Class: InputHandler

Phaser. InputHandler

Phaser.InputHandler

new InputHandler(sprite)

The Input Handler is bound to a specific Sprite and is responsible for managing all Input events on that Sprite.

Parameters:
Name Type Description
sprite Phaser.Sprite

The Sprite object to which this Input Handler belongs.

Source - input/InputHandler.js, line 14

Members

allowHorizontalDrag :boolean

Controls if the Sprite is allowed to be dragged horizontally.

Default Value:
  • true
Source - input/InputHandler.js, line 69

allowVerticalDrag :boolean

Controls if the Sprite is allowed to be dragged vertically.

Default Value:
  • true
Source - input/InputHandler.js, line 75

boundsRect :Phaser.Rectangle

A region of the game world within which the sprite is restricted during drag.

Default Value:
  • null
Source - input/InputHandler.js, line 159

boundsSprite :Phaser.Sprite

A Sprite the bounds of which this sprite is restricted during drag.

Default Value:
  • null
Source - input/InputHandler.js, line 165

bringToTop :boolean

If true when this Sprite is clicked or dragged it will automatically be bought to the top of the Group it is within.

Default Value:
  • false
Source - input/InputHandler.js, line 81

<internal> checked :boolean

A disposable flag used by the Pointer class when performing priority checks.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - input/InputHandler.js, line 36

consumePointerEvent :boolean

If this object is set to consume the pointer event then it will stop all propogation from this object on. For example if you had a stack of 6 sprites with the same priority IDs and one consumed the event, none of the others would receive it.

Default Value:
  • false
Source - input/InputHandler.js, line 173

draggable :boolean

Is this sprite allowed to be dragged by the mouse? true = yes, false = no

Default Value:
  • false
Source - input/InputHandler.js, line 153

enabled :boolean

If enabled the Input Handler will process input requests and monitor pointer activity.

Default Value:
  • false
Source - input/InputHandler.js, line 30

game :Phaser.Game

A reference to the currently running game.

Source - input/InputHandler.js, line 24

isDragged :boolean

true if the Sprite is being currently dragged.

Default Value:
  • false
Source - input/InputHandler.js, line 63

pixelPerfectAlpha :number

The alpha tolerance threshold. If the alpha value of the pixel matches or is above this value, it's considered a hit.

Default Value:
  • 255
Source - input/InputHandler.js, line 147

pixelPerfectClick :number

Set to true to use pixel perfect hit detection when checking if the pointer is over this Sprite when it's clicked or touched. The x/y coordinates of the pointer are tested against the image in combination with the InputHandler.pixelPerfectAlpha value. Warning: This is expensive so only enable if you really need it. Use a pixel perfect check when testing for clicks or touches on the Sprite.

Default Value:
  • false
Source - input/InputHandler.js, line 141

pixelPerfectOver :number

Set to true to use pixel perfect hit detection when checking if the pointer is over this Sprite. The x/y coordinates of the pointer are tested against the image in combination with the InputHandler.pixelPerfectAlpha value. Warning: This is expensive, especially on mobile (where it's not even needed!) so only enable if required. Also see the less-expensive InputHandler.pixelPerfectClick. Use a pixel perfect check when testing for pointer over.

Default Value:
  • false
Source - input/InputHandler.js, line 132

priorityID :number

The priorityID is used to determine which game objects should get priority when input events occur. For example if you have several Sprites that overlap, by default the one at the top of the display list is given priority for input events. You can stop this from happening by controlling the priorityID value. The higher the value, the more important they are considered to the Input events.

Default Value:
  • 0
Source - input/InputHandler.js, line 45

scaleLayer :boolean

EXPERIMENTAL: Please do not use this property unless you know what it does. Likely to change in the future.

Source - input/InputHandler.js, line 178

snapOffset :Phaser.Point

A Point object that contains by how far the Sprite snap is offset.

Default Value:
  • null
Source - input/InputHandler.js, line 87

snapOffsetX :number

This defines the top-left X coordinate of the snap grid.

Default Value:
  • 0
Source - input/InputHandler.js, line 117

snapOffsetY :number

This defines the top-left Y coordinate of the snap grid..

Default Value:
  • 0
Source - input/InputHandler.js, line 123

snapOnDrag :boolean

When the Sprite is dragged this controls if the center of the Sprite will snap to the pointer on drag or not.

Default Value:
  • false
Source - input/InputHandler.js, line 93

snapOnRelease :boolean

When the Sprite is dragged this controls if the Sprite will be snapped on release.

