phaser/docs/Phaser.Pointer.html
2016-07-11 10:07:56 +01:00

6392 lines
No EOL
103 KiB
HTML

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Class: Pointer</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
</head>
<body>
<div class="container-fluid">
<div class="navbar navbar-fixed-top navbar-inverse">
<div style="position: absolute; width: 143px; height: 31px; right: 10px; top: 10px; z-index: 1050"><a href="http://phaser.io"><img src="img/phaser.png" border="0" /></a></div>
<div class="navbar-inner">
<a class="brand" href="index.html">Phaser API</a>
<ul class="nav">
<li class="dropdown">
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-0">
<a href="Phaser.html">Phaser</a>
</li>
<li class="class-depth-0">
<a href="Phaser.KeyCode.html">KeyCode</a>
</li>
<li class="class-depth-0">
<a href="PIXI.html">PIXI</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1">
<a href="Phaser.Animation.html">Animation</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AnimationManager.html">AnimationManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ArraySet.html">ArraySet</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ArrayUtils.html">ArrayUtils</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AudioSprite.html">AudioSprite</a>
</li>
<li class="class-depth-1">
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li class="class-depth-1">
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Bullet.html">Bullet</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Button.html">Button</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Cache.html">Cache</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Camera.html">Camera</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Canvas.html">Canvas</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Circle.html">Circle</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Color.html">Color</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Angle.html">Angle</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Animation.html">Animation</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.AutoCull.html">AutoCull</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Bounds.html">Bounds</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.BringToTop.html">BringToTop</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Core.html">Core</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Crop.html">Crop</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Delta.html">Delta</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Destroy.html">Destroy</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.FixedToCamera.html">FixedToCamera</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Health.html">Health</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.InCamera.html">InCamera</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.InputEnabled.html">InputEnabled</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.InWorld.html">InWorld</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.LifeSpan.html">LifeSpan</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.LoadTexture.html">LoadTexture</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Overlap.html">Overlap</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.PhysicsBody.html">PhysicsBody</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Reset.html">Reset</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.ScaleMinMax.html">ScaleMinMax</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Smoothed.html">Smoothed</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Create.html">Create</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Creature.html">Creature</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Device.html">Device</a>
</li>
<li class="class-depth-1">
<a href="Phaser.DeviceButton.html">DeviceButton</a>
</li>
<li class="class-depth-1">
<a href="Phaser.DOM.html">DOM</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Easing.html">Easing</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Back.html">Back</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Bounce.html">Bounce</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Circular.html">Circular</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Cubic.html">Cubic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Elastic.html">Elastic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Exponential.html">Exponential</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Linear.html">Linear</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Quartic.html">Quartic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Quintic.html">Quintic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Events.html">Events</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Filter.html">Filter</a>
</li>
<li class="class-depth-1">
<a href="Phaser.FlexGrid.html">FlexGrid</a>
</li>
<li class="class-depth-1">
<a href="Phaser.FlexLayer.html">FlexLayer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Frame.html">Frame</a>
</li>
<li class="class-depth-1">
<a href="Phaser.FrameData.html">FrameData</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Game.html">Game</a>
</li>
<li class="class-depth-1">
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li class="class-depth-1">
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Gamepad.html">Gamepad</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Graphics.html">Graphics</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Group.html">Group</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Image.html">Image</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ImageCollection.html">ImageCollection</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Input.html">Input</a>
</li>
<li class="class-depth-1">
<a href="Phaser.InputHandler.html">InputHandler</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Key.html">Key</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Keyboard.html">Keyboard</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Line.html">Line</a>
</li>
<li class="class-depth-1">
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Loader.html">Loader</a>
</li>
<li class="class-depth-1">
<a href="Phaser.LoaderParser.html">LoaderParser</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Math.html">Math</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Matrix.html">Matrix</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Mouse.html">Mouse</a>
</li>
<li class="class-depth-1">
