The Input Manager is responsible for handling the pointer related systems in a single Phaser Game instance.
Based on the Game Config it will create handlers for mouse and touch support.
Keyboard and Gamepad are plugins, handled directly by the InputPlugin class.
It then manages the events, pointer creation and general hit test related operations.
You rarely need to interact with the Input Manager directly, and as such, all of its properties and methods should be considered private. Instead, you should use the Input Plugin, which is a Scene level system, responsible for dealing with all input events for a Scene.
Constructor
new InputManager(game, config)
Parameters
name | type | optional | description |
---|---|---|---|
game | No | The Game instance that owns the Input Manager. | |
config | object | No | The Input Configuration object, as set in the Game Config. |
Scope: static
Source: src/input/InputManager.js#L19
Since: 3.0.0
Public Members
activePointer
activePointer: Phaser.Input.Pointer
Description:
The most recently active Pointer object.
If you've only 1 Pointer in your game then this will accurately be either the first finger touched, or the mouse.
If your game doesn't need to support multi-touch then you can safely use this property in all of your game code and it will adapt to be either the mouse or the touch, based on device.
Source: src/input/InputManager.js#L200
Since: 3.0.0
canvas
canvas: HTMLCanvasElement
Description:
The Canvas that is used for all DOM event input listeners.
Source: src/input/InputManager.js#L68
Since: 3.0.0
config
config: Phaser.Core.Config
Description:
The Game Configuration object, as set during the game boot.
Source: src/input/InputManager.js#L77
Since: 3.0.0
defaultCursor
defaultCursor: string
Description:
The default CSS cursor to be used when interacting with your game.
See the setDefaultCursor
method for more details.
Source: src/input/InputManager.js#L116
Since: 3.10.0
enabled
enabled: boolean
Description:
If set, the Input Manager will run its update loop every frame.
Source: src/input/InputManager.js#L86
Since: 3.0.0
events
events: Phaser.Events.EventEmitter
Description:
The Event Emitter instance that the Input Manager uses to emit events from.
Source: src/input/InputManager.js#L96
Since: 3.0.0
game
game: Phaser.Game
Description:
The Game instance that owns the Input Manager. A Game only maintains on instance of the Input Manager at any time.
Source: src/input/InputManager.js#L47
Since: 3.0.0
globalTopOnly
globalTopOnly: boolean
Description:
If the top-most Scene in the Scene List receives an input it will stop input from propagating any lower down the scene list, i.e. if you have a UI Scene at the top and click something on it, that click will not then be passed down to any other Scene below. Disable this to have input events passed through all Scenes, all the time.
Source: src/input/InputManager.js#L214
Since: 3.0.0
isOver
isOver: boolean
Description:
Are any mouse or touch pointers currently over the game canvas? This is updated automatically by the canvas over and out handlers.
Source: src/input/InputManager.js#L105
Since: 3.16.0
keyboard
keyboard: Phaser.Input.Keyboard.KeyboardManager
Description:
A reference to the Keyboard Manager class, if enabled via the input.keyboard
Game Config property.
Source: src/input/InputManager.js#L127
Since: 3.16.0
mouse
mouse: Phaser.Input.Mouse.MouseManager
Description:
A reference to the Mouse Manager class, if enabled via the input.mouse
Game Config property.
Source: src/input/InputManager.js#L136
Since: 3.0.0
mousePointer
mousePointer: Phaser.Input.Pointer
Description:
The mouse has its own unique Pointer object, which you can reference directly if making a desktop specific game.
If you are supporting both desktop and touch devices then do not use this property, instead use activePointer
which will always map to the most recently interacted pointer.
Source: src/input/InputManager.js#L189
Since: 3.10.0
pointers
pointers: Array.<Phaser.Input.Pointer>
Description:
An array of Pointers that have been added to the game. The first entry is reserved for the Mouse Pointer, the rest are Touch Pointers.
By default there is 1 touch pointer enabled. If you need more use the addPointer
method to start them,
or set the input.activePointers
property in the Game Config.
Source: src/input/InputManager.js#L154
Since: 3.10.0
pointersTotal
pointersTotal: number
Description:
The number of touch objects activated and being processed each update.
You can change this by either calling addPointer
at run-time, or by
setting the input.activePointers
property in the Game Config.
