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 |
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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.
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Properties:
Name Type Description activePointer
Phaser.Pointer -
circle
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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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- Default Value:
- 0
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Properties:
Name Type Description currentPointers
number The current number of active Pointers.
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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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- Default Value:
- 300
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Properties:
Name Type Description doubleTapRate
number The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click.
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game
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Properties:
Name Type Description game
Phaser.Game A reference to the currently running game.
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gamepad
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Properties:
Name Type Description gamepad
Phaser.Gamepad The Gamepad Input manager.
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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
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- 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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- Default Value:
- 2000
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Properties:
Name Type Description holdRate
number The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event.
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interactiveItems
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A list of interactive objects. Te InputHandler components add and remove themselves from this.
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Properties:
Name Type Description interactiveItems
Phaser.ArrayList -
justPressedRate
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- Default Value:
- 200
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Properties:
Name Type Description justPressedRate
number The number of milliseconds below which the Pointer is considered justPressed.
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justReleasedRate
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- Default Value:
- 200
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Properties:
Name Type Description justReleasedRate
number The number of milliseconds below which the Pointer is considered justReleased .
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keyboard
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Properties:
Name Type Description keyboard
Phaser.Keyboard The Keyboard Input manager.
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maxPointers
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- Default Value:
- 10
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Properties:
Name Type Description maxPointers
number 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.
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minPriorityID
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- Default Value:
- 0
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Properties:
Name Type Description minPriorityID
number You can tell all Pointers to ignore any object with a priorityID lower than the minPriorityID. Useful when stacking UI layers. Set to zero to disable.
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mouse
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Properties:
Name Type Description mouse
Phaser.Mouse The Mouse Input manager.
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mousePointer
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Properties:
Name Type Description mousePointer
Pointer The mouse has its own unique Phaser.Pointer object which you can use if making a desktop specific game.
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moveCallback
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Properties:
Name Type Description moveCallback
function An optional callback that will be fired every time the activePointer receives a move event from the DOM. Set to null to disable.
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moveCallbackContext
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Properties:
Name Type Description moveCallbackContext
object The context in which the moveCallback will be sent. Defaults to Phaser.Input but can be set to any valid JS object.
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moveCallbacks
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Properties:
Name Type Description moveCallbacks
array An array of callbacks that will be fired every time the activePointer receives a move event from the DOM.
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mspointer
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Properties:
Name Type Description mspointer
Phaser.MSPointer The MSPointer Input manager.
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multiInputOverride
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Properties:
Name Type Description multiInputOverride
number Controls the expected behaviour when using a mouse and touch together on a multi-input device.
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onDown
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Properties:
Name Type Description onDown
Phaser.Signal A Signal that is dispatched each time a pointer is pressed down.
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onHold
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Properties:
Name Type Description onHold
Phaser.Signal A Signal that is dispatched each time a pointer is held down.
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onTap
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Properties:
Name Type Description onTap
Phaser.Signal A Signal that is dispatched each time a pointer is tapped.
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onUp
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Properties:
Name Type Description onUp
Phaser.Signal A Signal that is dispatched each time a pointer is released.
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pointer1
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Properties:
Name Type Description pointer1
Phaser.Pointer A Pointer object.
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pointer2
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Properties:
Name Type Description pointer2
Phaser.Pointer A Pointer object.
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pointer3
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Properties:
Name Type Description pointer3
Phaser.Pointer A Pointer object.
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pointer4
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Properties:
Name Type Description pointer4
Phaser.Pointer A Pointer object.
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pointer5
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Properties:
Name Type Description pointer5
Phaser.Pointer A Pointer object.
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pointer6
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Properties:
Name Type Description pointer6
Phaser.Pointer A Pointer object.
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pointer7
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Properties:
Name Type Description pointer7
Phaser.Pointer A Pointer object.
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pointer8
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Properties:
Name Type Description pointer8
Phaser.Pointer A Pointer object.
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pointer9
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Properties:
Name Type Description pointer9
Phaser.Pointer A Pointer object.
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pointer10
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Properties:
Name Type Description pointer10
Phaser.Pointer A Pointer object.
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<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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- Default Value:
- 0
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Properties:
Name Type Description pollRate
number 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.
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position
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- 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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- Default Value:
- 100
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Properties:
Name Type Description recordRate
number The rate in milliseconds at which the Pointer objects should update their tracking history.