Default Value:
  • false
Source - input/InputHandler.js, line 99

snapX :number

When a Sprite has snapping enabled this holds the width of the snap grid.

Default Value:
  • 0
Source - input/InputHandler.js, line 105

snapY :number

When a Sprite has snapping enabled this holds the height of the snap grid.

Default Value:
  • 0
Source - input/InputHandler.js, line 111

sprite :Phaser.Sprite

The Sprite object to which this Input Handler belongs.

Source - input/InputHandler.js, line 19

useHandCursor :boolean

On a desktop browser you can set the 'hand' cursor to appear when moving over the Sprite.

Default Value:
  • false
Source - input/InputHandler.js, line 51

Methods

checkBoundsRect()

Bounds Rect check for the sprite drag

Source - input/InputHandler.js, line 1417

checkBoundsSprite()

Parent Sprite Bounds check for the sprite drag.

Source - input/InputHandler.js, line 1466

checkPixel(x, y, pointer) → {boolean}

Runs a pixel perfect check against the given x/y coordinates of the Sprite this InputHandler is bound to. It compares the alpha value of the pixel and if >= InputHandler.pixelPerfectAlpha it returns true.

Parameters:
Name Type Argument Description
x number

The x coordinate to check.

y number

The y coordinate to check.

pointer Phaser.Pointer <optional>

The pointer to get the x/y coordinate from if not passed as the first two parameters.

Returns:
boolean -

true if there is the alpha of the pixel is >= InputHandler.pixelPerfectAlpha

Source - input/InputHandler.js, line 719

checkPointerDown(pointer, fastTest) → {boolean}

Checks if the given pointer is both down and over the Sprite this InputHandler belongs to. Use the fastTest flag is to quickly check just the bounding hit area even if InputHandler.pixelPerfectOver is true.

Parameters:
Name Type Argument Default Description
pointer Phaser.Pointer
fastTest boolean <optional>
false

Force a simple hit area check even if pixelPerfectOver is true for this object?

Returns:
boolean -

True if the pointer is down, otherwise false.

Source - input/InputHandler.js, line 649

checkPointerOver(pointer, fastTest) → {boolean}

Checks if the given pointer is over the Sprite this InputHandler belongs to. Use the fastTest flag is to quickly check just the bounding hit area even if InputHandler.pixelPerfectOver is true.

Parameters:
Name Type Argument Default Description
pointer Phaser.Pointer
fastTest boolean <optional>
false

Force a simple hit area check even if pixelPerfectOver is true for this object?

Returns:
boolean -
Source - input/InputHandler.js, line 684

destroy()

Clean up memory.

Source - input/InputHandler.js, line 382

disableDrag()

Stops this sprite from being able to be dragged. If it is currently the target of an active drag it will be stopped immediately. Also disables any set callbacks.

Source - input/InputHandler.js, line 1226

disableSnap()

Stops the sprite from snapping to a grid during drag or release.

Source - input/InputHandler.js, line 1406

downDuration(pointer) → {number}

If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.

Parameters:
Name Type Description
pointer Phaser.Pointer
Returns:
number -

The number of milliseconds the pointer has been pressed down on the Sprite, or -1 if not over.

Source - input/InputHandler.js, line 1167

enableDrag(lockCenter, bringToTop, pixelPerfect, alphaThreshold, boundsRect, boundsSprite)

Make this Sprite draggable by the mouse. You can also optionally set mouseStartDragCallback and mouseStopDragCallback

Parameters:
Name Type Argument Default Description
lockCenter boolean <optional>
false

If false the Sprite will drag from where you click it minus the dragOffset. If true it will center itself to the tip of the mouse pointer.

bringToTop boolean <optional>
false

If true the Sprite will be bought to the top of the rendering list in its current Group.

pixelPerfect boolean <optional>
false

If true it will use a pixel perfect test to see if you clicked the Sprite. False uses the bounding box.

alphaThreshold boolean <optional>
255

If using pixel perfect collision this specifies the alpha level from 0 to 255 above which a collision is processed.

boundsRect Phaser.Rectangle <optional>
null

If you want to restrict the drag of this sprite to a specific Rectangle, pass the Phaser.Rectangle here, otherwise it's free to drag anywhere.

boundsSprite Phaser.Sprite <optional>
null

If you want to restrict the drag of this sprite to within the bounding box of another sprite, pass it here.

