phaser/docs/Phaser.Input.html

6624 lines
No EOL
104 KiB
HTML

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Class: Input</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.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.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.DisplayObject.html">DisplayObject</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-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#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#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#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#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#IMAGE">IMAGE</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT">LEFT</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#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#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#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#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-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="https://confirmsubscription.com/h/r/369DE48E3E86AF1E">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/irc">IRC</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: Input</h1>-->
<section>
<header>
<h2>
<span class="ancestors"><a href="Phaser.html">Phaser</a>.</span>
Input
</h2>
</header>
<article>
<div class="container-overview">
<dt>
<h4 class="name "
id="Input"><span class="type-signature"></span>new Input<span class="signature">(game)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Phaser.Input is the Input Manager for all types of Input across Phaser, including mouse, keyboard, touch and MSPointer.
The Input manager is updated automatically by the core game loop.</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>game</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Game.html">Phaser.Game</a></span>
</td>
<td class="description last"><p>Current game instance.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-15">line 15</a>
</dt>
</dl>
</dd>
</div>
<h3 class="subsection-title">Members</h3>
<dl>
<dt>
<h4 class="name "
id=".MAX_POINTERS"><span class="type-signature">&lt;static, constant> </span>MAX_POINTERS<span class="type-signature"> :integer</span></h4>
</dt>
<dd>
<div class="description">
<p>The maximum number of pointers that can be added. This excludes the mouse pointer.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-365">line 365</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id=".MOUSE_OVERRIDES_TOUCH"><span class="type-signature">&lt;static, constant> </span>MOUSE_OVERRIDES_TOUCH<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-346">line 346</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id=".MOUSE_TOUCH_COMBINE"><span class="type-signature">&lt;static, constant> </span>MOUSE_TOUCH_COMBINE<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-358">line 358</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id=".TOUCH_OVERRIDES_MOUSE"><span class="type-signature">&lt;static, constant> </span>TOUCH_OVERRIDES_MOUSE<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-352">line 352</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="activePointer"><span class="type-signature"></span>activePointer<span class="type-signature"> :<a href="Phaser.Pointer.html">Phaser.Pointer</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The most recently active Pointer object.</p>
<p>When you've limited max pointers to 1 this will accurately be either the first finger touched or mouse.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-211">line 211</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 Circle object centered on the x/y screen coordinates of the Input.
Default size of 44px (Apples recommended &quot;finger tip&quot; size) but can be changed to anything.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-79">line 79</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="doubleTapRate"><span class="type-signature"></span>doubleTapRate<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click.</p>
</div>
<dl class="details">
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>300</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-102">line 102</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="enabled"><span class="type-signature"></span>enabled<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>When enabled, input (eg. Keyboard, Mouse, Touch) will be processed - as long as the individual sources are enabled themselves.</p>
<p>When not enabled, <em>all</em> input sources are ignored. To disable just one type of input; for example, the Mouse, use <code>input.mouse.enabled = false</code>.</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_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-55">line 55</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_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-20">line 20</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="gamepad"><span class="type-signature"></span>gamepad<span class="type-signature"> :<a href="Phaser.Gamepad.html">Phaser.Gamepad</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The Gamepad Input manager.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-262">line 262</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="hitCanvas"><span class="type-signature"></span>hitCanvas<span class="type-signature"> :HTMLCanvasElement</span></h4>
</dt>
<dd>
<div class="description">
<p>The canvas to which single pixels are drawn in order to perform pixel-perfect hit detection.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-26">line 26</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="hitContext"><span class="type-signature"></span>hitContext<span class="type-signature"> :CanvasRenderingContext2D</span></h4>
</dt>
<dd>
<div class="description">
