InputPlugin

Phaser.Input.InputPlugin

The Input Plugin belongs to a Scene and handles all input related events and operations for it.

You can access it from within a Scene using this.input.

It emits events directly. For example, you can do:

this.input.on('pointerdown', callback, context);

To listen for a pointer down event anywhere on the game canvas.

Game Objects can be enabled for input by calling their setInteractive method. After which they will directly emit input events:

var sprite = this.add.sprite(x, y, texture);
sprite.setInteractive();
sprite.on('pointerdown', callback, context);

There are lots of game configuration options available relating to input. See the [Input Config object](code Phaser.Types.Core.InputConfig) for more details, including how to deal with Phaser listening for input events outside of the canvas, how to set a default number of pointers, input capture settings and more.

Please also see the Input examples and tutorials for further information.

Incorrect input coordinates with Angular

If you are using Phaser within Angular, and use nglf or the router, to make the component in which the Phaser game resides change state (i.e. appear or disappear) then you'll need to notify the Scale Manager about this, as Angular will mess with the DOM in a way in which Phaser can't detect directly. Call this.scale.updateBounds() as part of your game init in order to refresh the canvas DOM bounds values, which Phaser uses for input point position calculations.

Constructor

new InputPlugin(scene)

Parameters

name

type

optional

description

scene

Phaser.Scene

No

A reference to the Scene that this Input Plugin is responsible for.


Scope: static

Extends

Phaser.Events.EventEmitter

Source: src/input/InputPlugin.js#L29
Since: 3.0.0

Public Members

activePointer

activePointer: Phaser.Input.Pointer

Description:

The current active input Pointer.

Source: src/input/InputPlugin.js#L3271
Since: 3.0.0


cameras

cameras: Phaser.Cameras.Scene2D.CameraManager

Description:

A reference to the Scene Cameras Manager. This property is set during the boot method.

Source: src/input/InputPlugin.js#L149
Since: 3.0.0


displayList

displayList: Phaser.GameObjects.DisplayList

Description:

A reference to the Scene Display List. This property is set during the boot method.

Source: src/input/InputPlugin.js#L140
Since: 3.0.0


dragDistanceThreshold

dragDistanceThreshold: number

Description:

The distance, in pixels, a pointer has to move while being held down, before it thinks it is being dragged.

Source: src/input/InputPlugin.js#L247
Since: 3.0.0


dragTimeThreshold

dragTimeThreshold: number

Description:

The amount of time, in ms, a pointer has to be held down before it thinks it is dragging.

The default polling rate is to poll only on move so once the time threshold is reached the drag event will not start until you move the mouse. If you want it to start immediately when the time threshold is reached, you must increase the polling rate by calling setPollAlways or setPollRate.

Source: src/input/InputPlugin.js#L257
Since: 3.0.0


enabled

enabled: boolean

Description:

If true this Input Plugin will process DOM input events.

Source: src/input/InputPlugin.js#L130
Since: 3.5.0


gamepad

gamepad: Phaser.Input.Gamepad.GamepadPlugin

Description:

An instance of the Gamepad Plugin class, if enabled via the input.gamepad Scene or Game Config property. Use this to create access Gamepads connected to the browser and respond to gamepad buttons.

Source: src/input/gamepad/GamepadPlugin.js#L630
Since: 3.10.0


isOver

isOver: boolean

Description:

Are any mouse or touch pointers currently over the game canvas?

Source: src/input/InputPlugin.js#L3235
Since: 3.16.0


keyboard

keyboard: Phaser.Input.Keyboard.KeyboardPlugin

Description:

An instance of the Keyboard Plugin class, if enabled via the input.keyboard Scene or Game Config property. Use this to create Key objects and listen for keyboard specific events.

Source: src/input/keyboard/KeyboardPlugin.js#L946
Since: 3.10.0


manager

manager: Phaser.Input.InputManager

Description:

A reference to the Game Input Manager.

Source: src/input/InputPlugin.js#L111
Since: 3.0.0


mouse

mouse: Phaser.Input.Mouse.MouseManager

Description:

A reference to the Mouse Manager.

