Phaser.Pointer

new Pointer(game, id, pointerMode)

A Pointer object is used by the Mouse, Touch and MSPoint managers and represents a single finger on the touch screen.

Parameters:

Name

Type

Default

Description

game

Phaser.Game

A reference to the currently running game.

id

number

The ID of the Pointer object within the game. Each game can have up to 10 active pointers.

pointerMode

Phaser.PointerMode

(CURSOR|CONTACT)

The operational mode of this pointer, eg. CURSOR or TOUCH.

Source - input/Pointer.js, line 16

Members

<static, constant> BACK_BUTTON:number

The X1 button. This is typically the mouse Back button, but is often reconfigured. On Linux (GTK) this is unsupported. On Windows if advanced pointer software (such as IntelliPoint) is installed this doesn't register.

Source - input/Pointer.js, line 397

<static,constant> ERASER_BUTTON:number

The Eraser pen button on PointerEvent supported devices only.

Source - input/Pointer.js, line 412

<static,constant> FORWARD_BUTTON:number

The X2 button. This is typically the mouse Forward button, but is often reconfigured. On Linux (GTK) this is unsupported. On Windows if advanced pointer software (such as IntelliPoint) is installed this doesn't register.

Source - input/Pointer.js, line 405

<static,constant> LEFT_BUTTON:number

The Left Mouse button, or in PointerEvent devices a Touch contact or Pen contact.

Source - input/Pointer.js, line 375

<static,constant> MIDDLE_BUTTON:number

The Middle Mouse button.

Source - input/Pointer.js, line 389

<static,constant> NO_BUTTON:number

No buttons at all.

Source - input/Pointer.js, line 368

<static,constant> RIGHT_BUTTON:number

The Right Mouse button, or in PointerEvent devices a Pen contact with a barrel button.

Source - input/Pointer.js, line 382

active:boolean

An active pointer is one that is currently pressed down on the display. A Mouse is always active.

Source - input/Pointer.js, line 316

backButton:Phaser.DeviceButton

If this Pointer is a Mouse or Pen / Stylus then you can access its X1 (back) button directly through this property.

The DeviceButton has its own properties such as isDown, duration and methods like justReleased for more fine-grained button control.

Please see the DeviceButton docs for details on browser button limitations.

Source - input/Pointer.js, line 120

button:any

The button property of the most recent DOM event when this Pointer is started. You should not rely on this value for accurate button detection, instead use the Pointer properties leftButton, rightButton, middleButton and so on.

Source - input/Pointer.js, line 70

circle:Phaser.Circle

A Phaser.Circle that is centered on the x/y coordinates of this pointer, useful for hit detection. The Circle size is 44px (Apples recommended"finger tip" size).

Source - input/Pointer.js, line 344

clientX:number

The horizontal coordinate of the Pointer within the application's client area at which the event occurred (as opposed to the coordinates withinthe page).

Source - input/Pointer.js, line 181

clientY:number

The vertical coordinate of the Pointer within the application's client area at which the event occurred (as opposed to the coordinates withinthe page).

Source - input/Pointer.js, line 186

dirty:boolean

A dirty pointer needs to re-poll any interactive objects it may have been over, regardless if it has moved or not.

Source - input/Pointer.js, line 322

<readonly> duration:number

How long the Pointer has been depressed on the touchscreen or any of the mouse buttons have been held down. If not currently down it returns -1. If you need to test a specific mouse or pen button then access the buttons directly, i.e. Pointer.rightButton.duration.

Source - input/Pointer.js, line 1186

eraserButton:Phaser.DeviceButton

If this Pointer is a Pen / Stylus then you can access its eraser button directly through this property.

The DeviceButton has its own properties such as isDown, duration and methods like justReleased for more fine-grained button control.

Please see the DeviceButton docs for details on browser button limitations.

Source - input/Pointer.js, line 146

exists:boolean

A Pointer object that exists is allowed to be checked for physics collisions and overlaps.

Default Value: - true

Source - input/Pointer.js, line 38

forwardButton:Phaser.DeviceButton

If this Pointer is a Mouse or Pen / Stylus then you can access its X2 (forward) button directly through this property.

The DeviceButton has its own properties such as isDown, duration and methods like justReleased for more fine-grained button control.

Please see the DeviceButton docs for details on browser button limitations.

Source - input/Pointer.js, line 133

game:Phaser.Game

A reference to the currently running game.

Source - input/Pointer.js, line 21

id:number

The ID of the Pointer object within the game. Each game can have up to 10 active pointers.

Source - input/Pointer.js, line 26

identifier:number

The identifier property of the Pointer as set by the DOM event when this Pointer is started.

Source - input/Pointer.js, line 44

interactiveCandidates:array

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 priorityID, be Input enabled, visible and actually have the Pointer over them. You can check the contents of this array in events such as onInputDown, but beware it is reset every frame.