<p>The context of the pixel perfect hit canvas.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-32">line 32</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="holdRate"><span class="type-signature"></span>holdRate<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event.</p>
</div>
<dl class="details">
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>2000</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-108">line 108</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="interactiveItems"><span class="type-signature"></span>interactiveItems<span class="type-signature"> :<a href="Phaser.ArraySet.html">Phaser.ArraySet</a></span></h4>
</dt>
<dd>
<div class="description">
<p>A list of interactive objects. The InputHandler components add and remove themselves from this list.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-308">line 308</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="justPressedRate"><span class="type-signature"></span>justPressedRate<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The number of milliseconds below which the Pointer is considered justPressed.</p>
</div>
<dl class="details">
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>200</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-114">line 114</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="justReleasedRate"><span class="type-signature"></span>justReleasedRate<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The number of milliseconds below which the Pointer is considered justReleased .</p>
</div>
<dl class="details">
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>200</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-120">line 120</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="keyboard"><span class="type-signature"></span>keyboard<span class="type-signature"> :<a href="Phaser.Keyboard.html">Phaser.Keyboard</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The Keyboard Input manager.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-235">line 235</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="maxPointers"><span class="type-signature"></span>maxPointers<span class="type-signature"> :integer</span></h4>
</dt>
<dd>
<div class="description">
<p>The maximum number of Pointers allowed to be active at any one time. A value of -1 is only limited by the total number of pointers. For lots of games it's useful to set this to 1.</p>
</div>
<dl class="details">
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>-1 (Limited by total pointers.)</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-90">line 90</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="minPriorityID"><span class="type-signature"></span>minPriorityID<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>You can tell all Pointers to ignore any Game Object with a <code>priorityID</code> lower than this value.
This is useful when stacking UI layers. Set to zero to disable.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-302">line 302</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="mouse"><span class="type-signature"></span>mouse<span class="type-signature"> :<a href="Phaser.Mouse.html">Phaser.Mouse</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The Mouse Input manager.</p>
<p>You should not usually access this manager directly, but instead use Input.mousePointer or Input.activePointer
which normalizes all the input values for you, regardless of browser.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-228">line 228</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="mousePointer"><span class="type-signature"></span>mousePointer<span class="type-signature"> :Pointer</span></h4>
</dt>
<dd>
<div class="description">
<p>The mouse has its own unique Phaser.Pointer object which you can use if making a desktop specific game.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-218">line 218</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="moveCallbacks"><span class="type-signature">&lt;internal> </span>moveCallbacks<span class="type-signature"> :array</span></h4>
</dt>
<dd>
<div class="description">
<p>An array of callbacks that will be fired every time the activePointer receives a move event from the DOM.
To add a callback to this array please use <code>Input.addMoveCallback</code>.</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_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-40">line 40</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="mspointer"><span class="type-signature"></span>mspointer<span class="type-signature"> :<a href="Phaser.MSPointer.html">Phaser.MSPointer</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The MSPointer Input manager.</p>
<p>You should not usually access this manager directly, but instead use Input.activePointer
which normalizes all the input values for you, regardless of browser.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-255">line 255</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="multiInputOverride"><span class="type-signature"></span>multiInputOverride<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>Controls the expected behavior when using a mouse and touch together on a multi-input device.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-61">line 61</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="onDown"><span class="type-signature"></span>onDown<span class="type-signature"> :<a href="Phaser.Signal.html">Phaser.Signal</a></span></h4>
</dt>
<dd>
<div class="description">
<p>A Signal that is dispatched each time a pointer is pressed down.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-276">line 276</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="onHold"><span class="type-signature"></span>onHold<span class="type-signature"> :<a href="Phaser.Signal.html">Phaser.Signal</a></span></h4>
</dt>
<dd>
<div class="description">