This property is only set if Mouse support has been enabled in your Game Configuration file.

If you just wish to get access to the mouse pointer, use the mousePointer property instead.

Source: src/input/InputPlugin.js#L161
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/InputPlugin.js#L3252
Since: 3.10.0


pointer1

pointer1: Phaser.Input.Pointer

Description:

A touch-based Pointer object. This will be undefined by default unless you add a new Pointer using addPointer.

Source: src/input/InputPlugin.js#L3288
Since: 3.10.0


pointer10

pointer10: Phaser.Input.Pointer

Description:

A touch-based Pointer object. This will be undefined by default unless you add a new Pointer using addPointer.

Source: src/input/InputPlugin.js#L3450
Since: 3.10.0


pointer2

pointer2: Phaser.Input.Pointer

Description:

A touch-based Pointer object. This will be undefined by default unless you add a new Pointer using addPointer.

Source: src/input/InputPlugin.js#L3306
Since: 3.10.0


pointer3

pointer3: Phaser.Input.Pointer

Description:

A touch-based Pointer object. This will be undefined by default unless you add a new Pointer using addPointer.

Source: src/input/InputPlugin.js#L3324
Since: 3.10.0


pointer4

pointer4: Phaser.Input.Pointer

Description:

A touch-based Pointer object. This will be undefined by default unless you add a new Pointer using addPointer.

Source: src/input/InputPlugin.js#L3342
Since: 3.10.0


pointer5

pointer5: Phaser.Input.Pointer

Description:

A touch-based Pointer object. This will be undefined by default unless you add a new Pointer using addPointer.

Source: src/input/InputPlugin.js#L3360
Since: 3.10.0


pointer6

pointer6: Phaser.Input.Pointer

Description:

A touch-based Pointer object. This will be undefined by default unless you add a new Pointer using addPointer.

Source: src/input/InputPlugin.js#L3378
Since: 3.10.0


pointer7

pointer7: Phaser.Input.Pointer

Description:

A touch-based Pointer object. This will be undefined by default unless you add a new Pointer using addPointer.

Source: src/input/InputPlugin.js#L3396
Since: 3.10.0


pointer8

pointer8: Phaser.Input.Pointer

Description:

A touch-based Pointer object. This will be undefined by default unless you add a new Pointer using addPointer.

Source: src/input/InputPlugin.js#L3414
Since: 3.10.0


pointer9

pointer9: Phaser.Input.Pointer

Description:

A touch-based Pointer object. This will be undefined by default unless you add a new Pointer using addPointer.

Source: src/input/InputPlugin.js#L3432
Since: 3.10.0


pollRate

pollRate: number

Description:

How often should the Pointers be checked?

The value is a time, given in ms, and is the time that must have elapsed between game steps before the Pointers will be polled again. When a pointer is polled it runs a hit test to see which Game Objects are currently below it, or being interacted with it.

Pointers will always be checked if they have been moved by the user, or press or released.

This property only controls how often they will be polled if they have not been updated. You should set this if you want to have Game Objects constantly check against the pointers, even if the pointer didn't itself move.

Set to 0 to poll constantly. Set to -1 to only poll on user movement.

Source: src/input/InputPlugin.js#L187
Since: 3.0.0


scene

scene: Phaser.Scene

Description:

A reference to the Scene that this Input Plugin is responsible for.

Source: src/input/InputPlugin.js#L84
Since: 3.0.0


settings

settings: Phaser.Types.Scenes.SettingsObject

Description:

A reference to the Scene Systems Settings.

Source: src/input/InputPlugin.js#L102
Since: 3.5.0


systems

systems: Phaser.Scenes.Systems

Description:

A reference to the Scene Systems class.

Source: src/input/InputPlugin.js#L93
Since: 3.0.0


topOnly

topOnly: boolean

Description:

When set to true (the default) the Input Plugin will emulate DOM behavior by only emitting events from the top-most Game Objects in the Display List.