<a href="Phaser.MSPointer.html">MSPointer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Net.html">Net</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Particle.html">Particle</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Particles.html">Particles</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Particles.Arcade.html">Arcade</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Physics.html">Physics</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Arcade.TilemapCollision.html">TilemapCollision</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Physics.Ninja.html">Ninja</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.Body.html">Body</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Physics.P2.html">P2</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.Body.html">Body</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.Material.html">Material</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.Spring.html">Spring</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Plugin.html">Plugin</a>
</li>
<li class="class-depth-1">
<a href="Phaser.PluginManager.html">PluginManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Point.html">Point</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Pointer.html">Pointer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.PointerMode.html">PointerMode</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li class="class-depth-1">
<a href="Phaser.QuadTree.html">QuadTree</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Rectangle.html">Rectangle</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RenderTexture.html">RenderTexture</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RetroFont.html">RetroFont</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Rope.html">Rope</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RoundedRectangle.html">RoundedRectangle</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ScaleManager.html">ScaleManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Signal.html">Signal</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SignalBinding.html">SignalBinding</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SinglePad.html">SinglePad</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Sound.html">Sound</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SoundManager.html">SoundManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Stage.html">Stage</a>
</li>
<li class="class-depth-1">
<a href="Phaser.State.html">State</a>
</li>
<li class="class-depth-1">
<a href="Phaser.StateManager.html">StateManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Text.html">Text</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Tile.html">Tile</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Time.html">Time</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Timer.html">Timer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TimerEvent.html">TimerEvent</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Touch.html">Touch</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Tween.html">Tween</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TweenData.html">TweenData</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TweenManager.html">TweenManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Utils.html">Utils</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Utils.Debug.html">Debug</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Video.html">Video</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Weapon.html">Weapon</a>
</li>
<li class="class-depth-1">
<a href="Phaser.World.html">World</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BaseTexture.html">BaseTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasPool.html">CanvasPool</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.EarCut.html">EarCut</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Event.html">Event</a>
</li>
<li class="class-depth-1">
<a href="PIXI.EventTarget.html">EventTarget</a>
</li>
<li class="class-depth-1">
<a href="PIXI.FilterTexture.html">FilterTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Graphics.html">Graphics</a>
</li>
<li class="class-depth-1">
<a href="PIXI.GraphicsData.html">GraphicsData</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiShader.html">PixiShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PolyK.html">PolyK</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.RenderTexture.html">RenderTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Rope.html">Rope</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Sprite.html">Sprite</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Strip.html">Strip</a>
</li>
<li class="class-depth-1">
<a href="PIXI.StripShader.html">StripShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Texture.html">Texture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TilingSprite.html">TilingSprite</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-0">
<a href="global.html#ANGLE_DOWN">ANGLE_DOWN</a>
</li>
<li class="class-depth-0">
<a href="global.html#ANGLE_LEFT">ANGLE_LEFT</a>
</li>
<li class="class-depth-0">
<a href="global.html#ANGLE_NORTH_EAST">ANGLE_NORTH_EAST</a>
</li>
<li class="class-depth-0">
<a href="global.html#ANGLE_NORTH_WEST">ANGLE_NORTH_WEST</a>
</li>
<li class="class-depth-0">
<a href="global.html#ANGLE_RIGHT">ANGLE_RIGHT</a>
</li>
<li class="class-depth-0">
<a href="global.html#ANGLE_SOUTH_EAST">ANGLE_SOUTH_EAST</a>
</li>
<li class="class-depth-0">
<a href="global.html#ANGLE_SOUTH_WEST">ANGLE_SOUTH_WEST</a>
</li>
<li class="class-depth-0">
<a href="global.html#ANGLE_UP">ANGLE_UP</a>
</li>
<li class="class-depth-0">
<a href="global.html#AUTO">AUTO</a>
</li>
<li class="class-depth-0">
<a href="global.html#BITMAPDATA">BITMAPDATA</a>
</li>
<li class="class-depth-0">
<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
</li>
<li class="class-depth-0">
<a href="global.html#blendModes">blendModes</a>
</li>
<li class="class-depth-0">
<a href="global.html#BOTTOM_CENTER">BOTTOM_CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#BOTTOM_LEFT">BOTTOM_LEFT</a>
</li>
<li class="class-depth-0">
<a href="global.html#BOTTOM_RIGHT">BOTTOM_RIGHT</a>
</li>
<li class="class-depth-0">
<a href="global.html#BUTTON">BUTTON</a>
</li>
<li class="class-depth-0">
<a href="global.html#CANVAS">CANVAS</a>
</li>
<li class="class-depth-0">
<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#CENTER">CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#CIRCLE">CIRCLE</a>
</li>
<li class="class-depth-0">
<a href="global.html#CREATURE">CREATURE</a>
</li>
<li class="class-depth-0">
<a href="global.html#displayList">displayList</a>
</li>
<li class="class-depth-0">
<a href="global.html#DOWN">DOWN</a>
</li>
<li class="class-depth-0">
<a href="global.html#ELLIPSE">ELLIPSE</a>
</li>
<li class="class-depth-0">
<a href="global.html#EMITTER">EMITTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#GAMES">GAMES</a>
</li>
<li class="class-depth-0">
<a href="global.html#GRAPHICS">GRAPHICS</a>
</li>