Source: src/input/InputManager.js#L167
Since: 3.10.0
scaleManager
scaleManager: Phaser.Scale.ScaleManager
Description:
A reference to the global Game Scale Manager. Used for all bounds checks and pointer scaling.
Source: src/input/InputManager.js#L58
Since: 3.16.0
time
time: number
Description:
The time this Input Manager was last updated. This value is populated by the Game Step each frame.
Source: src/input/InputManager.js#L227
Since: 3.16.2
touch
touch: Phaser.Input.Touch.TouchManager
Description:
A reference to the Touch Manager class, if enabled via the input.touch
Game Config property.
Source: src/input/InputManager.js#L145
Since: 3.0.0
Private Members
_tempHitTest
_tempHitTest: array
Description:
A re-cycled array to store hit results in.
Access: private
Source: src/input/InputManager.js#L248
Since: 3.0.0
_tempMatrix
_tempMatrix: Phaser.GameObjects.Components.TransformMatrix
Description:
A re-cycled matrix used in hit test calculations.
Access: private
Source: src/input/InputManager.js#L259
Since: 3.4.0
_tempMatrix2
_tempMatrix2: Phaser.GameObjects.Components.TransformMatrix
Description:
A re-cycled matrix used in hit test calculations.
Access: private
Source: src/input/InputManager.js#L269
Since: 3.12.0
_tempPoint
_tempPoint: Object
Description:
A re-cycled point-like object to store hit test values in.
Access: private
Source: src/input/InputManager.js#L238
Since: 3.0.0
_tempSkip
_tempSkip: boolean
Description:
An internal private var that records Scenes aborting event processing.
Access: private
Source: src/input/InputManager.js#L279
Since: 3.18.0
mousePointerContainer
mousePointerContainer: Array.<Phaser.Input.Pointer>
Description:
An internal private array that avoids needing to create a new array on every DOM mouse event.
Access: private
Source: src/input/InputManager.js#L289
Since: 3.18.0
Public Methods
addPointer
<instance> addPointer([quantity])
Description:
Adds new Pointer objects to the Input Manager.
By default Phaser creates 2 pointer objects: mousePointer
and pointer1
.
You can create more either by calling this method, or by setting the input.activePointers
property
in the Game Config, up to a maximum of 10 pointers.
The first 10 pointers are available via the InputPlugin.pointerX
properties, once they have been added
via this method.
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
quantity | number | Yes | 1 | The number of new Pointers to create. A maximum of 10 is allowed in total. |
Returns: Array.<Phaser.Input.Pointer> - An array containing all of the new Pointer objects that were created.
Source: src/input/InputManager.js#L466
Since: 3.10.0
boot
<instance> boot()
Description:
The Boot handler is called by Phaser.Game when it first starts up. The renderer is available by now.
Access: protected
Fires: Phaser.Input.Events#event:MANAGER_BOOT
Source: src/input/InputManager.js#L302
Since: 3.0.0
destroy
<instance> destroy()
Description:
Destroys the Input Manager and all of its systems.
There is no way to recover from doing this.
Source: src/input/InputManager.js#L1057
Since: 3.0.0
hitTest
<instance> hitTest(pointer, gameObjects, camera, [output])
Description:
Performs a hit test using the given Pointer and camera, against an array of interactive Game Objects.
The Game Objects are culled against the camera, and then the coordinates are translated into the local camera space and used to determine if they fall within the remaining Game Objects hit areas or not.
If nothing is matched an empty array is returned.
This method is called automatically by InputPlugin.hitTestPointer and doesn't usually need to be invoked directly.
Parameters:
name | type | optional | description |
---|---|---|---|
pointer | No | The Pointer to test against. | |
gameObjects | array | No | An array of interactive Game Objects to check. |
camera | No | The Camera which is being tested against. | |
output | array | Yes | An array to store the results in. If not given, a new empty array is created. |
Returns: array - An array of the Game Objects that were hit during this hit test.
Source: src/input/InputManager.js#L868
Since: 3.0.0
pointWithinHitArea
<instance> pointWithinHitArea(gameObject, x, y)
Description:
Checks if the given x and y coordinate are within the hit area of the Game Object.
This method assumes that the coordinate values have already been translated into the space of the Game Object.
If the coordinates are within the hit area they are set into the Game Objects Input localX
and localY
properties.