If set to false it will emit events from all Game Objects below a Pointer, not just the top one.

Source: src/input/InputPlugin.js#L174
Since: 3.0.0


x

x: number

Description:

The x coordinates of the ActivePointer based on the first camera in the camera list. This is only safe to use if your game has just 1 non-transformed camera and doesn't use multi-touch.

Source: src/input/InputPlugin.js#L3199
Since: 3.0.0


y

y: number

Description:

The y coordinates of the ActivePointer based on the first camera in the camera list. This is only safe to use if your game has just 1 non-transformed camera and doesn't use multi-touch.

Source: src/input/InputPlugin.js#L3217
Since: 3.0.0


Private Members

_drag

_drag: Object

Description:

A list of all Interactive Objects currently considered as being 'draggable' by any pointer, indexed by pointer ID.

Access: private

Source: src/input/InputPlugin.js#L339
Since: 3.0.0


_draggable

_draggable: Array.<Phaser.GameObjects.GameObject>

Description:

A list of all Game Objects that have been enabled for dragging.

Access: private

Source: src/input/InputPlugin.js#L328
Since: 3.0.0


_dragState

_dragState: Array.<number>

Description:

A array containing the dragStates, for this Scene, index by the Pointer ID.

Access: private

Source: src/input/InputPlugin.js#L349
Since: 3.16.0


_eventContainer

_eventContainer: Phaser.Types.Input.EventData

Description:

Internal event propagation callback container.

Access: private

Source: src/input/InputPlugin.js#L222
Since: 3.13.0


_eventData

_eventData: object

Description:

Internal event propagation data object.

Access: private

Source: src/input/InputPlugin.js#L237
Since: 3.13.0


_list

_list: Array.<Phaser.GameObjects.GameObject>

Description:

A list of all Game Objects that have been set to be interactive in the Scene this Input Plugin is managing.

Access: private

Source: src/input/InputPlugin.js#L295
Since: 3.0.0


_over

_over: Object

Description:

A list of all Interactive Objects currently considered as being 'over' by any pointer, indexed by pointer ID.

Access: private

Source: src/input/InputPlugin.js#L359
Since: 3.0.0


_pendingInsertion

_pendingInsertion: Array.<Phaser.GameObjects.GameObject>

Description:

Objects waiting to be inserted to the list on the next call to 'begin'.

Access: private

Source: src/input/InputPlugin.js#L306
Since: 3.0.0


_pendingRemoval

_pendingRemoval: Array.<Phaser.GameObjects.GameObject>

Description:

Objects waiting to be removed from the list on the next call to 'begin'.

Access: private

Source: src/input/InputPlugin.js#L317
Since: 3.0.0


_pollTimer

_pollTimer: number

Description:

Internal poll timer value.

Access: private

Source: src/input/InputPlugin.js#L209
Since: 3.0.0


_temp

_temp: array

Description:

Used to temporarily store the results of the Hit Test

Access: private

Source: src/input/InputPlugin.js#L273
Since: 3.0.0


_tempZones

_tempZones: array

Description:

Used to temporarily store the results of the Hit Test dropZones

Access: private

Source: src/input/InputPlugin.js#L284
Since: 3.0.0


_updatedThisFrame

_updatedThisFrame: boolean

Description:

Internal property that tracks frame event state.

Access: private

Source: src/input/InputPlugin.js#L379
Since: 3.18.0


_validTypes

_validTypes: Array.<string>

Description:

A list of valid DOM event types.

Access: private

Source: src/input/InputPlugin.js#L369
Since: 3.0.0


pluginEvents

pluginEvents: Phaser.Events.EventEmitter

Description:

Internal event queue used for plugins only.

Access: private

Source: src/input/InputPlugin.js#L120
Since: 3.10.0


Public Methods

addListener

<instance> addListener(event, fn, [context])

Description:

Add a listener for a given event.

Parameters:

name

type

optional

default

description

event

string | symbol

No

The event name.

fn

function

No

The listener function.

context

*

Yes

"this"

The context to invoke the listener with.

