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. |
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Members
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<static, constant> MOUSE_OVERRIDES_TOUCH :number
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Type:
- number
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<static, constant> MOUSE_TOUCH_COMBINE :number
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Type:
- number
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<static, constant> TOUCH_OVERRIDES_MOUSE :number
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Type:
- number
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activePointer
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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.
- Default Value:
- null
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Properties:
Name Type Description activePointer
Phaser.Pointer -
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.
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Properties:
Name Type Description circle
Phaser.Circle -
currentPointers
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The current number of active Pointers.
- Default Value:
- 0
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Properties:
Name Type Description currentPointers
number -
disabled
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You can disable all Input by setting Input.disabled: true. While set all new input related events will be ignored. If you need to disable just one type of input, for example mouse, use Input.mouse.disabled: true instead
- Default Value:
- false
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Properties:
Name Type Description disabled
boolean -
doubleTapRate
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The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click
- Default Value:
- 300
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Properties:
Name Type Description doubleTapRate
number -
game
-
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Properties:
Name Type Description game
Phaser.Game A reference to the currently running game.
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hitCanvas
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- Default Value:
- null
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Properties:
Name Type Description hitCanvas
HTMLCanvasElement The canvas to which single pixels are drawn in order to perform pixel-perfect hit detection.
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hitContext
-
- Default Value:
- null
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Properties:
Name Type Description hitContext
CanvasRenderingContext2D The context of the pixel perfect hit canvas.
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holdRate
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The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event
- Default Value:
- 2000
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Properties:
Name Type Description holdRate
number -
interactiveItems
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A linked list of interactive objects, the InputHandler components (belonging to Sprites) register themselves with this.
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Properties:
Name Type Description interactiveItems
Phaser.LinkedList -
justPressedRate
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The number of milliseconds below which the Pointer is considered justPressed
- Default Value:
- 200
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Properties:
Name Type Description justPressedRate
number -
justReleasedRate
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The number of milliseconds below which the Pointer is considered justReleased
- Default Value:
- 200
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Properties:
Name Type Description justReleasedRate
number -
keyboard
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The Keyboard Input manager.
- Default Value:
- null
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Properties:
Name Type Description keyboard
Phaser.Keyboard The Keyboard Input manager.
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maxPointers
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The maximum number of Pointers allowed to be active at any one time. For lots of games it's useful to set this to 1.
- Default Value:
- 10
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Properties:
Name Type Description maxPointers
number -
mouse
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The Mouse Input manager.
- Default Value:
- null
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Properties:
Name Type Description mouse
Phaser.Mouse The Mouse Input manager.
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mousePointer
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The mouse has its own unique Phaser.Pointer object which you can use if making a desktop specific game.
- Default Value:
- null
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Properties:
Name Type Description mousePointer
Pointer -
mspointer
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The MSPointer Input manager.
- Default Value:
- null
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Properties:
Name Type Description mspointer
Phaser.MSPointer The MSPointer Input manager.
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multiInputOverride
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Controls the expected behaviour when using a mouse and touch together on a multi-input device.
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Properties:
Name Type Description multiInputOverride
Description -
onDown
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A Signal that is dispatched each time a pointer is pressed down.
- Default Value:
- null
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Properties:
Name Type Description onDown
Phaser.Signal -
onHold
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A Signal that is dispatched each time a pointer is held down.
- Default Value:
- null
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Properties:
Name Type Description onHold
Phaser.Signal -
onTap
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A Signal that is dispatched each time a pointer is tapped.
- Default Value:
- null
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Properties:
Name Type Description onTap
Phaser.Signal -
onUp
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A Signal that is dispatched each time a pointer is released.
- Default Value:
- null
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Properties:
Name Type Description onUp
Phaser.Signal -
pointer1
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A Pointer object
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Properties:
Name Type Description pointer1
Phaser.Pointer -
pointer2
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A Pointer object
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Properties:
Name Type Description pointer2
Phaser.Pointer -
pointer3
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A Pointer object
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Properties:
Name Type Description pointer3
Phaser.Pointer -
pointer4
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A Pointer object
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Properties:
Name Type Description pointer4
Phaser.Pointer -
pointer5
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A Pointer object
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Properties:
Name Type Description pointer5
Phaser.Pointer -
pointer6
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A Pointer object
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Properties:
Name Type Description pointer6
Phaser.Pointer -
pointer7
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A Pointer object
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Properties:
Name Type Description pointer7
Phaser.Pointer -
pointer8
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A Pointer object
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Properties:
Name Type Description pointer8
Phaser.Pointer -
pointer9
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A Pointer object
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Properties:
Name Type Description pointer9
Phaser.Pointer -
pointer10
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A Pointer object.