<li class="class-depth-0">
<a href="global.html#GROUP">GROUP</a>
</li>
<li class="class-depth-0">
<a href="global.html#HEADLESS">HEADLESS</a>
</li>
<li class="class-depth-0">
<a href="global.html#HORIZONTAL">HORIZONTAL</a>
</li>
<li class="class-depth-0">
<a href="global.html#IMAGE">IMAGE</a>
</li>
<li class="class-depth-0">
<a href="global.html#intersectsRectangle">intersectsRectangle</a>
</li>
<li class="class-depth-0">
<a href="global.html#LANDSCAPE">LANDSCAPE</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT">LEFT</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT_BOTTOM">LEFT_BOTTOM</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT_CENTER">LEFT_CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT_TOP">LEFT_TOP</a>
</li>
<li class="class-depth-0">
<a href="global.html#LINE">LINE</a>
</li>
<li class="class-depth-0">
<a href="global.html#MATRIX">MATRIX</a>
</li>
<li class="class-depth-0">
<a href="global.html#NONE">NONE</a>
</li>
<li class="class-depth-0">
<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
</li>
<li class="class-depth-0">
<a href="global.html#POINT">POINT</a>
</li>
<li class="class-depth-0">
<a href="global.html#POINTER">POINTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#POLYGON">POLYGON</a>
</li>
<li class="class-depth-0">
<a href="global.html#PORTRAIT">PORTRAIT</a>
</li>
<li class="class-depth-0">
<a href="global.html#RECTANGLE">RECTANGLE</a>
</li>
<li class="class-depth-0">
<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
</li>
<li class="class-depth-0">
<a href="global.html#RETROFONT">RETROFONT</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT">RIGHT</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT_BOTTOM">RIGHT_BOTTOM</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT_CENTER">RIGHT_CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT_TOP">RIGHT_TOP</a>
</li>
<li class="class-depth-0">
<a href="global.html#ROPE">ROPE</a>
</li>
<li class="class-depth-0">
<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
</li>
<li class="class-depth-0">
<a href="global.html#scaleModes">scaleModes</a>
</li>
<li class="class-depth-0">
<a href="global.html#SPRITE">SPRITE</a>
</li>
<li class="class-depth-0">
<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
</li>
<li class="class-depth-0">
<a href="global.html#TEXT">TEXT</a>
</li>
<li class="class-depth-0">
<a href="global.html#TILEMAP">TILEMAP</a>
</li>
<li class="class-depth-0">
<a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a>
</li>
<li class="class-depth-0">
<a href="global.html#TILESPRITE">TILESPRITE</a>
</li>
<li class="class-depth-0">
<a href="global.html#TOP_CENTER">TOP_CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#TOP_LEFT">TOP_LEFT</a>
</li>
<li class="class-depth-0">
<a href="global.html#TOP_RIGHT">TOP_RIGHT</a>
</li>
<li class="class-depth-0">
<a href="global.html#UP">UP</a>
</li>
<li class="class-depth-0">
<a href="global.html#VERSION">VERSION</a>
</li>
<li class="class-depth-0">
<a href="global.html#VERTICAL">VERTICAL</a>
</li>
<li class="class-depth-0">
<a href="global.html#VIDEO">VIDEO</a>
</li>
<li class="class-depth-0">
<a href="global.html#WEBGL">WEBGL</a>
</li>
<li class="class-depth-0">
<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
<li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li>
<li class="class-depth-1"><a href="Phaser.World.html">World</a></li>
<li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li>
<li class="class-depth-1"><a href="Phaser.Cache.html">Cache</a></li>
<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
<li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li>
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
<li class="class-depth-1"><a href="Phaser.Matrix.html">Matrix</a></li>
<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
<li class="class-depth-1"><a href="Phaser.RoundedRectangle.html">Rounded Rectangle</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
<li class="class-depth-2"><a href="Phaser.Weapon.html">Weapon</a></li>
<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
<li class="class-depth-1"><a href="Phaser.DeviceButton.html">Device Button</a></li>
<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
<li class="class-depth-1"><a href="http://phaser.io/learn">Tutorials</a></li>
<li class="class-depth-1"><a href="http://phaser.io/community/newsletter">Newsletter</a></li>
<li class="class-depth-1"><a href="http://phaser.io/community/twitter">Twitter</a></li>
<li class="class-depth-1"><a href="http://phaser.io/community/slack">Slack</a></li>
<li class="class-depth-1"><a href="http://phaser.io/community/donate">Donate</a></li>
<li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li>
</ul>
</li>
</ul>
</div>
</div>
<div class="row-fluid">
<div class="span8">
<div id="main">
<!--<h1 class="page-title">Class: Pointer</h1>-->
<section>
<header>
<h2>
<span class="ancestors"><a href="Phaser.html">Phaser</a>.</span>
Pointer
</h2>
</header>
<article>
<div class="container-overview">
<dt>
<h4 class="name "
id="Pointer"><span class="type-signature"></span>new Pointer<span class="signature">(game, id, pointerMode)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>A Pointer object is used by the Mouse, Touch and MSPoint managers and represents a single finger on the touch screen.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>game</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Game.html">Phaser.Game</a></span>
</td>
<td class="default">
</td>
<td class="description last"><p>A reference to the currently running game.</p></td>
</tr>
<tr>
<td class="name"><code>id</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="default">
</td>
<td class="description last"><p>The ID of the Pointer object within the game. Each game can have up to 10 active pointers.</p></td>
</tr>
<tr>
<td class="name"><code>pointerMode</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.PointerMode.html">Phaser.PointerMode</a></span>
</td>
<td class="default">
(CURSOR|CONTACT)
</td>
<td class="description last"><p>The operational mode of this pointer, eg. CURSOR or TOUCH.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-16">line 16</a>
</dt>
</dl>
</dd>
</div>
<h3 class="subsection-title">Members</h3>
<dl>
<dt>
<h4 class="name "