Returns: Phaser.Input.InputPlugin - this.

Inherits: Phaser.Events.EventEmitter#addListener

Source: src/events/EventEmitter.js#L111
Since: 3.0.0


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/InputPlugin.js#L3011
Since: 3.10.0


clear

<instance> clear(gameObject, [skipQueue])

Description:

Clears a Game Object so it no longer has an Interactive Object associated with it. The Game Object is then queued for removal from the Input Plugin on the next update.

Parameters:

name

type

optional

default

description

gameObject

Phaser.GameObjects.GameObject

No

The Game Object that will have its Interactive Object removed.

skipQueue

boolean

Yes

false

Skip adding this Game Object into the removal queue?

Returns: Phaser.GameObjects.GameObject - The Game Object that had its Interactive Object removed.

Source: src/input/InputPlugin.js#L797
Since: 3.0.0


disable

<instance> disable(gameObject, [resetCursor])

Description:

Disables Input on a single Game Object.

An input disabled Game Object still retains its Interactive Object component and can be re-enabled at any time, by passing it to InputPlugin.enable.

Parameters:

name

type

optional

default

description

gameObject

Phaser.GameObjects.GameObject

No

The Game Object to have its input system disabled.

resetCursor

boolean

Yes

false

Reset the cursor to the default?

Returns: Phaser.Input.InputPlugin - This Input Plugin.

Source: src/input/InputPlugin.js#L847
Since: 3.0.0


emit

<instance> emit(event, [args])

Description:

Calls each of the listeners registered for a given event.

Parameters:

name

type

optional

description

event

string | symbol

No

The event name.

args

*

Yes

Additional arguments that will be passed to the event handler.

Returns: boolean - true if the event had listeners, else false.

Inherits: Phaser.Events.EventEmitter#emit

Source: src/events/EventEmitter.js#L86
Since: 3.0.0


enable

<instance> enable(gameObject, [hitArea], [hitAreaCallback], [dropZone])

Description:

Enable a Game Object for interaction.

If the Game Object already has an Interactive Object component, it is enabled and returned.

Otherwise, a new Interactive Object component is created and assigned to the Game Object's input property.

Input works by using hit areas, these are nearly always geometric shapes, such as rectangles or circles, that act as the hit area for the Game Object. However, you can provide your own hit area shape and callback, should you wish to handle some more advanced input detection.

If no arguments are provided it will try and create a rectangle hit area based on the texture frame the Game Object is using. If this isn't a texture-bound object, such as a Graphics or BitmapText object, this will fail, and you'll need to provide a specific shape for it to use.

You can also provide an Input Configuration Object as the only argument to this method.

Parameters:

name

type

optional

default

description

gameObject

Phaser.GameObjects.GameObject

No

The Game Object to be enabled for input.

hitArea

Phaser.Types.Input.InputConfiguration | any

Yes

Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not specified a Rectangle will be used.

hitAreaCallback

Phaser.Types.Input.HitAreaCallback

Yes

The 'contains' function to invoke to check if the pointer is within the hit area.

dropZone

boolean

Yes

false

Is this Game Object a drop zone or not?

Returns: Phaser.Input.InputPlugin - This Input Plugin.

Source: src/input/InputPlugin.js#L903
Since: 3.0.0


enableDebug

<instance> enableDebug(gameObject, [color])

Description:

Creates an Input Debug Shape for the given Game Object.

The Game Object must have already been enabled for input prior to calling this method.

This is intended to assist you during development and debugging.

Debug Shapes can only be created for Game Objects that are using standard Phaser Geometry for input, including: Circle, Ellipse, Line, Polygon, Rectangle and Triangle.

Game Objects that are using their automatic hit areas are using Rectangles by default, so will also work.

The Debug Shape is created and added to the display list and is then kept in sync with the Game Object it is connected with. Should you need to modify it yourself, such as to hide it, you can access it via the Game Object property: GameObject.input.hitAreaDebug.