<p>A Signal that is dispatched each time a pointer is held down.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-294">line 294</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="onTap"><span class="type-signature"></span>onTap<span class="type-signature"> :<a href="Phaser.Signal.html">Phaser.Signal</a></span></h4>
</dt>
<dd>
<div class="description">
<p>A Signal that is dispatched each time a pointer is tapped.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-288">line 288</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="onUp"><span class="type-signature"></span>onUp<span class="type-signature"> :<a href="Phaser.Signal.html">Phaser.Signal</a></span></h4>
</dt>
<dd>
<div class="description">
<p>A Signal that is dispatched each time a pointer is released.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-282">line 282</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="pointer1"><span class="type-signature"></span>pointer1<span class="type-signature"> :<a href="Phaser.Pointer.html">Phaser.Pointer</a></span></h4>
</dt>
<dd>
<div class="description">
<p>A Pointer object.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-148">line 148</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="pointer2"><span class="type-signature"></span>pointer2<span class="type-signature"> :<a href="Phaser.Pointer.html">Phaser.Pointer</a></span></h4>
</dt>
<dd>
<div class="description">
<p>A Pointer object.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-153">line 153</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="pointer3"><span class="type-signature"></span>pointer3<span class="type-signature"> :<a href="Phaser.Pointer.html">Phaser.Pointer</a></span></h4>
</dt>
<dd>
<div class="description">
<p>A Pointer object.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-158">line 158</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="pointer4"><span class="type-signature"></span>pointer4<span class="type-signature"> :<a href="Phaser.Pointer.html">Phaser.Pointer</a></span></h4>
</dt>
<dd>
<div class="description">
<p>A Pointer object.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-163">line 163</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="pointer5"><span class="type-signature"></span>pointer5<span class="type-signature"> :<a href="Phaser.Pointer.html">Phaser.Pointer</a></span></h4>
</dt>
<dd>
<div class="description">
<p>A Pointer object.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-168">line 168</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="pointer6"><span class="type-signature"></span>pointer6<span class="type-signature"> :<a href="Phaser.Pointer.html">Phaser.Pointer</a></span></h4>
</dt>
<dd>
<div class="description">
<p>A Pointer object.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-173">line 173</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="pointer7"><span class="type-signature"></span>pointer7<span class="type-signature"> :<a href="Phaser.Pointer.html">Phaser.Pointer</a></span></h4>
</dt>
<dd>
<div class="description">
<p>A Pointer object.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-178">line 178</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="pointer8"><span class="type-signature"></span>pointer8<span class="type-signature"> :<a href="Phaser.Pointer.html">Phaser.Pointer</a></span></h4>
</dt>
<dd>
<div class="description">
<p>A Pointer object.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-183">line 183</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="pointer9"><span class="type-signature"></span>pointer9<span class="type-signature"> :<a href="Phaser.Pointer.html">Phaser.Pointer</a></span></h4>
</dt>
<dd>
<div class="description">
<p>A Pointer object.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-188">line 188</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="pointer10"><span class="type-signature"></span>pointer10<span class="type-signature"> :<a href="Phaser.Pointer.html">Phaser.Pointer</a></span></h4>
</dt>
<dd>
<div class="description">
<p>A Pointer object.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-193">line 193</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="pointers"><span class="type-signature">&lt;readonly> </span>pointers<span class="type-signature"> :Array.&lt;<a href="Phaser.Pointer.html">Phaser.Pointer</a>></span></h4>
</dt>
<dd>
<div class="description">
<p>An array of non-mouse pointers that have been added to the game.
The properties <code>pointer1..N</code> are aliases for <code>pointers[0..N-1]</code>.</p>
</div>
<h5>Type:</h5>
<ul>
<li>
<span class="param-type">Array.&lt;<a href="Phaser.Pointer.html">Phaser.Pointer</a>></span>
</li>
</ul>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-202">line 202</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="pollLocked"><span class="type-signature">&lt;readonly> </span>pollLocked<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>True if the Input is currently poll rate locked.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-1019">line 1019</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="pollRate"><span class="type-signature"></span>pollRate<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>How often should the input pointers be checked for updates? A value of 0 means every single frame (60fps); a value of 1 means every other frame (30fps) and so on.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-46">line 46</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 point object representing the current position of the Pointer.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-67">line 67</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="recordLimit"><span class="type-signature"></span>recordLimit<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The total number of entries that can be recorded into the Pointer objects tracking history.