id=".BACK_BUTTON"><span class="type-signature">&lt;static, constant> </span>BACK_BUTTON<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>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.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-397">line 397</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id=".ERASER_BUTTON"><span class="type-signature">&lt;static, constant> </span>ERASER_BUTTON<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The Eraser pen button on PointerEvent supported devices only.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-412">line 412</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id=".FORWARD_BUTTON"><span class="type-signature">&lt;static, constant> </span>FORWARD_BUTTON<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>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.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-405">line 405</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id=".LEFT_BUTTON"><span class="type-signature">&lt;static, constant> </span>LEFT_BUTTON<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The Left Mouse button, or in PointerEvent devices a Touch contact or Pen contact.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-375">line 375</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id=".MIDDLE_BUTTON"><span class="type-signature">&lt;static, constant> </span>MIDDLE_BUTTON<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The Middle Mouse button.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-389">line 389</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id=".NO_BUTTON"><span class="type-signature">&lt;static, constant> </span>NO_BUTTON<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>No buttons at all.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-368">line 368</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id=".RIGHT_BUTTON"><span class="type-signature">&lt;static, constant> </span>RIGHT_BUTTON<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The Right Mouse button, or in PointerEvent devices a Pen contact with a barrel button.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-382">line 382</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="active"><span class="type-signature"></span>active<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>An active pointer is one that is currently pressed down on the display. A Mouse is always active.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-316">line 316</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="backButton"><span class="type-signature"></span>backButton<span class="type-signature"> :<a href="Phaser.DeviceButton.html">Phaser.DeviceButton</a></span></h4>
</dt>
<dd>
<div class="description">
<p>If this Pointer is a Mouse or Pen / Stylus then you can access its X1 (back) button directly through this property.</p>
<p>The DeviceButton has its own properties such as <code>isDown</code>, <code>duration</code> and methods like <code>justReleased</code> for more fine-grained
button control.</p>
<p>Please see the DeviceButton docs for details on browser button limitations.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-120">line 120</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="button"><span class="type-signature"></span>button<span class="type-signature"> :any</span></h4>
</dt>
<dd>
<div class="description">
<p>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
<code>leftButton</code>, <code>rightButton</code>, <code>middleButton</code> and so on.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-70">line 70</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="circle"><span class="type-signature"></span>circle<span class="type-signature"> :<a href="Phaser.Circle.html">Phaser.Circle</a></span></h4>
</dt>
<dd>
<div class="description">
<p>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 &quot;finger tip&quot; size).</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-344">line 344</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="clientX"><span class="type-signature"></span>clientX<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>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).</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-181">line 181</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="clientY"><span class="type-signature"></span>clientY<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>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).</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-186">line 186</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="dirty"><span class="type-signature"></span>dirty<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>A dirty pointer needs to re-poll any interactive objects it may have been over, regardless if it has moved or not.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-322">line 322</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="duration"><span class="type-signature">&lt;readonly> </span>duration<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>How long the Pointer has been depressed on the touchscreen or <em>any</em> 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. <code>Pointer.rightButton.duration</code>.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-1192">line 1192</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="eraserButton"><span class="type-signature"></span>eraserButton<span class="type-signature"> :<a href="Phaser.DeviceButton.html">Phaser.DeviceButton</a></span></h4>
</dt>
<dd>
<div class="description">
<p>If this Pointer is a Pen / Stylus then you can access its eraser button directly through this property.</p>
<p>The DeviceButton has its own properties such as <code>isDown</code>, <code>duration</code> and methods like <code>justReleased</code> for more fine-grained
button control.</p>
<p>Please see the DeviceButton docs for details on browser button limitations.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-146">line 146</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="exists"><span class="type-signature"></span>exists<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>A Pointer object that exists is allowed to be checked for physics collisions and overlaps.</p>
</div>
<dl class="details">
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>true</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-38">line 38</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="forwardButton"><span class="type-signature"></span>forwardButton<span class="type-signature"> :<a href="Phaser.DeviceButton.html">Phaser.DeviceButton</a></span></h4>
</dt>
<dd>
<div class="description">
<p>If this Pointer is a Mouse or Pen / Stylus then you can access its X2 (forward) button directly through this property.</p>
<p>The DeviceButton has its own properties such as <code>isDown</code>, <code>duration</code> and methods like <code>justReleased</code> for more fine-grained
button control.</p>
<p>Please see the DeviceButton docs for details on browser button limitations.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-133">line 133</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="game"><span class="type-signature"></span>game<span class="type-signature"> :<a href="Phaser.Game.html">Phaser.Game</a></span></h4>