Calling this method on a Game Object that already has a Debug Shape will first destroy the old shape, before creating a new one. If you wish to remove the Debug Shape entirely, you should call the method InputPlugin.removeDebug.

Note that the debug shape will only show the outline of the input area. If the input test is using a pixel perfect check, for example, then this is not displayed. If you are using a custom shape, that doesn't extend one of the base Phaser Geometry objects, as your hit area, then this method will not work.

Parameters:

name

type

optional

default

description

gameObject

Phaser.GameObjects.GameObject

No

The Game Object to create the input debug shape for.

color

number

Yes

"0x00ff00"

The outline color of the debug shape.

Returns: Phaser.Input.InputPlugin - This Input Plugin.

Source: src/input/InputPlugin.js#L2608
Since: 3.19.0


eventNames

<instance> eventNames()

Description:

Return an array listing the events for which the emitter has registered listeners.

Returns: Array.<(string | symbol)> - undefined

Inherits: Phaser.Events.EventEmitter#eventNames

Source: src/events/EventEmitter.js#L55
Since: 3.0.0


forceDownState

<instance> forceDownState(pointer, gameObject)

Description:

This method will force the given Game Object into the 'down' input state.

This will check to see if the Game Object is enabled for input, and if so, it will emit the GAMEOBJECT_POINTER_DOWN event for it. If that doesn't change the input state, it will then emit the GAMEOBJECT_DOWN event.

The Game Object is not checked against the Pointer to see if it can enter this state, that is up to you to do before calling this method.

Parameters:

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The pointer to use when setting the state.

gameObject

Phaser.GameObjects.GameObject

No

The Game Object to have its state set.

Fires: Phaser.Input.Events#event:GAMEOBJECT_POINTER_DOWN, Phaser.Input.Events#event:GAMEOBJECT_DOWN

Source: src/input/InputPlugin.js#L2080
Since: 3.85.0


forceOutState

<instance> forceOutState(pointer, gameObject)

Description:

This method will force the given Game Object into the 'out' input state.

This will check to see if the Game Object is enabled for input, and if so, it will emit the GAMEOBJECT_POINTER_OUT event for it. If that doesn't change the input state, it will then emit the GAMEOBJECT_OUT event.

The Game Object is not checked against the Pointer to see if it can enter this state, that is up to you to do before calling this method.

Parameters:

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The pointer to use when setting the state.

gameObject

Phaser.GameObjects.GameObject

No

The Game Object to have its state set.

Fires: Phaser.Input.Events#event:GAMEOBJECT_POINTER_OUT, Phaser.Input.Events#event:GAMEOBJECT_OUT

Source: src/input/InputPlugin.js#L2149
Since: 3.85.0


forceOverState

<instance> forceOverState(pointer, gameObject)

Description:

This method will force the given Game Object into the 'over' input state.

This will check to see if the Game Object is enabled for input, and if so, it will emit the GAMEOBJECT_POINTER_OVER event for it. If that doesn't change the input state, it will then emit the GAMEOBJECT_OVER event.

The Game Object is not checked against the Pointer to see if it can enter this state, that is up to you to do before calling this method.

Parameters:

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The pointer to use when setting the state.

gameObject

Phaser.GameObjects.GameObject

No

The Game Object to have its state set.

Fires: Phaser.Input.Events#event:GAMEOBJECT_POINTER_OVER, Phaser.Input.Events#event:GAMEOBJECT_OVER

Source: src/input/InputPlugin.js#L2126
Since: 3.85.0


forceState

<instance> forceState(pointer, gameObject, gameObjectEvent, inputPluginEvent, [setCursor])

Description:

This method will force the given Game Object into the given input state.

Parameters:

name

type

optional

default

description

pointer

Phaser.Input.Pointer

No

The pointer to use when setting the state.

gameObject

Phaser.GameObjects.GameObject

No

The Game Object to have its state set.

gameObjectEvent

string

No

The event to emit on the Game Object.

inputPluginEvent

string

No

The event to emit on the Input Plugin.

setCursor

boolean

Yes

false

Should the cursor be set to the Game Object's cursor?