Default Value: - []

Source - input/Pointer.js, line 310

isDown:boolean

If the Pointer is touching the touchscreen, or any mouse or pen button is held down, isDown is set to true. If you need to check a specific mouse or pen button then use the button properties, i.e. Pointer.rightButton.isDown.

Source - input/Pointer.js, line 255

isMouse:boolean

If the Pointer is a mouse or pen / stylus this is true, otherwise false.

Source - input/Pointer.js, line 247

isUp:boolean

If the Pointer is not touching the touchscreen, or all mouse or pen buttons are up, isUp is set to true. If you need to check a specific mouse or pen button then use the button properties, i.e. Pointer.rightButton.isUp.

Default Value: - true

Source - input/Pointer.js, line 263

leftButton:Phaser.DeviceButton

If this Pointer is a Mouse or Pen / Stylus then you can access its left button directly through this property.

The DeviceButton has its own properties such as isDown, duration and methods like justReleased for more fine-grained button control.

Source - input/Pointer.js, line 81

middleButton:Phaser.DeviceButton

If this Pointer is a Mouse or Pen / Stylus then you can access its middle button directly through this property.

The DeviceButton has its own properties such as isDown, duration and methods like justReleased for more fine-grained button control.

Please see the DeviceButton docs for details on browser button limitations.

Source - input/Pointer.js, line 94

movementX:number

The horizontal processed relative movement of the Pointer in pixels since last event.

Source - input/Pointer.js, line 224

movementY:number

The vertical processed relative movement of the Pointer in pixels since last event.

Source - input/Pointer.js, line 230

msSinceLastClick:number

The number of milliseconds since the last click or touch event.

Source - input/Pointer.js, line 293

pageX:number

The horizontal coordinate of the Pointer relative to whole document.

Source - input/Pointer.js, line 191

pageY:number

The vertical coordinate of the Pointer relative to whole document.

Source - input/Pointer.js, line 196

pointerId:number

The pointerId property of the Pointer as set by the DOM event when this Pointer is started. The browser can and will recycle this value.

Source - input/Pointer.js, line 50

pointerMode:Phaser.PointerMode

The operational mode of this pointer.

Source - input/Pointer.js, line 55

position:Phaser.Point

A Phaser.Point object containing the current x/y values of the pointer on the display.

Source - input/Pointer.js, line 327

positionDown:Phaser.Point

A Phaser.Point object containing the x/y values of the pointer when it was last in a down state on the display.

Source - input/Pointer.js, line 332

positionUp:Phaser.Point

A Phaser.Point object containing the x/y values of the pointer when it was last released.

Source - input/Pointer.js, line 337

previousTapTime:number

A timestamp representing when the Pointer was last tapped or clicked.

Source - input/Pointer.js, line 281

rawMovementX:number

The horizontal raw relative movement of the Pointer in pixels since last event.

Source - input/Pointer.js, line 212

rawMovementY:number

The vertical raw relative movement of the Pointer in pixels since last event.

Source - input/Pointer.js, line 218

rightButton:Phaser.DeviceButton

If this Pointer is a Mouse or Pen / Stylus then you can access its right button directly through this property.

The DeviceButton has its own properties such as isDown, duration and methods like justReleased for more fine-grained button control.

Please see the DeviceButton docs for details on browser button limitations.

Source - input/Pointer.js, line 107

screenX:number

The horizontal coordinate of the Pointer relative to the screen.

Source - input/Pointer.js, line 201

screenY:number

The vertical coordinate of the Pointer relative to the screen.

Source - input/Pointer.js, line 206

target:any

The target property of the Pointer as set by the DOM event when this Pointer is started.

Source - input/Pointer.js, line 61

targetObject:any

The Game Object this Pointer is currently over / touching / dragging.

Source - input/Pointer.js, line 299

timeDown:number

A timestamp representing when the Pointer first touched the touchscreen.

Source - input/Pointer.js, line 269

timeUp:number

A timestamp representing when the Pointer left the touchscreen.

Source - input/Pointer.js, line 275

totalTouches:number

The total number of times this Pointer has been touched to the touchscreen.

Source - input/Pointer.js, line 287

<readonly> type:number

The const type of this object.

Source - input/Pointer.js, line 32

withinGame:boolean

true if the Pointer is over the game canvas, otherwise false.

Source - input/Pointer.js, line 176

<readonly> worldX:number

Gets the X value of this Pointer in world coordinates based on the world camera.

Source - input/Pointer.js, line 1210

<readonly> worldY:number

Gets the Y value of this Pointer in world coordinates based on the world camera.

Source - input/Pointer.js, line 1226

x:number

The horizontal coordinate of the Pointer. This value is automatically scaled based on the game scale.

Source - input/Pointer.js, line 236

y:number

The vertical coordinate of the Pointer. This value is automatically scaled based on the game scale.