</dt>
<dd>
<div class="description">
<p>A reference to the currently running game.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-21">line 21</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="id"><span class="type-signature"></span>id<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The ID of the Pointer object within the game. Each game can have up to 10 active pointers.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-26">line 26</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="identifier"><span class="type-signature"></span>identifier<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The identifier property of the Pointer as set by the DOM event when this Pointer is started.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-44">line 44</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="interactiveCandidates"><span class="type-signature"></span>interactiveCandidates<span class="type-signature"> :array</span></h4>
</dt>
<dd>
<div class="description">
<p>This array is erased and re-populated every time this Pointer is updated. It contains references to all
of the Game Objects that were considered as being valid for processing by this Pointer, this frame. To be
valid they must have suitable a <code>priorityID</code>, be Input enabled, visible and actually have the Pointer over
them. You can check the contents of this array in events such as <code>onInputDown</code>, but beware it is reset
every frame.</p>
</div>
<dl class="details">
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>[]</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-310">line 310</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="isDown"><span class="type-signature"></span>isDown<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>If the Pointer is touching the touchscreen, or <em>any</em> 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.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-255">line 255</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="isMouse"><span class="type-signature"></span>isMouse<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>If the Pointer is a mouse or pen / stylus this is true, otherwise false.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-247">line 247</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="isUp"><span class="type-signature"></span>isUp<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>If the Pointer is not touching the touchscreen, or <em>all</em> 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.</p>
</div>
<dl class="details">
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>true</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-263">line 263</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="leftButton"><span class="type-signature"></span>leftButton<span class="type-signature"> :<a href="Phaser.DeviceButton.html">Phaser.DeviceButton</a></span></h4>
</dt>
<dd>
<div class="description">
<p>If this Pointer is a Mouse or Pen / Stylus then you can access its left button directly through this property.</p>
<p>The DeviceButton has its own properties such as <code>isDown</code>, <code>duration</code> and methods like <code>justReleased</code> for more fine-grained
button control.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-81">line 81</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="middleButton"><span class="type-signature"></span>middleButton<span class="type-signature"> :<a href="Phaser.DeviceButton.html">Phaser.DeviceButton</a></span></h4>
</dt>
<dd>
<div class="description">
<p>If this Pointer is a Mouse or Pen / Stylus then you can access its middle button directly through this property.</p>
<p>The DeviceButton has its own properties such as <code>isDown</code>, <code>duration</code> and methods like <code>justReleased</code> for more fine-grained
button control.</p>
<p>Please see the DeviceButton docs for details on browser button limitations.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-94">line 94</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="movementX"><span class="type-signature"></span>movementX<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The horizontal processed relative movement of the Pointer in pixels since last event.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-224">line 224</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="movementY"><span class="type-signature"></span>movementY<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The vertical processed relative movement of the Pointer in pixels since last event.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-230">line 230</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="msSinceLastClick"><span class="type-signature"></span>msSinceLastClick<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The number of milliseconds since the last click or touch event.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-293">line 293</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="pageX"><span class="type-signature"></span>pageX<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The horizontal coordinate of the Pointer relative to whole document.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-191">line 191</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="pageY"><span class="type-signature"></span>pageY<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The vertical coordinate of the Pointer relative to whole document.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-196">line 196</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="pointerId"><span class="type-signature"></span>pointerId<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>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.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-50">line 50</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="pointerMode"><span class="type-signature"></span>pointerMode<span class="type-signature"> :<a href="Phaser.PointerMode.html">Phaser.PointerMode</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The operational mode of this pointer.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-55">line 55</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="position"><span class="type-signature"></span>position<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
</dt>
<dd>
<div class="description">
<p>A Phaser.Point object containing the current x/y values of the pointer on the display.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-327">line 327</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="positionDown"><span class="type-signature"></span>positionDown<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
</dt>
<dd>
<div class="description">