Parameters:
name | type | optional | description |
---|---|---|---|
gameObject | No | The interactive Game Object to check against. | |
x | number | No | The translated x coordinate for the hit test. |
y | number | No | The translated y coordinate for the hit test. |
Returns: boolean - true
if the coordinates were inside the Game Objects hit area, otherwise false
.
Source: src/input/InputManager.js#L947
Since: 3.0.0
pointWithinInteractiveObject
<instance> pointWithinInteractiveObject(object, x, y)
Description:
Checks if the given x and y coordinate are within the hit area of the Interactive Object.
This method assumes that the coordinate values have already been translated into the space of the Interactive Object.
If the coordinates are within the hit area they are set into the Interactive Objects Input localX
and localY
properties.
Parameters:
name | type | optional | description |
---|---|---|---|
object | No | The Interactive Object to check against. | |
x | number | No | The translated x coordinate for the hit test. |
y | number | No | The translated y coordinate for the hit test. |
Returns: boolean - true
if the coordinates were inside the Game Objects hit area, otherwise false
.
Source: src/input/InputManager.js#L984
Since: 3.0.0
setDefaultCursor
<instance> setDefaultCursor(cursor)
Description:
Tells the Input system to set a custom cursor.
This cursor will be the default cursor used when interacting with the game canvas.
If an Interactive Object also sets a custom cursor, this is the cursor that is reset after its use.
Any valid CSS cursor value is allowed, including paths to image files, i.e.:
this.input.setDefaultCursor('url(assets/cursors/sword.cur), pointer');
Please read about the differences between browsers when it comes to the file formats and sizes they support:
https://developer.mozilla.org/en-US/docs/Web/CSS/cursor https://developer.mozilla.org/en-US/docs/Web/CSS/CSS_User_Interface/Using_URL_values_for_the_cursor_property
It's up to you to pick a suitable cursor format that works across the range of browsers you need to support.
Parameters:
name | type | optional | description |
---|---|---|---|
cursor | string | No | The CSS to be used when setting the default cursor. |
Source: src/input/InputManager.js#L390
Since: 3.10.0
transformPointer
<instance> transformPointer(pointer, pageX, pageY, wasMove)
Description:
Transforms the pageX and pageY values of a Pointer into the scaled coordinate space of the Input Manager.
Parameters:
name | type | optional | description |
---|---|---|---|
pointer | No | The Pointer to transform the values for. | |
pageX | number | No | The Page X value. |
pageY | number | No | The Page Y value. |
wasMove | boolean | No | Are we transforming the Pointer from a move event, or an up / down event? |
Source: src/input/InputManager.js#L1017
Since: 3.10.0
updateInputPlugins
<instance> updateInputPlugins(type, pointers)
Description:
Internal method that gets a list of all the active Input Plugins in the game and updates each of them in turn, in reverse order (top to bottom), to allow for DOM top-level event handling simulation.
Parameters:
name | type | optional | description |
---|---|---|---|
type | number | No | The type of event to process. |
pointers | Array.<Phaser.Input.Pointer> | No | An array of Pointers on which the event occurred. |
Source: src/input/InputManager.js#L513
Since: 3.16.0
Private Methods
inputCandidate
<instance> inputCandidate(gameObject, camera)
Description:
Checks if the given Game Object should be considered as a candidate for input or not.
Checks if the Game Object has an input component that is enabled, that it will render, and finally, if it has a parent, that the parent parent, or any ancestor, is visible or not.
Access: private
Parameters:
name | type | optional | description |
---|---|---|---|
gameObject | No | The Game Object to test. | |
camera | No | The Camera which is being tested against. |
Returns: boolean - true
if the Game Object should be considered for input, otherwise false
.
Source: src/input/InputManager.js#L823
Since: 3.10.0
onMouseDown
<instance> onMouseDown(event)
Description:
Processes a mouse down event, as passed in by the MouseManager.
Access: private
Parameters:
name | type | optional | description |
---|---|---|---|
event | MouseEvent | No | The native DOM Mouse event. |
Source: src/input/InputManager.js#L718
Since: 3.18.0
onMouseMove
<instance> onMouseMove(event)
Description:
Processes a mouse move event, as passed in by the MouseManager.
Access: private
Parameters:
name | type | optional | description |
---|---|---|---|
event | MouseEvent | No | The native DOM Mouse event. |
Source: src/input/InputManager.js#L740
Since: 3.18.0
onMouseUp
<instance> onMouseUp(event)
Description:
Processes a mouse up event, as passed in by the MouseManager.