Source - input/InputHandler.js, line 1186

enableSnap(snapX, snapY, onDrag, onRelease, snapOffsetX, snapOffsetX)

Make this Sprite snap to the given grid either during drag or when it's released. For example 16x16 as the snapX and snapY would make the sprite snap to every 16 pixels.

Parameters:
Name Type Argument Default Description
snapX number

The width of the grid cell to snap to.

snapY number

The height of the grid cell to snap to.

onDrag boolean <optional>
true

If true the sprite will snap to the grid while being dragged.

onRelease boolean <optional>
false

If true the sprite will snap to the grid when released.

snapOffsetX number <optional>
0

Used to offset the top-left starting point of the snap grid.

snapOffsetX number <optional>
0

Used to offset the top-left starting point of the snap grid.

Source - input/InputHandler.js, line 1379

globalToLocalX(x)

Warning: EXPERIMENTAL

Parameters:
Name Type Description
x number
Source - input/InputHandler.js, line 1294

globalToLocalY(y)

Warning: EXPERIMENTAL

Parameters:
Name Type Description
y number
Source - input/InputHandler.js, line 1311

isPixelPerfect() → {boolean}

Is this object using pixel perfect checking?

Returns:
boolean -

True if the this InputHandler has either pixelPerfectClick or pixelPerfectOver set to true.

Source - input/InputHandler.js, line 443

justOut(pointer, delay) → {boolean}

Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second)

Parameters:
Name Type Description
pointer Phaser.Pointer
delay number

The time below which the pointer is considered as just out.

Returns:
boolean -
Source - input/InputHandler.js, line 1100

justOver(pointer, delay) → {boolean}

Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second)

Parameters:
Name Type Description
pointer Phaser.Pointer
delay number

The time below which the pointer is considered as just over.

Returns:
boolean -
Source - input/InputHandler.js, line 1084

justPressed(pointer, delay) → {boolean}

Returns true if the pointer has touched or clicked on the Sprite within the specified delay time (defaults to 500ms, half a second)

Parameters:
Name Type Description
pointer Phaser.Pointer
delay number

The time below which the pointer is considered as just over.

Returns:
boolean -
Source - input/InputHandler.js, line 1116

justReleased(pointer, delay) → {boolean}

Returns true if the pointer was touching this Sprite, but has been released within the specified delay time (defaults to 500ms, half a second)

Parameters:
Name Type Description
pointer Phaser.Pointer
delay number

The time below which the pointer is considered as just out.

Returns:
boolean -
Source - input/InputHandler.js, line 1132

overDuration(pointer) → {number}

If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.

Parameters:
Name Type Description
pointer Phaser.Pointer
Returns:
number -

The number of milliseconds the pointer has been over the Sprite, or -1 if not over.

Source - input/InputHandler.js, line 1148

pointerDown(pointer) → {boolean}

If the Pointer is down this returns true. Please note that it only checks if the Pointer is down, not if it's down over any specific Sprite.

Parameters:
Name Type Description
pointer number

The index of the pointer to check. You can get this from Phaser.Pointer.id.

Returns:
boolean -
  • True if the given pointer is down, otherwise false.
Source - input/InputHandler.js, line 487

pointerDragged(pointer) → {boolean}

Is this sprite being dragged by the mouse or not?

Parameters:
Name Type Description
pointer Phaser.Pointer
Returns:
boolean -

True if the pointer is dragging an object, otherwise false.

Source - input/InputHandler.js, line 635

pointerOut(index) → {boolean}

Is the Pointer outside of this Sprite?

Parameters:
Name Type Argument Description
index number <optional>

The ID number of a Pointer to check. If you don't provide a number it will check all Pointers.

Returns:
boolean -

True if the given pointer (if a index was given, or any pointer if not) is out of this object.

Source - input/InputHandler.js, line 577

pointerOver(index) → {boolean}

Is the Pointer over this Sprite?

Parameters:
Name Type Argument Description
index number <optional>

The ID number of a Pointer to check. If you don't provide a number it will check all Pointers.

Returns:
boolean -
  • True if the given pointer (if a index was given, or any pointer if not) is over this object.
Source - input/InputHandler.js, line 546

pointerTimeDown(pointer) → {number}

A timestamp representing when the Pointer first touched the touchscreen.

Parameters:
Name Type Description
pointer number

The index of the pointer to check. You can get this from Phaser.Pointer.id.

Returns:
number -
Source - input/InputHandler.js, line 517

pointerTimeOut(pointer) → {number}

A timestamp representing when the Pointer left the touchscreen.