<p>A Phaser.Point object containing the x/y values of the pointer when it was last in a down state on the display.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-332">line 332</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="positionUp"><span class="type-signature"></span>positionUp<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
</dt>
<dd>
<div class="description">
<p>A Phaser.Point object containing the x/y values of the pointer when it was last released.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-337">line 337</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="previousTapTime"><span class="type-signature"></span>previousTapTime<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>A timestamp representing when the Pointer was last tapped or clicked.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-281">line 281</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="rawMovementX"><span class="type-signature"></span>rawMovementX<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The horizontal raw relative movement of the Pointer in pixels since last event.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-212">line 212</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="rawMovementY"><span class="type-signature"></span>rawMovementY<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The vertical raw relative movement of the Pointer in pixels since last event.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-218">line 218</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="rightButton"><span class="type-signature"></span>rightButton<span class="type-signature"> :<a href="Phaser.DeviceButton.html">Phaser.DeviceButton</a></span></h4>
</dt>
<dd>
<div class="description">
<p>If this Pointer is a Mouse or Pen / Stylus then you can access its right button directly through this property.</p>
<p>The DeviceButton has its own properties such as <code>isDown</code>, <code>duration</code> and methods like <code>justReleased</code> for more fine-grained
button control.</p>
<p>Please see the DeviceButton docs for details on browser button limitations.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-107">line 107</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="screenX"><span class="type-signature"></span>screenX<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The horizontal coordinate of the Pointer relative to the screen.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-201">line 201</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="screenY"><span class="type-signature"></span>screenY<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The vertical coordinate of the Pointer relative to the screen.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-206">line 206</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="target"><span class="type-signature"></span>target<span class="type-signature"> :any</span></h4>
</dt>
<dd>
<div class="description">
<p>The target property of the Pointer as set by the DOM event when this Pointer is started.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-61">line 61</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="targetObject"><span class="type-signature"></span>targetObject<span class="type-signature"> :any</span></h4>
</dt>
<dd>
<div class="description">
<p>The Game Object this Pointer is currently over / touching / dragging.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-299">line 299</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="timeDown"><span class="type-signature"></span>timeDown<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>A timestamp representing when the Pointer first touched the touchscreen.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-269">line 269</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="timeUp"><span class="type-signature"></span>timeUp<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>A timestamp representing when the Pointer left the touchscreen.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-275">line 275</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="totalTouches"><span class="type-signature"></span>totalTouches<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The total number of times this Pointer has been touched to the touchscreen.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-287">line 287</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="type"><span class="type-signature">&lt;readonly> </span>type<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The const type of this object.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-32">line 32</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="withinGame"><span class="type-signature"></span>withinGame<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>true if the Pointer is over the game canvas, otherwise false.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-176">line 176</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="worldX"><span class="type-signature">&lt;readonly> </span>worldX<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>Gets the X value of this Pointer in world coordinates based on the world camera.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-1216">line 1216</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="worldY"><span class="type-signature">&lt;readonly> </span>worldY<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>Gets the Y value of this Pointer in world coordinates based on the world camera.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-1232">line 1232</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="x"><span class="type-signature"></span>x<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The horizontal coordinate of the Pointer. This value is automatically scaled based on the game scale.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-236">line 236</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="y"><span class="type-signature"></span>y<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The vertical coordinate of the Pointer. This value is automatically scaled based on the game scale.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-242">line 242</a>
</dt>
</dl>
</dd>
</dl>
<h3 class="subsection-title">Methods</h3>
<dl>
<dt>
<h4 class="name "
id="addClickTrampoline"><span class="type-signature">&lt;internal> </span>addClickTrampoline<span class="signature">(name, callback, callbackContext, callbackArgs)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Add a click trampoline to this pointer.</p>
<p>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<em>' and 'mouse</em>' events.</p>
<p>This is used internally by the ScaleManager; click trampoline usage is uncommon.