Source: src/input/InputPlugin.js#L2172
Since: 3.85.0


forceUpState

<instance> forceUpState(pointer, gameObject)

Description:

This method will force the given Game Object into the 'up' input state.

This will check to see if the Game Object is enabled for input, and if so, it will emit the GAMEOBJECT_POINTER_UP event for it. If that doesn't change the input state, it will then emit the GAMEOBJECT_UP event.

The Game Object is not checked against the Pointer to see if it can enter this state, that is up to you to do before calling this method.

Parameters:

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The pointer to use when setting the state.

gameObject

Phaser.GameObjects.GameObject

No

The Game Object to have its state set.

Fires: Phaser.Input.Events#event:GAMEOBJECT_POINTER_UP, Phaser.Input.Events#event:GAMEOBJECT_UP

Source: src/input/InputPlugin.js#L2103
Since: 3.85.0


getDragState

<instance> getDragState(pointer)

Description:

Returns the drag state of the given Pointer for this Input Plugin.

The state will be one of the following:

0 = Not dragging anything 1 = Primary button down and objects below, so collect a draglist 2 = Pointer being checked if meets drag criteria 3 = Pointer meets criteria, notify the draglist 4 = Pointer actively dragging the draglist and has moved 5 = Pointer actively dragging but has been released, notify draglist

Parameters:

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer to get the drag state for.

Returns: number - The drag state of the given Pointer.

Source: src/input/InputPlugin.js#L1085
Since: 3.16.0


hitTestPointer

<instance> hitTestPointer(pointer)

Description:

Takes the given Pointer and performs a hit test against it, to see which interactive Game Objects it is currently above.

The hit test is performed against which-ever Camera the Pointer is over. If it is over multiple cameras, it starts checking the camera at the top of the camera list, and if nothing is found, iterates down the list.

Parameters:

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer to check against the Game Objects.

Returns: Array.<Phaser.GameObjects.GameObject> - An array of all the interactive Game Objects the Pointer was above.

Source: src/input/InputPlugin.js#L953
Since: 3.0.0


isActive

<instance> isActive()

Description:

Checks to see if the Input Manager, this plugin and the Scene to which it belongs are all active and input enabled.

Returns: boolean - true if the plugin and the Scene it belongs to is active.

Source: src/input/InputPlugin.js#L528
Since: 3.10.0


listenerCount

<instance> listenerCount(event)

Description:

Return the number of listeners listening to a given event.

Parameters:

name

type

optional

description

event

string | symbol

No

The event name.

Returns: number - The number of listeners.

Inherits: Phaser.Events.EventEmitter#listenerCount

Source: src/events/EventEmitter.js#L75
Since: 3.0.0


listeners

<instance> listeners(event)

Description:

Return the listeners registered for a given event.

Parameters:

name

type

optional

description

event

string | symbol

No

The event name.

Returns: Array.<function()> - The registered listeners.

Inherits: Phaser.Events.EventEmitter#listeners

Source: src/events/EventEmitter.js#L64
Since: 3.0.0


makePixelPerfect

<instance> makePixelPerfect([alphaTolerance])

Description:

Creates a function that can be passed to setInteractive, enable or setHitArea that will handle pixel-perfect input detection on an Image or Sprite based Game Object, or any custom class that extends them.

The following will create a sprite that is clickable on any pixel that has an alpha value >= 1.

this.add.sprite(x, y, key).setInteractive(this.input.makePixelPerfect());

The following will create a sprite that is clickable on any pixel that has an alpha value >= 150.

this.add.sprite(x, y, key).setInteractive(this.input.makePixelPerfect(150));

Once you have made an Interactive Object pixel perfect it impacts all input related events for it: down, up, dragstart, drag, etc.

As a pointer interacts with the Game Object it will constantly poll the texture, extracting a single pixel from the given coordinates and checking its color values. This is an expensive process, so should only be enabled on Game Objects that really need it.