Access: private
Parameters:
name | type | optional | description |
---|---|---|---|
event | MouseEvent | No | The native DOM Mouse event. |
Source: src/input/InputManager.js#L762
Since: 3.18.0
onMouseWheel
<instance> onMouseWheel(event)
Description:
Processes a mouse wheel event, as passed in by the MouseManager.
Access: private
Parameters:
name | type | optional | description |
---|---|---|---|
event | WheelEvent | No | The native DOM Wheel event. |
Source: src/input/InputManager.js#L784
Since: 3.18.0
onPointerLockChange
<instance> onPointerLockChange(event)
Description:
Processes a pointer lock change event, as passed in by the MouseManager.
Access: private
Parameters:
name | type | optional | description |
---|---|---|---|
event | MouseEvent | No | The native DOM Mouse event. |
Fires: Phaser.Input.Events#event:POINTERLOCK_CHANGE
Source: src/input/InputManager.js#L804
Since: 3.19.0
onTouchCancel
<instance> onTouchCancel(event)
Description:
Processes a touch cancel event, as passed in by the TouchManager.
Access: private
Parameters:
name | type | optional | description |
---|---|---|---|
event | TouchEvent | No | The native DOM Touch event. |
Source: src/input/InputManager.js#L682
Since: 3.18.0
onTouchEnd
<instance> onTouchEnd(event)
Description:
Processes a touch end event, as passed in by the TouchManager.
Access: private
Parameters:
name | type | optional | description |
---|---|---|---|
event | TouchEvent | No | The native DOM Touch event. |
Source: src/input/InputManager.js#L646
Since: 3.18.0
onTouchMove
<instance> onTouchMove(event)
Description:
Processes a touch move event, as passed in by the TouchManager.
Access: private
Parameters:
name | type | optional | description |
---|---|---|---|
event | TouchEvent | No | The native DOM Touch event. |
Source: src/input/InputManager.js#L589
Since: 3.18.0
onTouchStart
<instance> onTouchStart(event)
Description:
Processes a touch start event, as passed in by the TouchManager.
Access: private
Parameters:
name | type | optional | description |
---|---|---|---|
event | TouchEvent | No | The native DOM Touch event. |
Source: src/input/InputManager.js#L551
Since: 3.18.0
preRender
<instance> preRender()
Description:
Internal update, called automatically by the Game Step right at the start.
Access: private
Source: src/input/InputManager.js#L361
Since: 3.18.0
resetCursor
<instance> resetCursor(interactiveObject, [forceReset])
Description:
Called by the InputPlugin when processing over and out events.
Tells the Input Manager to clear the hand cursor, if set, during its postUpdate step.
Access: private
Parameters:
name | type | optional | default | description |
---|---|---|---|---|
interactiveObject | No | The Interactive Object that called this method. Pass | ||
forceReset | boolean | Yes | false | Should the reset happen regardless of the object's cursor state? Default false. |
Source: src/input/InputManager.js#L446
Since: 3.10.0
setCanvasOut
<instance> setCanvasOut(event)
Description:
Internal canvas state change, called automatically by the Mouse Manager.
Access: private
Parameters:
name | type | optional | description |
---|---|---|---|
event | MouseEvent | TouchEvent | No | The DOM Event. |
Fires: Phaser.Input.Events#event:GAME_OUT
Source: src/input/InputManager.js#L344
Since: 3.16.0
setCanvasOver
<instance> setCanvasOver(event)
Description:
Internal canvas state change, called automatically by the Mouse Manager.
Access: private
Parameters:
name | type | optional | description |
---|---|---|---|
event | MouseEvent | TouchEvent | No | The DOM Event. |
Fires: Phaser.Input.Events#event:GAME_OVER
Source: src/input/InputManager.js#L327
Since: 3.16.0
setCursor
<instance> setCursor(interactiveObject)
Description:
Called by the InputPlugin when processing over and out events.
Tells the Input Manager to set a custom cursor during its postUpdate step.
https://developer.mozilla.org/en-US/docs/Web/CSS/cursor
Access: private
Parameters:
name | type | optional | description |
---|---|---|---|
interactiveObject | No | The Interactive Object that called this method. |
Source: src/input/InputManager.js#L425
Since: 3.10.0