Source - input/Pointer.js, line 242

<internal> addClickTrampoline(name, callback, callbackContext, callbackArgs)

Add a click trampoline to this pointer.

A click trampoline is a callback that is run on the DOM 'click' event; this is primarily needed with certain browsers (ie. IE11) which restrict some actions like requestFullscreen to the DOM 'click' event and rejects it for 'pointer*' and 'mouse*' events.

This is used internally by the ScaleManager; click trampoline usage is uncommon. Click trampolines can only be added to pointers that are currently down.

Parameters:

Name

Type

Description

name

string

The name of the trampoline; must be unique among active trampolines in this pointer.

callback

function

Callback to run/trampoline.

callbackContext

object

Context of the callback.

callbackArgs

Array.<object> | null

Additional callback args, if any. Supplied as an array.

Internal: - This member is internal (protected) and may be modified or removed in the future.

Source - input/Pointer.js, line 1067

justPressed(duration)→ {boolean}

The Pointer is considered justPressed if the time it was pressed onto the touchscreen or clicked is less than justPressedRate. Note that calling justPressed doesn't reset the pressed status of the Pointer, it will return true for as long as the duration is valid. If you wish to check if the Pointer was pressed down just once then see the Sprite.events.onInputDown event.

Parameters:

Name

Type

Argument

Description

duration

number

<optional>

The time to check against. If none given it will use InputManager.justPressedRate.

Returns:

boolean-

true if the Pointer was pressed down within the duration given.

Source - input/Pointer.js, line 1035

justReleased(duration)→ {boolean}

The Pointer is considered justReleased if the time it left the touchscreen is less than justReleasedRate. Note that calling justReleased doesn't reset the pressed status of the Pointer, it will return true for as long as the duration is valid. If you wish to check if the Pointer was released just once then see the Sprite.events.onInputUp event.

Parameters:

Name

Type

Argument

Description

duration

number

<optional>

The time to check against. If none given it will use InputManager.justReleasedRate.

Returns:

boolean-

true if the Pointer was released within the duration given.

Source - input/Pointer.js, line 1051

leave(event)

Called when the Pointer leaves the target area.

Parameters:

Name

Type

Description

event

MouseEvent | PointerEvent | TouchEvent

The event passed up from the input handler.

Source - input/Pointer.js, line 939

move(event,fromClick)

Called when the Pointer is moved.

Parameters:

Name

Type

Argument

Default

Description

event

MouseEvent | PointerEvent | TouchEvent

The event passed up from the input handler.

fromClick

boolean

<optional>

false

Was this called from the click event?

Source - input/Pointer.js, line 709

<internal> processInteractiveObjects(fromClick)→ {boolean}

Process all interactive objects to find out which ones were updated in the recent Pointer move.

Parameters:

Name

Type

Argument

Default

Description

fromClick

boolean

<optional>

false

Was this called from the click event?

Returns:

boolean-

True if this method processes an object (i.e. a Sprite becomes thePointers currentTarget), otherwise false.

Internal: - This member is internal (protected) and may be modified or removed in the future.

Source - input/Pointer.js, line 800

reset()

Resets the Pointer properties. Called by InputManager.reset when you perform a State change.

Source - input/Pointer.js, line 1141

<internal> resetButtons()

Resets the states of all the button booleans.

Internal: - This member is internal (protected) and may be modified or removed in the future.

Source - input/Pointer.js, line 416

resetMovement()

Resets the movementX and movementY properties. Use in your update handler after retrieving the values.

Source - input/Pointer.js, line 1171

start(event)

Called when the Pointer is pressed onto the touchscreen.

Parameters:

Name

Type

Description

event

any

The DOM event from the browser.

Source - input/Pointer.js, line 587

stop(event)

Called when the Pointer leaves the touchscreen.

Parameters:

Name

Type

Description

event

MouseEvent | PointerEvent | TouchEvent

The event passed up from the input handler.

Source - input/Pointer.js, line 952

swapTarget(newTarget, silent)

This will change the Pointer.targetObject object to be the one provided.

This allows you to have fine-grained control over which object the Pointer is targeting.

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.

Parameters:

Name

Type

Argument

Default

Description

newTarget

Phaser.InputHandler

The new target for this Pointer. Note this is an InputHandler, so don't pass a Sprite, instead pass sprite.input to it.

silent

boolean

<optional>

false

If true the new target AND the old one will NOT dispatch their onInputOver or onInputOut events.

Source - input/Pointer.js, line 880

update()

Called by the Input Manager.

Source - input/Pointer.js, line 657

<internal> updateButtons(event)

Called when the event.buttons property changes from zero. Contains a button bitmask.

Parameters:

Name

Type

Description

event

MouseEvent

The DOM event.

Internal: - This member is internal (protected) and may be modified or removed in the future.

Source - input/Pointer.js, line 527