers[0..N-1]
.Type:
- Array.<Phaser.Pointer>
- Source - input/Input.js, line 214
-
<readonly> pollLocked :boolean
-
True if the Input is currently poll rate locked.
- Source - input/Input.js, line 1065
-
pollRate :number
-
How often should the input pointers be checked for updates? A value of 0 means every single frame (60fps); a value of 1 means every other frame (30fps) and so on.
- Source - input/Input.js, line 58
-
position :Phaser.Point
-
A point object representing the current position of the Pointer.
- Source - input/Input.js, line 79
-
recordLimit :number
-
The total number of entries that can be recorded into the Pointer objects tracking history. If the Pointer is tracking one event every 100ms; then a trackLimit of 100 would store the last 10 seconds worth of history.
- Default Value:
- 100
- Source - input/Input.js, line 155
-
recordPointerHistory :boolean
-
Sets if the Pointer objects should record a history of x/y coordinates they have passed through. The history is cleared each time the Pointer is pressed down. The history is updated at the rate specified in Input.pollRate
- Source - input/Input.js, line 141
-
recordRate :number
-
The rate in milliseconds at which the Pointer objects should update their tracking history.
- Default Value:
- 100
- Source - input/Input.js, line 147
-
resetLocked :boolean
-
If the Input Manager has been reset locked then all calls made to InputManager.reset, such as from a State change, are ignored.
- Source - input/Input.js, line 282
-
scale :Phaser.Point
-
The scale by which all input coordinates are multiplied; calculated by the ScaleManager. In an un-scaled game the values will be x = 1 and y = 1.
- Source - input/Input.js, line 96
-
speed :Phaser.Point
-
A point object representing the speed of the Pointer. Only really useful in single Pointer games; otherwise see the Pointer objects directly.
- Source - input/Input.js, line 84
-
tapRate :number
-
The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or click.
- Default Value:
- 200
- Source - input/Input.js, line 108
-
<readonly> totalActivePointers :integers
-
The total number of active Pointers, not counting the mouse pointer.
- Source - input/Input.js, line 1093
-
<readonly> totalInactivePointers :number
-
The total number of inactive Pointers.
- Source - input/Input.js, line 1079
-
touch :Phaser.Touch
-
The Touch Input manager.
You should not usually access this manager directly, but instead use Input.activePointer which normalizes all the input values for you, regardless of browser.
- Source - input/Input.js, line 257
-
<readonly> worldX :number
-
The world X coordinate of the most recently active pointer.
- Source - input/Input.js, line 1107
-
<readonly> worldY :number
-
The world Y coordinate of the most recently active pointer.
- Source - input/Input.js, line 1121
-
x :number
-
The X coordinate of the most recently active pointer. This value takes game scaling into account automatically. See Pointer.screenX/clientX for source values.
- Source - input/Input.js, line 1029
-
y :number
-
The Y coordinate of the most recently active pointer. This value takes game scaling into account automatically. See Pointer.screenY/clientY for source values.
- Source - input/Input.js, line 1047
Methods
-
addMoveCallback(callback, context)
-
Adds a callback that is fired every time the activePointer receives a DOM move event such as a mousemove or touchmove.
The callback will be sent 4 parameters:
A reference to the Phaser.Pointer object that moved, The x position of the pointer, The y position, A boolean indicating if the movement was the result of a 'click' event (such as a mouse click or touch down).
It will be called every time the activePointer moves, which in a multi-touch game can be a lot of times, so this is best to only use if you've limited input to a single pointer (i.e. mouse or touch).
The callback is added to the Phaser.Input.moveCallbacks array and should be removed with Phaser.Input.deleteMoveCallback.
Parameters:
Name Type Description callback
function The callback that will be called each time the activePointer receives a DOM move event.
context
object The context in which the callback will be called.
- Source - input/Input.js, line 502
-
addPointer() → {Phaser.Pointer|null}
-
Add a new Pointer object to the Input Manager. By default Input creates 3 pointer objects:
mousePointer
(not include in part of general pointer pool),pointer1
andpointer2
. This method adds an additional pointer, up to a maximum of Phaser.Input.MAX_POINTERS (default of 10).Returns:
Phaser.Pointer | null -The new Pointer object that was created; null if a new pointer could not be added.
- Source - input/Input.js, line 549
-
<internal> boot()
-
Starts the Input Manager running.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - input/Input.js, line 381
-
deleteMoveCallback(callback, context)
-
Removes the callback from the Phaser.Input.moveCallbacks array.
Parameters:
Name Type Description callback
function The callback to be removed.
context
object The context in which the callback exists.
- Source - input/Input.js, line 527
-
destroy()
-
Stops all of the Input Managers from running.
- Source - input/Input.js, line 444
-
getLocalPosition(displayObject, pointer) → {Phaser.Point}
-
This will return the local coordinates of the specified displayObject based on the given Pointer.
