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
-
<static, constant> BACK_BUTTON :number
-
The X1 button. This is typically the mouse Back button, but is often reconfigured. On Linux (GTK) this is unsupported. On Windows if advanced pointer software (such as IntelliPoint) is installed this doesn't register.
- Source - input/Pointer.js, line 380
-
<static, constant> ERASER_BUTTON :number
-
The Eraser pen button on PointerEvent supported devices only.
- Source - input/Pointer.js, line 395
-
<static, constant> FORWARD_BUTTON :number
-
The X2 button. This is typically the mouse Forward button, but is often reconfigured. On Linux (GTK) this is unsupported. On Windows if advanced pointer software (such as IntelliPoint) is installed this doesn't register.
- Source - input/Pointer.js, line 388
-
<static, constant> LEFT_BUTTON :number
-
The Left Mouse button, or in PointerEvent devices a Touch contact or Pen contact.
- Source - input/Pointer.js, line 358
-
<static, constant> MIDDLE_BUTTON :number
-
The Middle Mouse button.
- Source - input/Pointer.js, line 372
-
<static, constant> NO_BUTTON :number
-
No buttons at all.
- Source - input/Pointer.js, line 351
-
<static, constant> RIGHT_BUTTON :number
-
The Right Mouse button, or in PointerEvent devices a Pen contact with a barrel button.
- Source - input/Pointer.js, line 365
-
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 299
-
backButton :Phaser.DeviceButton
-
If this Pointer is a Mouse or Pen / Stylus then you can access its X1 (back) button directly through this property.
The DeviceButton has its own properties such as
isDown
,duration
and methods likejustReleased
for more fine-grained button control.Please see the DeviceButton docs for details on browser button limitations.
- Source - input/Pointer.js, line 114
-
button :any
-
The button property of the most recent DOM event when this Pointer is started. You should not rely on this value for accurate button detection, instead use the Pointer properties
leftButton
,rightButton
,middleButton
and so on.- Default Value:
- null
- Source - input/Pointer.js, line 64
-
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 327
-
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 175
-
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 180
-
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 305
-
<readonly> duration :number
-
How long the Pointer has been depressed on the touchscreen or any of the mouse buttons have been held down. If not currently down it returns -1. If you need to test a specific mouse or pen button then access the buttons directly, i.e.
Pointer.rightButton.duration
.- Source - input/Pointer.js, line 1136
-
eraserButton :Phaser.DeviceButton
-
If this Pointer is a Pen / Stylus then you can access its eraser button directly through this property.
The DeviceButton has its own properties such as
isDown
,duration
and methods likejustReleased
for more fine-grained button control.Please see the DeviceButton docs for details on browser button limitations.
- Source - input/Pointer.js, line 140
-
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
-
forwardButton :Phaser.DeviceButton
-
If this Pointer is a Mouse or Pen / Stylus then you can access its X2 (forward) button directly through this property.
The DeviceButton has its own properties such as
isDown
,duration
and methods likejustReleased
for more fine-grained button control.Please see the DeviceButton docs for details on browser button limitations.
- Source - input/Pointer.js, line 127
-
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 any mouse or pen button is held down, isDown is set to true. If you need to check a specific mouse or pen button then use the button properties, i.e. Pointer.rightButton.isDown.
- Default Value:
- false
- Source - input/Pointer.js, line 249
-
isMouse :boolean
-
If the Pointer is a mouse or pen / stylus this is true, otherwise false.
- Source - input/Pointer.js, line 241
-
isUp :boolean
-
If the Pointer is not touching the touchscreen, or all mouse or pen buttons are up, isUp is set to true. If you need to check a specific mouse or pen button then use the button properties, i.e. Pointer.rightButton.isUp.
- Default Value:
- true
- Source - input/Pointer.js, line 257
-
leftButton :Phaser.DeviceButton
-
If this Pointer is a Mouse or Pen / Stylus then you can access its left button directly through this property.