You cannot make non-texture based Game Objects pixel perfect. So this will not work on Graphics, BitmapText, Render Textures, Text, Tilemaps, Containers or Particles.

Parameters:

name

type

optional

default

description

alphaTolerance

number

Yes

1

The alpha level that the pixel should be above to be included as a successful interaction.

Returns: function - A Pixel Perfect Handler for use as a hitArea shape callback.

Source: src/input/InputPlugin.js#L2291
Since: 3.10.0


off

<instance> off(event, [fn], [context], [once])

Description:

Remove the listeners of a given event.

Parameters:

name

type

optional

description

event

string | symbol

No

The event name.

fn

function

Yes

Only remove the listeners that match this function.

context

*

Yes

Only remove the listeners that have this context.

once

boolean

Yes

Only remove one-time listeners.

Returns: Phaser.Input.InputPlugin - this.

Inherits: Phaser.Events.EventEmitter#off

Source: src/events/EventEmitter.js#L151
Since: 3.0.0


on

<instance> on(event, fn, [context])

Description:

Add a listener for a given event.

Parameters:

name

type

optional

default

description

event

string | symbol

No

The event name.

fn

function

No

The listener function.

context

*

Yes

"this"

The context to invoke the listener with.

Returns: Phaser.Input.InputPlugin - this.

Inherits: Phaser.Events.EventEmitter#on

Source: src/events/EventEmitter.js#L98
Since: 3.0.0


once

<instance> once(event, fn, [context])

Description:

Add a one-time listener for a given event.

Parameters:

name

type

optional

default

description

event

string | symbol

No

The event name.

fn

function

No

The listener function.

context

*

Yes

"this"

The context to invoke the listener with.

Returns: Phaser.Input.InputPlugin - this.

Inherits: Phaser.Events.EventEmitter#once

Source: src/events/EventEmitter.js#L124
Since: 3.0.0


removeAllListeners

<instance> removeAllListeners([event])

Description:

Remove all listeners, or those of the specified event.

Parameters:

name

type

optional

description

event

string | symbol

Yes

The event name.

Returns: Phaser.Input.InputPlugin - this.

Inherits: Phaser.Events.EventEmitter#removeAllListeners

Source: src/events/EventEmitter.js#L165
Since: 3.0.0


removeDebug

<instance> removeDebug(gameObject)

Description:

Removes an Input Debug Shape from the given Game Object.

The shape is destroyed immediately and the hitAreaDebug property is set to null.

Parameters:

name

type

optional

description

gameObject

Phaser.GameObjects.GameObject

No

The Game Object to remove the input debug shape from.

Returns: Phaser.Input.InputPlugin - This Input Plugin.

Source: src/input/InputPlugin.js#L2748
Since: 3.19.0


removeListener

<instance> removeListener(event, [fn], [context], [once])

Description:

Remove the listeners of a given event.

Parameters:

name

type

optional

description

event

string | symbol

No

The event name.

fn

function

Yes

Only remove the listeners that match this function.

context

*

Yes

Only remove the listeners that have this context.

once

boolean

Yes

Only remove one-time listeners.

Returns: Phaser.Input.InputPlugin - this.

Inherits: Phaser.Events.EventEmitter#removeListener

Source: src/events/EventEmitter.js#L137
Since: 3.0.0


resetCursor

<instance> resetCursor()

Description:

Forces the Input Manager to clear the custom or hand cursor, regardless of the interactive state of any Game Objects.

Source: src/input/InputPlugin.js#L562
Since: 3.85.0


resetPointers

<instance> resetPointers()

Description:

Loops through all of the Input Manager Pointer instances and calls reset on them.

Use this function if you find that input has been stolen from Phaser via a 3rd party component, such as Vue, and you need to tell Phaser to reset the Pointer states.

Source: src/input/InputPlugin.js#L3153
Since: 3.60.0


setCursor

<instance> setCursor(interactiveObject)

Description:

Sets a custom cursor on the parent canvas element of the game, based on the cursor setting of the given Interactive Object (i.e. a Sprite).