If the Pointer is tracking one event every 100ms; then a trackLimit of 100 would store the last 10 seconds worth of history.</p>
</div>
<dl class="details">
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>100</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-143">line 143</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="recordPointerHistory"><span class="type-signature"></span>recordPointerHistory<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>Sets if the Pointer objects should record a history of x/y coordinates they have passed through.
The history is cleared each time the Pointer is pressed down.
The history is updated at the rate specified in Input.pollRate</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-129">line 129</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="recordRate"><span class="type-signature"></span>recordRate<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The rate in milliseconds at which the Pointer objects should update their tracking history.</p>
</div>
<dl class="details">
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>100</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-135">line 135</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="resetLocked"><span class="type-signature"></span>resetLocked<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>If the Input Manager has been reset locked then all calls made to InputManager.reset,
such as from a State change, are ignored.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-270">line 270</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="scale"><span class="type-signature"></span>scale<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The scale by which all input coordinates are multiplied; calculated by the ScaleManager. In an un-scaled game the values will be x = 1 and y = 1.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-84">line 84</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="speed"><span class="type-signature"></span>speed<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
</dt>
<dd>
<div class="description">
<p>A point object representing the speed of the Pointer. Only really useful in single Pointer games; otherwise see the Pointer objects directly.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-72">line 72</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="tapRate"><span class="type-signature"></span>tapRate<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or click.</p>
</div>
<dl class="details">
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>200</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-96">line 96</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="totalActivePointers"><span class="type-signature">&lt;readonly> </span>totalActivePointers<span class="type-signature"> :integers</span></h4>
</dt>
<dd>
<div class="description">
<p>The total number of active Pointers, not counting the mouse pointer.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-1047">line 1047</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="totalInactivePointers"><span class="type-signature">&lt;readonly> </span>totalInactivePointers<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The total number of inactive Pointers.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-1033">line 1033</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="touch"><span class="type-signature"></span>touch<span class="type-signature"> :<a href="Phaser.Touch.html">Phaser.Touch</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The Touch Input manager.</p>
<p>You should not usually access this manager directly, but instead use Input.activePointer
which normalizes all the input values for you, regardless of browser.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-245">line 245</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>The world X coordinate of the most recently active pointer.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-1061">line 1061</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>The world Y coordinate of the most recently active pointer.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-1075">line 1075</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 X coordinate of the most recently active pointer.
This value takes game scaling into account automatically. See Pointer.screenX/clientX for source values.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-983">line 983</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 Y coordinate of the most recently active pointer.
This value takes game scaling into account automatically. See Pointer.screenY/clientY for source values.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-1001">line 1001</a>
</dt>
</dl>
</dd>
</dl>
<h3 class="subsection-title">Methods</h3>
<dl>
<dt>
<h4 class="name "
id="addMoveCallback"><span class="type-signature"></span>addMoveCallback<span class="signature">(callback, context)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Adds a callback that is fired every time the activePointer receives a DOM move event such as a mousemove or touchmove.</p>
<p>The callback will be sent 4 parameters: The Pointer that moved, the x position of the pointer, the y position and the down state.</p>
<p>It will be called every time the activePointer moves, which in a multi-touch game can be a lot of times, so this is best
to only use if you've limited input to a single pointer (i.e. mouse or touch).</p>
<p>The callback is added to the Phaser.Input.moveCallbacks array and should be removed with Phaser.Input.deleteMoveCallback.</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>callback</code></td>
<td class="type">
<span class="param-type">function</span>
</td>
<td class="description last"><p>The callback that will be called each time the activePointer receives a DOM move event.</p></td>
</tr>
<tr>
<td class="name"><code>context</code></td>
<td class="type">
<span class="param-type">object</span>
</td>
<td class="description last"><p>The context in which the callback will be called.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-461">line 461</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="addPointer"><span class="type-signature"></span>addPointer<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="Phaser.Pointer.html">Phaser.Pointer</a>|null}</span></h4>
</dt>
<dd>
<div class="description">
<p>Add a new Pointer object to the Input Manager.
