new Input(game)
Constructor for Phaser Input.
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.
- Default Value:
- null
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Properties:
Name Type Description circle
Phaser.Circle -
currentPointers
-
The current number of active Pointers.
- Default Value:
- 0
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Properties:
Name Type Description currentPointers
number -
disabled
-
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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game
-
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Properties:
Name Type Description game
Phaser.Game -
hitCanvas
-
- Default Value:
- null
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Properties:
Name Type Description hitCanvas
Description Description.
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hitContext
-
- Default Value:
- null
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Properties:
Name Type Description hitContext
Description Description.
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holdRate
-
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
-
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
-
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
-
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
-
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
-
A vector object representing the current position of the Pointer.
- Default Value:
- null
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Properties:
Name Type Description position
Phaser.Point -
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.
- Default Value:
- null
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Properties:
Name Type Description scale
Phaser.Point -
speed
-
A vector object representing the speed of the Pointer. Only really useful in single Pointer games, otherwise see the Pointer objects directly.
- Default Value:
- null
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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
-
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