Click trampolines can only be added to pointers that are currently down.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>name</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="description last"><p>The name of the trampoline; must be unique among active trampolines in this pointer.</p></td>
</tr>
<tr>
<td class="name"><code>callback</code></td>
<td class="type">
<span class="param-type">function</span>
</td>
<td class="description last"><p>Callback to run/trampoline.</p></td>
</tr>
<tr>
<td class="name"><code>callbackContext</code></td>
<td class="type">
<span class="param-type">object</span>
</td>
<td class="description last"><p>Context of the callback.</p></td>
</tr>
<tr>
<td class="name"><code>callbackArgs</code></td>
<td class="type">
<span class="param-type">Array.&lt;object></span>
|
<span class="param-type">null</span>
</td>
<td class="description last"><p>Additional callback args, if any. Supplied as an array.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="important tag-deprecated">Internal:</dt>
<dd class="tag-deprecated"><ul>
<li>This member is <em>internal (protected)</em> and may be modified or removed in the future.</li>
</ul></dd>
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-1073">line 1073</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="justPressed"><span class="type-signature"></span>justPressed<span class="signature">(<span class="optional">duration</span>)</span><span class="type-signature"> &rarr; {boolean}</span></h4>
</dt>
<dd>
<div class="description">
<p>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 <code>true</code> 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.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>duration</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="description last"><p>The time to check against. If none given it will use InputManager.justPressedRate.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">boolean</span>
-
</div>
<div class="returns-desc param-desc">
<p>true if the Pointer was pressed down within the duration given.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-1041">line 1041</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="justReleased"><span class="type-signature"></span>justReleased<span class="signature">(<span class="optional">duration</span>)</span><span class="type-signature"> &rarr; {boolean}</span></h4>
</dt>
<dd>
<div class="description">
<p>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 <code>true</code> 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.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>duration</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="description last"><p>The time to check against. If none given it will use InputManager.justReleasedRate.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">boolean</span>
-
</div>
<div class="returns-desc param-desc">
<p>true if the Pointer was released within the duration given.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-1057">line 1057</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="leave"><span class="type-signature"></span>leave<span class="signature">(event)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Called when the Pointer leaves the target area.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>event</code></td>
<td class="type">
<span class="param-type">MouseEvent</span>
|
<span class="param-type">PointerEvent</span>
|
<span class="param-type">TouchEvent</span>
</td>
<td class="description last"><p>The event passed up from the input handler.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-945">line 945</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="move"><span class="type-signature"></span>move<span class="signature">(event, <span class="optional">fromClick</span>)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Called when the Pointer is moved.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>event</code></td>
<td class="type">
<span class="param-type">MouseEvent</span>
|
<span class="param-type">PointerEvent</span>
|
<span class="param-type">TouchEvent</span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The event passed up from the input handler.</p></td>
</tr>
<tr>
<td class="name"><code>fromClick</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
false
</td>
<td class="description last"><p>Was this called from the click event?</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-709">line 709</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="processInteractiveObjects"><span class="type-signature">&lt;internal> </span>processInteractiveObjects<span class="signature">(<span class="optional">fromClick</span>)</span><span class="type-signature"> &rarr; {boolean}</span></h4>
</dt>
<dd>
<div class="description">
<p>Process all interactive objects to find out which ones were updated in the recent Pointer move.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>fromClick</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
false
</td>
<td class="description last"><p>Was this called from the click event?</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">boolean</span>
-
</div>
<div class="returns-desc param-desc">
<p>True if this method processes an object (i.e. a Sprite becomes the Pointers currentTarget), otherwise false.</p>
</div>
</div>
<dl class="details">
<dt class="important tag-deprecated">Internal:</dt>
<dd class="tag-deprecated"><ul>
<li>This member is <em>internal (protected)</em> and may be modified or removed in the future.</li>
</ul></dd>