By default Input creates 3 pointer objects: <code>mousePointer</code> (not include in part of general pointer pool), <code>pointer1</code> and <code>pointer2</code>.
This method adds an additional pointer, up to a maximum of Phaser.Input.MAX_POINTERS (default of 10).</p>
</div>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="Phaser.Pointer.html">Phaser.Pointer</a></span>
|
<span class="param-type">null</span>
-
</div>
<div class="returns-desc param-desc">
<p>The new Pointer object that was created; null if a new pointer could not be added.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-503">line 503</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="boot"><span class="type-signature">&lt;internal> </span>boot<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Starts the Input Manager running.</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_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-369">line 369</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="deleteMoveCallback"><span class="type-signature"></span>deleteMoveCallback<span class="signature">(callback, context)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Removes the callback from the Phaser.Input.moveCallbacks array.</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>callback</code></td>
<td class="type">
<span class="param-type">function</span>
</td>
<td class="description last"><p>The callback to be removed.</p></td>
</tr>
<tr>
<td class="name"><code>context</code></td>
<td class="type">
<span class="param-type">object</span>
</td>
<td class="description last"><p>The context in which the callback exists.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-481">line 481</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="destroy"><span class="type-signature"></span>destroy<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Stops all of the Input Managers from running.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-432">line 432</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="getLocalPosition"><span class="type-signature"></span>getLocalPosition<span class="signature">(displayObject, pointer)</span><span class="type-signature"> &rarr; {<a href="Phaser.Point.html">Phaser.Point</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>This will return the local coordinates of the specified displayObject based on the given Pointer.</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>displayObject</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Sprite.html">Phaser.Sprite</a></span>
|
<span class="param-type"><a href="Phaser.Image.html">Phaser.Image</a></span>
</td>
<td class="description last"><p>The DisplayObject to get the local coordinates for.</p></td>
</tr>
<tr>
<td class="name"><code>pointer</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Pointer.html">Phaser.Pointer</a></span>
</td>
<td class="description last"><p>The Pointer to use in the check against the displayObject.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="Phaser.Point.html">Phaser.Point</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>A point containing the coordinates of the Pointer position relative to the DisplayObject.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-856">line 856</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="getPointer"><span class="type-signature"></span>getPointer<span class="signature">(<span class="optional">isActive</span>)</span><span class="type-signature"> &rarr; {<a href="Phaser.Pointer.html">Phaser.Pointer</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Get the first Pointer with the given active state.</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>isActive</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>The state the Pointer should be in - active or inactive?</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="Phaser.Pointer.html">Phaser.Pointer</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>A Pointer object or null if no Pointer object matches the requested state.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-778">line 778</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="getPointerFromId"><span class="type-signature"></span>getPointerFromId<span class="signature">(pointerId)</span><span class="type-signature"> &rarr; {<a href="Phaser.Pointer.html">Phaser.Pointer</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Get the Pointer object whos <code>pointerId</code> property matches the given value.</p>
<p>The pointerId property is not set until the Pointer has been used at least once, as its populated by the DOM event.
Also it can change every time you press the pointer down if the browser recycles it.</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>pointerId</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The <code>pointerId</code> (not 'id') value to search for.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="Phaser.Pointer.html">Phaser.Pointer</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>A Pointer object or null if no Pointer object matches the requested identifier.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-830">line 830</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="getPointerFromIdentifier"><span class="type-signature"></span>getPointerFromIdentifier<span class="signature">(identifier)</span><span class="type-signature"> &rarr; {<a href="Phaser.Pointer.html">Phaser.Pointer</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Get the Pointer object whos <code>identifier</code> property matches the given identifier value.</p>
<p>The identifier property is not set until the Pointer has been used at least once, as its populated by the DOM event.