The DeviceButton has its own properties such as
isDown
,duration
and methods likejustReleased
for more fine-grained button control.- Source - input/Pointer.js, line 75
-
middleButton :Phaser.DeviceButton
-
If this Pointer is a Mouse or Pen / Stylus then you can access its middle button directly through this property.
The DeviceButton has its own properties such as
isDown
,duration
and methods likejustReleased
for more fine-grained button control.Please see the DeviceButton docs for details on browser button limitations.
- Source - input/Pointer.js, line 88
-
movementX :number
-
The horizontal processed relative movement of the Pointer in pixels since last event.
- Default Value:
- 0
- Source - input/Pointer.js, line 218
-
movementY :number
-
The vertical processed relative movement of the Pointer in pixels since last event.
- Default Value:
- 0
- Source - input/Pointer.js, line 224
-
msSinceLastClick :number
-
The number of milliseconds since the last click or touch event.
- Source - input/Pointer.js, line 287
-
pageX :number
-
The horizontal coordinate of the Pointer relative to whole document.
- Source - input/Pointer.js, line 185
-
pageY :number
-
The vertical coordinate of the Pointer relative to whole document.
- Source - input/Pointer.js, line 190
-
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 310
-
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 315
-
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 320
-
previousTapTime :number
-
A timestamp representing when the Pointer was last tapped or clicked.
- Default Value:
- 0
- Source - input/Pointer.js, line 275
-
rawMovementX :number
-
The horizontal raw relative movement of the Pointer in pixels since last event.
- Default Value:
- 0
- Source - input/Pointer.js, line 206
-
rawMovementY :number
-
The vertical raw relative movement of the Pointer in pixels since last event.
- Default Value:
- 0
- Source - input/Pointer.js, line 212
-
rightButton :Phaser.DeviceButton
-
If this Pointer is a Mouse or Pen / Stylus then you can access its right button directly through this property.
The DeviceButton has its own properties such as
isDown
,duration
and methods likejustReleased
for more fine-grained button control.Please see the DeviceButton docs for details on browser button limitations.
- Source - input/Pointer.js, line 101
-
screenX :number
-
The horizontal coordinate of the Pointer relative to the screen.
- Source - input/Pointer.js, line 195
-
screenY :number
-
The vertical coordinate of the Pointer relative to the screen.
- Source - input/Pointer.js, line 200
-
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 293
-
timeDown :number
-
A timestamp representing when the Pointer first touched the touchscreen.
- Default Value:
- 0
- Source - input/Pointer.js, line 263
-
timeUp :number
-
A timestamp representing when the Pointer left the touchscreen.
- Default Value:
- 0
- Source - input/Pointer.js, line 269
-
totalTouches :number
-
The total number of times this Pointer has been touched to the touchscreen.
- Default Value:
- 0
- Source - input/Pointer.js, line 281
-
<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 170
-
<readonly> worldX
-
Gets the X value of this Pointer in world coordinates based on the world camera.
- Source - input/Pointer.js, line 1160
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 1176
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 230
-
y :number
-
The vertical coordinate of the Pointer. This value is automatically scaled based on the game scale.
- Source - input/Pointer.js, line 236
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 rejects 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 1017
-
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 985
-
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 1001
-
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 891
-
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 686
-
<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 781
-
reset()
-
Resets the Pointer properties. Called by InputManager.reset when you perform a State change.
- Source - input/Pointer.js, line 1091
-
<internal> resetButtons()
-
Resets the states of all the button booleans.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - input/Pointer.js, line 399
-
resetMovement()
-
Resets the movementX and movementY properties. Use in your update handler after retrieving the values.
- Source - input/Pointer.js, line 1121
-
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 568
-
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 904
-
update()
-
Called by the Input Manager.
- Source - input/Pointer.js, line 636
-
<internal> updateButtons(event)
-
Called when the event.buttons property changes from zero. Contains a button bitmask.
Parameters:
Name Type Description event
MouseEvent The DOM event.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - input/Pointer.js, line 510