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-806">line 806</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="reset"><span class="type-signature"></span>reset<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Resets the Pointer properties. Called by InputManager.reset when you perform a State change.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-1147">line 1147</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="resetButtons"><span class="type-signature">&lt;internal> </span>resetButtons<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Resets the states of all the button booleans.</p>
</div>
<dl class="details">
<dt class="important tag-deprecated">Internal:</dt>
<dd class="tag-deprecated"><ul>
<li>This member is <em>internal (protected)</em> and may be modified or removed in the future.</li>
</ul></dd>
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-416">line 416</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="resetMovement"><span class="type-signature"></span>resetMovement<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Resets the movementX and movementY properties. Use in your update handler after retrieving the values.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-1177">line 1177</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="start"><span class="type-signature"></span>start<span class="signature">(event)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Called when the Pointer is pressed onto the touchscreen.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>event</code></td>
<td class="type">
<span class="param-type">any</span>
</td>
<td class="description last"><p>The DOM event from the browser.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-587">line 587</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="stop"><span class="type-signature"></span>stop<span class="signature">(event)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Called when the Pointer leaves the touchscreen.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>event</code></td>
<td class="type">
<span class="param-type">MouseEvent</span>
|
<span class="param-type">PointerEvent</span>
|
<span class="param-type">TouchEvent</span>
</td>
<td class="description last"><p>The event passed up from the input handler.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-958">line 958</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="swapTarget"><span class="type-signature"></span>swapTarget<span class="signature">(newTarget, <span class="optional">silent</span>)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>This will change the <code>Pointer.targetObject</code> object to be the one provided.</p>
<p>This allows you to have fine-grained control over which object the Pointer is targeting.</p>
<p>Note that even if you set a new Target here, it is still able to be replaced by any other valid
target during the next Pointer update.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>newTarget</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.InputHandler.html">Phaser.InputHandler</a></span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The new target for this Pointer. Note this is an <code>InputHandler</code>, so don't pass a Sprite, instead pass <code>sprite.input</code> to it.</p></td>
</tr>
<tr>
<td class="name"><code>silent</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
false
</td>
<td class="description last"><p>If true the new target AND the old one will NOT dispatch their <code>onInputOver</code> or <code>onInputOut</code> events.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-886">line 886</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="update"><span class="type-signature"></span>update<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Called by the Input Manager.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-657">line 657</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="updateButtons"><span class="type-signature">&lt;internal> </span>updateButtons<span class="signature">(event)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Called when the event.buttons property changes from zero.
Contains a button bitmask.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>event</code></td>
<td class="type">
<span class="param-type">MouseEvent</span>
</td>
<td class="description last"><p>The DOM event.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="important tag-deprecated">Internal:</dt>
<dd class="tag-deprecated"><ul>
<li>This member is <em>internal (protected)</em> and may be modified or removed in the future.</li>
</ul></dd>
<dt class="tag-source">Source -
<a href="src_input_Pointer.js.html">input/Pointer.js</a>, <a href="src_input_Pointer.js.html#sunlight-1-line-527">line 527</a>
</dt>
</dl>
</dd>
</dl>
</article>
</section>
</div>
<div class="clearfix"></div>
<footer>
<span class="copyright">
Phaser Copyright © 2012-2016 Photon Storm Ltd.
</span>
<br />
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Mon Jul 11 2016 10:07:05 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
<div class="span3">
<div id="toc"></div>
</div>
<br clear="both">
</div>
</div>
<script src="scripts/sunlight.js"></script>
<script src="scripts/sunlight.javascript.js"></script>
<script src="scripts/sunlight-plugin.doclinks.js"></script>
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
<script src="scripts/sunlight-plugin.menu.js"></script>
<script src="scripts/jquery.min.js"></script>
<script src="scripts/jquery.scrollTo.js"></script>
<script src="scripts/jquery.localScroll.js"></script>
<script src="scripts/bootstrap-dropdown.js"></script>
<script src="scripts/toc.js"></script>
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
<script>
$( function () {
$( "#toc" ).toc( {
anchorName : function(i, heading, prefix) {
return $(heading).attr("id") || ( prefix + i );
},
selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
</script>
</body>
</html>