Parameters:
Name Type Description
pointer Phaser.Pointer
Returns:
number -
Source - input/InputHandler.js, line 621

pointerTimeOver(pointer) → {number}

A timestamp representing when the Pointer first touched the touchscreen.

Parameters:
Name Type Description
pointer Phaser.Pointer
Returns:
number -
Source - input/InputHandler.js, line 607

pointerTimeUp(pointer) → {number}

A timestamp representing when the Pointer left the touchscreen.

Parameters:
Name Type Description
pointer Phaser.Pointer
Returns:
number -
Source - input/InputHandler.js, line 532

pointerUp(pointer) → {boolean}

If the Pointer is up this returns true. Please note that it only checks if the Pointer is up, not if it's up over any specific Sprite.

Parameters:
Name Type Description
pointer number

The index of the pointer to check. You can get this from Phaser.Pointer.id.

Returns:
boolean -
  • True if the given pointer is up, otherwise false.
Source - input/InputHandler.js, line 502

pointerX(pointer) → {number}

The x coordinate of the Input pointer, relative to the top-left of the parent Sprite. This value is only set when the pointer is over this Sprite.

Parameters:
Name Type Description
pointer number

The index of the pointer to check. You can get this from Phaser.Pointer.id.

Returns:
number -

The x coordinate of the Input pointer.

Source - input/InputHandler.js, line 455

pointerY(pointer) → {number}

The y coordinate of the Input pointer, relative to the top-left of the parent Sprite This value is only set when the pointer is over this Sprite.

Parameters:
Name Type Description
pointer number

The index of the pointer to check. You can get this from Phaser.Pointer.id.

Returns:
number -

The y coordinate of the Input pointer.

Source - input/InputHandler.js, line 471

reset()

Resets the Input Handler and disables it.

Source - input/InputHandler.js, line 333

setDragLock(allowHorizontal, allowVertical)

Restricts this sprite to drag movement only on the given axis. Note: If both are set to false the sprite will never move!

Parameters:
Name Type Argument Default Description
allowHorizontal boolean <optional>
true

To enable the sprite to be dragged horizontally set to true, otherwise false.

allowVertical boolean <optional>
true

To enable the sprite to be dragged vertically set to true, otherwise false.

Source - input/InputHandler.js, line 1363

start(priority, useHandCursor) → {Phaser.Sprite}

Starts the Input Handler running. This is called automatically when you enable input on a Sprite, or can be called directly if you need to set a specific priority.

Parameters:
Name Type Description
priority number

Higher priority sprites take click priority over low-priority sprites when they are stacked on-top of each other.

useHandCursor boolean

If true the Sprite will show the hand cursor on mouse-over (doesn't apply to mobile browsers)

Returns:

The Sprite object to which the Input Handler is bound.

Source - input/InputHandler.js, line 224

startDrag(pointer)

Called by Pointer when drag starts on this Sprite. Should not usually be called directly.

Parameters:
Name Type Description
pointer Phaser.Pointer
Source - input/InputHandler.js, line 1246

stop()

Stops the Input Handler from running.

Source - input/InputHandler.js, line 362

stopDrag(pointer)

Called by Pointer when drag is stopped on this Sprite. Should not usually be called directly.

Parameters:
Name Type Description
pointer Phaser.Pointer
Source - input/InputHandler.js, line 1328

<internal> update(pointer)

Update.

Parameters:
Name Type Description
pointer Phaser.Pointer
Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - input/InputHandler.js, line 787

updateDrag(pointer) → {boolean}

Updates the Pointer drag on this Sprite.

Parameters:
Name Type Description
pointer Phaser.Pointer
Returns:
boolean -
Source - input/InputHandler.js, line 1006

<internal> validForInput(highestID, highestRenderID, includePixelPerfect) → {boolean}

Checks if the object this InputHandler is bound to is valid for consideration in the Pointer move event. This is called by Phaser.Pointer and shouldn't typically be called directly.

Parameters:
Name Type Argument Default Description
highestID number

The highest ID currently processed by the Pointer.

highestRenderID number

The highest Render Order ID currently processed by the Pointer.

includePixelPerfect boolean <optional>
true

If this object has pixelPerfectClick or pixelPerfectOver set should it be considered as valid?

Returns:
boolean -

True if the object this InputHandler is bound to should be considered as valid for input detection.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - input/InputHandler.js, line 408
Phaser Copyright © 2012-2014 Photon Storm Ltd.
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