Also it can change every time you press the pointer down, and is not fixed once set.
Note: Not all browsers set the identifier property and it's not part of the W3C spec, so you may need getPointerFromId instead.</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>identifier</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The Pointer.identifier value to search for.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="Phaser.Pointer.html">Phaser.Pointer</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>A Pointer object or null if no Pointer object matches the requested identifier.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-803">line 803</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="hitTest"><span class="type-signature"></span>hitTest<span class="signature">(displayObject, pointer, localPoint)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Tests if the pointer hits the given object.</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>displayObject</code></td>
<td class="type">
<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
</td>
<td class="description last"><p>The displayObject to test for a hit.</p></td>
</tr>
<tr>
<td class="name"><code>pointer</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Pointer.html">Phaser.Pointer</a></span>
</td>
<td class="description last"><p>The pointer to use for the test.</p></td>
</tr>
<tr>
<td class="name"><code>localPoint</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Point.html">Phaser.Point</a></span>
</td>
<td class="description last"><p>The local translated point.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-878">line 878</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="reset"><span class="type-signature"></span>reset<span class="signature">(<span class="optional">hard</span>)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Reset all of the Pointers and Input states.</p>
<p>The optional <code>hard</code> parameter will reset any events or callbacks that may be bound.
Input.reset is called automatically during a State change or if a game loses focus / visibility.
To control control the reset manually set Phaser.InputManager.resetLocked to <code>true</code>.</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>hard</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>A soft reset won't reset any events or callbacks that are bound. A hard reset will.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-568">line 568</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="resetSpeed"><span class="type-signature"></span>resetSpeed<span class="signature">(x, y)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Resets the speed and old position properties.</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>x</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>Sets the oldPosition.x value.</p></td>
</tr>
<tr>
<td class="name"><code>y</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>Sets the oldPosition.y value.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_input_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-627">line 627</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="startPointer"><span class="type-signature">&lt;internal> </span>startPointer<span class="signature">(event)</span><span class="type-signature"> &rarr; {<a href="Phaser.Pointer.html">Phaser.Pointer</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Find the first free Pointer object and start it, passing in the event data.
This is called automatically by Phaser.Touch and Phaser.MSPointer.</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 event data from the Touch event.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="Phaser.Pointer.html">Phaser.Pointer</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>The Pointer object that was started or null if no Pointer object is available.</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_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-641">line 641</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="stopPointer"><span class="type-signature">&lt;internal> </span>stopPointer<span class="signature">(event)</span><span class="type-signature"> &rarr; {<a href="Phaser.Pointer.html">Phaser.Pointer</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Stops the matching Pointer object, passing in the event data.</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 event data from the Touch event.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="Phaser.Pointer.html">Phaser.Pointer</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>The Pointer object that was stopped or null if no Pointer object is available.</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_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-716">line 716</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="update"><span class="type-signature">&lt;internal> </span>update<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Updates the Input Manager. Called by the core Game loop.</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_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-529">line 529</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="updatePointer"><span class="type-signature">&lt;internal> </span>updatePointer<span class="signature">(event)</span><span class="type-signature"> &rarr; {<a href="Phaser.Pointer.html">Phaser.Pointer</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Updates the matching Pointer object, passing in the event data.
This is called automatically and should not normally need to be invoked.</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 event data from the Touch event.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="Phaser.Pointer.html">Phaser.Pointer</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>The Pointer object that was updated; null if no pointer was updated.</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_Input.js.html">input/Input.js</a>, <a href="src_input_Input.js.html#sunlight-1-line-681">line 681</a>
</dt>
</dl>
</dd>
</dl>
</article>
</section>
</div>
<div class="clearfix"></div>
<footer>
<span class="copyright">
Phaser Copyright © 2012-2015 Photon Storm Ltd.
</span>
<br />
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Fri Feb 12 2016 15:56:38 GMT+0000 (GMT Standard 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>