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Properties:
Name Type Description pointer10
Phaser.Pointer -
<readonly> pollLocked
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Properties:
Name Type Description pollLocked
boolean True if the Input is currently poll rate locked.
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pollRate
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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.
- Default Value:
- 0
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Properties:
Name Type Description pollRate
number -
position
-
- Default Value:
- null
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Properties:
Name Type Description position
Phaser.Point A point object representing the current position of the Pointer.
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recordLimit
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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
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Properties:
Name Type Description recordLimit
number -
recordPointerHistory
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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
- Default Value:
- false
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Properties:
Name Type Description recordPointerHistory
boolean -
recordRate
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The rate in milliseconds at which the Pointer objects should update their tracking history
- Default Value:
- 100
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Properties:
Name Type Description recordRate
number -
scale
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The scale by which all input coordinates are multiplied, calculated by the StageScaleMode. In an un-scaled game the values will be x: 1 and y: 1.
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Properties:
Name Type Description scale
Phaser.Point -
speed
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A point object representing the speed of the Pointer. Only really useful in single Pointer games, otherwise see the Pointer objects directly.
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Properties:
Name Type Description speed
Phaser.Point -
tapRate
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The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or clicke
- Default Value:
- 200
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Properties:
Name Type Description tapRate
number -
<readonly> totalActivePointers
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The total number of active Pointers
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Properties:
Name Type Description totalActivePointers
number The total number of active Pointers.
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<readonly> totalInactivePointers
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The total number of inactive Pointers
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Properties:
Name Type Description totalInactivePointers
number The total number of inactive Pointers.
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touch
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The Touch Input manager.
- Default Value:
- null
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Properties:
Name Type Description touch
Phaser.Touch the Touch Input manager.
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worldX
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The world X coordinate of the most recently active pointer.
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Properties:
Name Type Description worldX
number The world X coordinate of the most recently active pointer.
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worldY
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The world Y coordinate of the most recently active pointer.
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Properties:
Name Type Description worldY
number The world Y coordinate of the most recently active pointer.
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x
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The X coordinate of the most recently active pointer. This value takes game scaling into account automatically. See Pointer.screenX/clientX for source values.
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Properties:
Name Type Description x
number The X coordinate of the most recently active pointer.
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y
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The Y coordinate of the most recently active pointer. This value takes game scaling into account automatically. See Pointer.screenY/clientY for source values.
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Properties:
Name Type Description y
number The Y coordinate of the most recently active pointer.
Methods
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addPointer() → {Phaser.Pointer}
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Add a new Pointer object to the Input Manager. By default Input creates 3 pointer objects: mousePointer, pointer1 and pointer2. If you need more then use this to create a new one, up to a maximum of 10.
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Returns:
A reference to the new Pointer object that was created.
- Type
- Phaser.Pointer
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<protected> boot()
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Starts the Input Manager running.
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destroy()
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Stops all of the Input Managers from running.
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getPointer(state) → {Phaser.Pointer}
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Get the next Pointer object whos active property matches the given state
Parameters:
Name Type Description state
boolean The state the Pointer should be in (false for inactive, true for active).
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Returns:
A Pointer object or null if no Pointer object matches the requested state.
- Type
- Phaser.Pointer
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getPointerFromIdentifier(identifier) → {Phaser.Pointer}
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Get the Pointer object whos identified property matches the given identifier value.
Parameters:
Name Type Description identifier
number The Pointer.identifier value to search for.
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Returns:
A Pointer object or null if no Pointer object matches the requested identifier.
- Type
- Phaser.Pointer
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reset(hard)
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Reset all of the Pointers and Input states
Parameters:
Name Type Description hard
boolean A soft reset (hard = false) won't reset any Signals that might be bound. A hard reset will.
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resetSpeed(x, y)
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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.
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startPointer(event) → {Phaser.Pointer}
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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.
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Returns:
The Pointer object that was started or null if no Pointer object is available.
- Type
- Phaser.Pointer
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stopPointer(event) → {Phaser.Pointer}
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Stops the matching Pointer object, passing in the event data.
Parameters:
Name Type Description event
Any The event data from the Touch event.
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Returns:
The Pointer object that was stopped or null if no Pointer object is available.
- Type
- Phaser.Pointer
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<protected> update()
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Updates the Input Manager. Called by the core Game loop.
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updatePointer(event) → {Phaser.Pointer}
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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.
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Returns:
The Pointer object that was updated or null if no Pointer object is available.
- Type
- Phaser.Pointer