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resetLocked
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- Default Value:
- false
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Properties:
Name Type Description resetLocked
boolean If the Input Manager has been reset locked then all calls made to InputManager.reset, such as from a State change, are ignored.
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scale
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Properties:
Name Type Description scale
Phaser.Point The scale by which all input coordinates are multiplied; calculated by the ScaleManager. In an un-scaled game the values will be x = 1 and y = 1.
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speed
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Properties:
Name Type Description speed
Phaser.Point 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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tapRate
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- Default Value:
- 200
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Properties:
Name Type Description tapRate
number The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or click.
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<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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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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addMoveCallback(callback, callbackContext) → {number}
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Adds a callback that is fired every time the activePointer receives a DOM move event such as a mousemove or touchmove. It will be called every time the activePointer moves, which in a multi-touch game can be a lot of times, so this is best to only use if you've limited input to a single pointer (i.e. mouse or touch). The callback is added to the Phaser.Input.moveCallbacks array and should be removed with Phaser.Input.deleteMoveCallback.
Parameters:
Name Type Description callback
function The callback that will be called each time the activePointer receives a DOM move event.
callbackContext
object The context in which the callback will be called.
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Returns:
The index of the callback entry. Use this index when calling Input.deleteMoveCallback.
- Type
- number
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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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deleteMoveCallback(index)
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Adds a callback that is fired every time the activePointer receives a DOM move event such as a mousemove or touchmove. It will be called every time the activePointer moves, which in a multi-touch game can be a lot of times, so this is best to only use if you've limited input to a single pointer (i.e. mouse or touch). The callback is added to the Phaser.Input.moveCallbacks array and should be removed with Phaser.Input.deleteMoveCallback.
Parameters:
Name Type Description index
number The index of the callback to remove.
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destroy()
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Stops all of the Input Managers from running.
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getLocalPosition(displayObject, pointer) → {Phaser.Point}
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This will return the local coordinates of the specified displayObject based on the given Pointer.
Parameters:
Name Type Description displayObject
Phaser.Sprite | Phaser.Image The DisplayObject to get the local coordinates for.
pointer
Phaser.Pointer The Pointer to use in the check against the displayObject.
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Returns:
A point containing the coordinates of the Pointer position relative to the DisplayObject.
- Type
- Phaser.Point
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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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getPointerFromId(pointerId) → {Phaser.Pointer}
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Get the Pointer object whos
pointerId
property matches the given value. The pointerId property is not set until the Pointer has been used at least once, as its populated by the DOM event. Also it can change every time you press the pointer down if the browser recycles it.Parameters:
Name Type Description pointerId
number The Pointer.pointerId 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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getPointerFromIdentifier(identifier) → {Phaser.Pointer}
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Get the Pointer object whos
identifier
property matches the given identifier value. The identifier property is not set until the Pointer has been used at least once, as its populated by the DOM event. Also it can change every time you press the pointer down, and is not fixed once set. Note: Not all browsers set the identifier property and it's not part of the W3C spec, so you may need getPointerFromId instead.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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hitTest(displayObject, pointer, localPoint)
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Tests if the pointer hits the given object.
Parameters:
Name Type Description displayObject
DisplayObject The displayObject to test for a hit.
pointer
Phaser.Pointer The pointer to use for the test.
localPoint
Phaser.Point The local translated point.
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reset(hard)
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Reset all of the Pointers and Input states. The optional
hard
parameter will reset any events or callbacks that may be bound. Input.reset is called automatically during a State change or if a game loses focus / visibility. If you wish to control the reset directly yourself then set InputManager.resetLocked totrue
.Parameters:
Name Type Argument Default Description hard
boolean <optional>
false A soft reset won't reset any events or callbacks that are 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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setMoveCallback(callback, callbackContext)
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DEPRECATED: This method will be removed in a future major point release. Please use Input.addMoveCallback instead.
Sets a callback that is fired every time the activePointer receives a DOM move event such as a mousemove or touchmove. It will be called every time the activePointer moves, which in a multi-touch game can be a lot of times, so this is best to only use if you've limited input to a single pointer (i.e. mouse or touch)
Parameters:
Name Type Description callback
function The callback that will be called each time the activePointer receives a DOM move event.
callbackContext
object The context in which the callback will be called.
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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.
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- 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