Parameters:
Name Type Description displayObject
Phaser.Sprite | Phaser.Image The DisplayObject to get the local coordinates for.
pointer
Phaser.Pointer The Pointer to use in the check against the displayObject.
Returns:
A point containing the coordinates of the Pointer position relative to the DisplayObject.
- Source - input/Input.js, line 902
-
getPointer(isActive) → {Phaser.Pointer}
-
Get the first Pointer with the given active state.
Parameters:
Name Type Argument Default Description isActive
boolean <optional>
false The state the Pointer should be in - active or inactive?
Returns:
A Pointer object or null if no Pointer object matches the requested state.
- Source - input/Input.js, line 824
-
getPointerFromId(pointerId) → {Phaser.Pointer}
-
Get the Pointer object whos
pointerId
property matches the given value.The pointerId property is not set until the Pointer has been used at least once, as its populated by the DOM event. Also it can change every time you press the pointer down if the browser recycles it.
Parameters:
Name Type Description pointerId
number The
pointerId
(not 'id') value to search for.Returns:
A Pointer object or null if no Pointer object matches the requested identifier.
- Source - input/Input.js, line 876
-
getPointerFromIdentifier(identifier) → {Phaser.Pointer}
-
Get the Pointer object whos
identifier
property matches the given identifier value.The identifier property is not set until the Pointer has been used at least once, as its populated by the DOM event. Also it can change every time you press the pointer down, and is not fixed once set. Note: Not all browsers set the identifier property and it's not part of the W3C spec, so you may need getPointerFromId instead.
Parameters:
Name Type Description identifier
number The Pointer.identifier value to search for.
Returns:
A Pointer object or null if no Pointer object matches the requested identifier.
- Source - input/Input.js, line 849
-
hitTest(displayObject, pointer, localPoint)
-
Tests if the pointer hits the given object.
Parameters:
Name Type Description displayObject
DisplayObject The displayObject to test for a hit.
pointer
Phaser.Pointer The pointer to use for the test.
localPoint
Phaser.Point The local translated point.
- Source - input/Input.js, line 924
-
reset(hard)
-
Reset all of the Pointers and Input states.
The optional
hard
parameter will reset any events or callbacks that may be bound. Input.reset is called automatically during a State change or if a game loses focus / visibility. To control control the reset manually set Phaser.InputManager.resetLocked totrue
.Parameters:
Name Type Argument Default Description hard
boolean <optional>
false A soft reset won't reset any events or callbacks that are bound. A hard reset will.
- Source - input/Input.js, line 614
-
resetSpeed(x, y)
-
Resets the speed and old position properties.
Parameters:
Name Type Description x
number Sets the oldPosition.x value.
y
number Sets the oldPosition.y value.
- Source - input/Input.js, line 673
-
setInteractiveCandidateHandler(callback, context)
-
Adds a callback that is fired every time
Pointer.processInteractiveObjects
is called. The purpose ofprocessInteractiveObjects
is to work out which Game Object the Pointer is going to interact with. It works by polling all of the valid game objects, and then slowly discounting those that don't meet the criteria (i.e. they aren't under the Pointer, are disabled, invisible, etc).Eventually a short-list of 'candidates' is created. These are all of the Game Objects which are valid for input and overlap with the Pointer. If you need fine-grained control over which of the items is selected then you can use this callback to do so.
The callback will be sent 3 parameters:
1) A reference to the Phaser.Pointer object that is processing the Items. 2) An array containing all potential interactive candidates. This is an array of
InputHandler
objects, not Sprites. 3) The current 'favorite' candidate, based on its priorityID and position in the display list.Your callback MUST return one of the candidates sent to it.
Parameters:
Name Type Description callback
function The callback that will be called each time
Pointer.processInteractiveObjects
is called. Set tonull
to disable.context
object The context in which the callback will be called.
- Source - input/Input.js, line 473
-
<internal> startPointer(event) → {Phaser.Pointer}
-
Find the first free Pointer object and start it, passing in the event data. This is called automatically by Phaser.Touch and Phaser.MSPointer.
Parameters:
Name Type Description event
any The event data from the Touch event.
Returns:
The Pointer object that was started or null if no Pointer object is available.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - input/Input.js, line 687
-
<internal> stopPointer(event) → {Phaser.Pointer}
-
Stops the matching Pointer object, passing in the event data.
Parameters:
Name Type Description event
any The event data from the Touch event.
Returns:
The Pointer object that was stopped or null if no Pointer object is available.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - input/Input.js, line 762
-
<internal> update()
-
Updates the Input Manager. Called by the core Game loop.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - input/Input.js, line 575
-
<internal> updatePointer(event) → {Phaser.Pointer}
-
Updates the matching Pointer object, passing in the event data. This is called automatically and should not normally need to be invoked.
Parameters:
Name Type Description event
any The event data from the Touch event.
Returns:
The Pointer object that was updated; null if no pointer was updated.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - input/Input.js, line 727