new Pointer(game, id)
A Pointer object is used by the Mouse, Touch and MSPoint managers and represents a single finger on the touch screen.
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 - input/Pointer.js, line 15
Members
-
active :boolean
-
An active pointer is one that is currently pressed down on the display. A Mouse is always active.
- Default Value:
- false
- Source - input/Pointer.js, line 217
-
button :any
-
The button property of the Pointer as set by the DOM event when this Pointer is started.
- Default Value:
- null
- Source - input/Pointer.js, line 61
-
circle :Phaser.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).
- Source - input/Pointer.js, line 245
-
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).
- Source - input/Pointer.js, line 96
-
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).
- Source - input/Pointer.js, line 101
-
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
- Source - input/Pointer.js, line 223
-
<readonly> duration :number
-
How long the Pointer has been depressed on the touchscreen. If not currently down it returns -1.
- Source - input/Pointer.js, line 816
-
exists :boolean
-
A Pointer object that exists is allowed to be checked for physics collisions and overlaps.
- Default Value:
- true
- Source - input/Pointer.js, line 37
-
game :Phaser.Game
-
A reference to the currently running game.
- Source - input/Pointer.js, line 20
-
id :number
-
The ID of the Pointer object within the game. Each game can have up to 10 active pointers.
- Source - input/Pointer.js, line 25
-
identifier :number
-
The identifier property of the Pointer as set by the DOM event when this Pointer is started.
- Default Value:
- 0
- Source - input/Pointer.js, line 43
-
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 - input/Pointer.js, line 169
-
isMouse :boolean
-
If the Pointer is a mouse this is true, otherwise false.
- Default Value:
- false
- Source - input/Pointer.js, line 163
-
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 - input/Pointer.js, line 175
-
movementX :number
-
The horizontal processed relative movement of the Pointer in pixels since last event.
- Default Value:
- 0
- Source - input/Pointer.js, line 139
-
movementY :number
-
The vertical processed relative movement of the Pointer in pixels since last event.
- Default Value:
- 0
- Source - input/Pointer.js, line 145
-
msSinceLastClick :number
-
The number of milliseconds since the last click or touch event.
- Source - input/Pointer.js, line 205
-
pageX :number
-
The horizontal coordinate of the Pointer relative to whole document.
- Source - input/Pointer.js, line 106
-
pageY :number
-
The vertical coordinate of the Pointer relative to whole document.
- Source - input/Pointer.js, line 111
-
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
- Source - input/Pointer.js, line 49
-
position :Phaser.Point
-
A Phaser.Point object containing the current x/y values of the pointer on the display.
- Source - input/Pointer.js, line 228
-
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 - input/Pointer.js, line 233
-
positionUp :Phaser.Point
-
A Phaser.Point object containing the x/y values of the pointer when it was last released.
- Source - input/Pointer.js, line 238
-
previousTapTime :number
-
A timestamp representing when the Pointer was last tapped or clicked.
- Default Value:
- 0
- Source - input/Pointer.js, line 193
-
rawMovementX :number
-
The horizontal raw relative movement of the Pointer in pixels since last event.
- Default Value:
- 0
- Source - input/Pointer.js, line 127
-
rawMovementY :number
-
The vertical raw relative movement of the Pointer in pixels since last event.
- Default Value:
- 0
- Source - input/Pointer.js, line 133
-
screenX :number
-
The horizontal coordinate of the Pointer relative to the screen.
- Source - input/Pointer.js, line 116
-
screenY :number
-
The vertical coordinate of the Pointer relative to the screen.
- Source - input/Pointer.js, line 121
-
target :any
-
The target property of the Pointer as set by the DOM event when this Pointer is started.
- Default Value:
- null
- Source - input/Pointer.js, line 55
-
targetObject :any
-
The Game Object this Pointer is currently over / touching / dragging.
- Default Value:
- null
- Source - input/Pointer.js, line 211
-
timeDown :number
-
A timestamp representing when the Pointer first touched the touchscreen.
- Default Value:
- 0
- Source - input/Pointer.js, line 181
-
timeUp :number
-
A timestamp representing when the Pointer left the touchscreen.
- Default Value:
- 0
- Source - input/Pointer.js, line 187
-
totalTouches :number
-
The total number of times this Pointer has been touched to the touchscreen.
- Default Value:
- 0
- Source - input/Pointer.js, line 199
-
<readonly> type :number
-
The const type of this object.
- Source - input/Pointer.js, line 31
-
withinGame :boolean
-
true if the Pointer is over the game canvas, otherwise false.
- Source - input/Pointer.js, line 91
-
<readonly> worldX
-
Gets the X value of this Pointer in world coordinates based on the world camera.
- Source - input/Pointer.js, line 837
Properties:
Name Type Description duration
number The X value of this Pointer in world coordinates based on the world camera.
-
<readonly> worldY
-
Gets the Y value of this Pointer in world coordinates based on the world camera.
- Source - input/Pointer.js, line 853
Properties:
Name Type Description duration
number The Y value of this Pointer in world coordinates based on the world camera.
-
x :number
-
The horizontal coordinate of the Pointer. This value is automatically scaled based on the game scale.
- Source - input/Pointer.js, line 151
-
y :number
-
The vertical coordinate of the Pointer. This value is automatically scaled based on the game scale.
- Source - input/Pointer.js, line 157
Methods
-
<internal> addClickTrampoline(name, callback, callbackContext, callbackArgs)
-
Add a click trampoline to this pointer.
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 to the DOM 'click' event and reject it for 'pointer' and 'mouse' events.
This is used internally by the ScaleManager; click trampoline usage is uncommon. Click trampolines can only be added to pointers that are currently down.
Parameters:
Name Type Description name
string The name of the trampoline; must be unique among active trampolines in this pointer.
callback
function Callback to run/trampoline.
callbackContext
object Context of the callback.
callbackArgs
Array.<object> | null Additional callback args, if any. Supplied as an array.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - input/Pointer.js, line 698
-
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.
Returns:
boolean -true if the Pointer was pressed down within the duration given.
- Source - input/Pointer.js, line 666
-
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.
Returns:
boolean -true if the Pointer was released within the duration given.
- Source - input/Pointer.js, line 682
-
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 - input/Pointer.js, line 583
-
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 - input/Pointer.js, line 385
-
<internal> 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?
Returns:
boolean -True if this method processes an object (i.e. a Sprite becomes the Pointers currentTarget), otherwise false.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - input/Pointer.js, line 473
-
reset()
-
Resets the Pointer properties. Called by InputManager.reset when you perform a State change.
- Source - input/Pointer.js, line 771
-
resetMovement()
-
Resets the movementX and movementY properties. Use in your update handler after retrieving the values.
- Source - input/Pointer.js, line 801
-
start(event)
-
Called when the Pointer is pressed onto the touchscreen.
Parameters:
Name Type Description event
any The DOM event from the browser.
- Source - input/Pointer.js, line 271
-
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 - input/Pointer.js, line 596
-
update()
-
Called by the Input Manager.
- Source - input/Pointer.js, line 337