new Mouse(game)
The Mouse class is responsible for handling all aspects of mouse interaction with the browser.
It captures and processes mouse events that happen on the game canvas object.
It also adds a single mouseup
listener to window
which is used to capture the mouse being released
when not over the game.
You should not normally access this class directly, but instead use a Phaser.Pointer object
which normalises all game input for you, including accurate button handling.
Parameters:
Name | Type | Description |
---|---|---|
game |
Phaser.Game | A reference to the currently running game. |
- Source - input/Mouse.js, line 21
Members
-
<static, constant> BACK_BUTTON :number
-
- Source - input/Mouse.js, line 190
-
<static, constant> FORWARD_BUTTON :number
-
- Source - input/Mouse.js, line 196
-
<static, constant> LEFT_BUTTON :number
-
- Source - input/Mouse.js, line 172
-
<static, constant> MIDDLE_BUTTON :number
-
- Source - input/Mouse.js, line 178
-
<static, constant> NO_BUTTON :number
-
- Source - input/Mouse.js, line 166
-
<static, constant> RIGHT_BUTTON :number
-
- Source - input/Mouse.js, line 184
-
<static, constant> WHEEL_DOWN :number
-
- Source - input/Mouse.js, line 208
-
<static, constant> WHEEL_UP :number
-
- Source - input/Mouse.js, line 202
-
button :number
-
This property was removed in Phaser 2.4 and should no longer be used.
Instead please see the Pointer button properties such asPointer.leftButton
,Pointer.rightButton
and so on.
Or Pointer.button holds the DOM event button value if you require that.- Source - input/Mouse.js, line 76
-
callbackContext :object
-
The context under which callbacks are called.
- Source - input/Mouse.js, line 37
-
capture :boolean
-
If true the DOM mouse events will have event.preventDefault applied to them, if false they will propagate fully.
- Source - input/Mouse.js, line 67
-
enabled :boolean
-
Mouse input will only be processed if enabled.
- Default Value:
- true
- Source - input/Mouse.js, line 89
-
event :MouseEvent|null
-
The browser mouse DOM event. Will be null if no mouse event has ever been received.
Access this property only inside a Mouse event handler and do not keep references to it.Type:
- MouseEvent | null
- Source - input/Mouse.js, line 115
-
game :Phaser.Game
-
A reference to the currently running game.
- Source - input/Mouse.js, line 26
-
<internal> input :Phaser.Input
-
A reference to the Phaser Input Manager.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - input/Mouse.js, line 32
-
locked :boolean
-
If the mouse has been Pointer Locked successfully this will be set to true.
- Source - input/Mouse.js, line 95
-
mouseDownCallback :function
-
A callback that can be fired when the mouse is pressed down.
- Source - input/Mouse.js, line 42
-
mouseOutCallback :function
-
A callback that can be fired when the mouse is no longer over the game canvas.
- Source - input/Mouse.js, line 52
-
mouseOverCallback :function
-
A callback that can be fired when the mouse enters the game canvas (usually after a mouseout).
- Source - input/Mouse.js, line 57
-
mouseUpCallback :function
-
A callback that can be fired when the mouse is released from a pressed down state.
- Source - input/Mouse.js, line 47
-
mouseWheelCallback :function
-
A callback that can be fired when the mousewheel is used.
- Source - input/Mouse.js, line 62
-
pointerLock :Phaser.Signal
-
This event is dispatched when the browser enters or leaves pointer lock state.
- Source - input/Mouse.js, line 107
-
stopOnGameOut :boolean
-
If true Pointer.stop will be called if the mouse leaves the game canvas.
- Source - input/Mouse.js, line 101
-
wheelDelta :number
-
The direction of the last mousewheel usage 1 for up -1 for down.
- Source - input/Mouse.js, line 82
Methods
-
onMouseDown(event)
-
The internal method that handles the mouse down event from the browser.
Parameters:
Name Type Description event
MouseEvent The native event from the browser. This gets stored in Mouse.event.
- Source - input/Mouse.js, line 296
-
onMouseMove(event)
-
The internal method that handles the mouse move event from the browser.
Parameters:
Name Type Description event
MouseEvent The native event from the browser. This gets stored in Mouse.event.
- Source - input/Mouse.js, line 326
-
onMouseOut(event)
-
The internal method that handles the mouse out event from the browser.
Parameters:
Name Type Description event
MouseEvent The native event from the browser. This gets stored in Mouse.event.
- Source - input/Mouse.js, line 444
-
onMouseOutGlobal(event)
-
The internal method that handles the mouse out event from the window.
Parameters:
Name Type Description event
MouseEvent The native event from the browser. This gets stored in Mouse.event.
- Source - input/Mouse.js, line 408
-
onMouseOver(event)
-
The internal method that handles the mouse over event from the browser.
Parameters:
Name Type Description event
MouseEvent The native event from the browser. This gets stored in Mouse.event.
- Source - input/Mouse.js, line 480
-
onMouseUp(event)
-
The internal method that handles the mouse up event from the browser.
Parameters:
Name Type Description event
MouseEvent The native event from the browser. This gets stored in Mouse.event.
- Source - input/Mouse.js, line 356
-
onMouseUpGlobal(event)
-
The internal method that handles the mouse up event from the window.
Parameters:
Name Type Description event
MouseEvent The native event from the browser. This gets stored in Mouse.event.
- Source - input/Mouse.js, line 386
-
onMouseWheel(event)
-
The internal method that handles the mouse wheel event from the browser.
Parameters:
Name Type Description event
MouseEvent The native event from the browser.
- Source - input/Mouse.js, line 504
-
pointerLockChange(event)
-
Internal pointerLockChange handler.
Parameters:
Name Type Description event
Event The native event from the browser. This gets stored in Mouse.event.
- Source - input/Mouse.js, line 562
-
releasePointerLock()
-
Internal release pointer lock handler.
- Source - input/Mouse.js, line 587
-
requestPointerLock()
-
If the browser supports it you can request that the pointer be locked to the browser window.
This is classically known as 'FPS controls', where the pointer can't leave the browser until the user presses an exit key.
If the browser successfully enters a locked state the event Phaser.Mouse.pointerLock will be dispatched and the first parameter will be 'true'.- Source - input/Mouse.js, line 533
-
start()
-
Starts the event listeners running.
- Source - input/Mouse.js, line 212
-
stop()
-
Stop the event listeners.
- Source - input/Mouse.js, line 603