See the CSS property cursor for more information on MDN:

https://developer.mozilla.org/en-US/docs/Web/CSS/cursor

Parameters:

name

type

optional

description

interactiveObject

Phaser.Types.Input.InteractiveObject

No

The Interactive Object that will set the cursor on the canvas.

Source: src/input/InputPlugin.js#L541
Since: 3.85.0


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.

Returns: Phaser.Input.InputPlugin - This Input instance.

Source: src/input/InputPlugin.js#L3034
Since: 3.10.0


setDraggable

<instance> setDraggable(gameObjects, [value])

Description:

Sets the draggable state of the given array of Game Objects.

They can either be set to be draggable, or can have their draggable state removed by passing false.

A Game Object will not fire drag events unless it has been specifically enabled for drag.

Parameters:

name

type

optional

default

description

gameObjects

Phaser.GameObjects.GameObject | Array.<Phaser.GameObjects.GameObject>

No

An array of Game Objects to change the draggable state on.

value

boolean

Yes

true

Set to true if the Game Objects should be made draggable, false if they should be unset.

Returns: Phaser.Input.InputPlugin - This InputPlugin object.

Source: src/input/InputPlugin.js#L2246
Since: 3.0.0


setDragState

<instance> setDragState(pointer, state)

Description:

Sets the drag state of the given Pointer for this Input Plugin.

The state must be one of the following values:

0 = Not dragging anything 1 = Primary button down and objects below, so collect a draglist 2 = Pointer being checked if meets drag criteria 3 = Pointer meets criteria, notify the draglist 4 = Pointer actively dragging the draglist and has moved 5 = Pointer actively dragging but has been released, notify draglist

Parameters:

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer to set the drag state for.

state

number

No

The drag state value. An integer between 0 and 5.

Source: src/input/InputPlugin.js#L1109
Since: 3.16.0


setGlobalTopOnly

<instance> setGlobalTopOnly(value)

Description:

When set to true the global Input Manager will emulate DOM behavior by only emitting events from the top-most Scene in the Scene List. By default, if a Scene receives an input event it will then stop the event from flowing down to any Scenes below it in the Scene list. To disable this behavior call this method with false.

Parameters:

name

type

optional

description

value

boolean

No

Set to true to stop processing input events on the Scene that receives it, or false to let the event continue down the Scene list.

Returns: Phaser.Input.InputPlugin - This InputPlugin object.

Source: src/input/InputPlugin.js#L2832
Since: 3.0.0


setHitArea

<instance> setHitArea(gameObjects, [hitArea], [hitAreaCallback])

Description:

Sets the hit area for the given array of Game Objects.

A hit area is typically one of the geometric shapes Phaser provides, such as a Phaser.Geom.Rectangle or Phaser.Geom.Circle. However, it can be any object as long as it works with the provided callback.

If no hit area is provided a Rectangle is created based on the size of the Game Object, if possible to calculate.

The hit area callback is the function that takes an x and y coordinate and returns a boolean if those values fall within the area of the shape or not. All of the Phaser geometry objects provide this, such as Phaser.Geom.Rectangle.Contains.

A hit area callback can be supplied to the hitArea parameter without using the hitAreaCallback parameter.

Parameters:

name

type

optional

description

gameObjects

Phaser.GameObjects.GameObject | Array.<Phaser.GameObjects.GameObject>

No

An array of Game Objects to set the hit area on.

hitArea

Phaser.Types.Input.InputConfiguration | Phaser.Types.Input.HitAreaCallback

any

Yes

hitAreaCallback

Phaser.Types.Input.HitAreaCallback

Yes

The 'contains' function to invoke to check if the pointer is within the hit area.

Returns: Phaser.Input.InputPlugin - This InputPlugin object.

Source: src/input/InputPlugin.js#L2333
Since: 3.0.0


setHitAreaCircle

<instance> setHitAreaCircle(gameObjects, x, y, radius, [callback])

Description:

Sets the hit area for an array of Game Objects to be a Phaser.Geom.Circle shape, using the given coordinates and radius to control its position and size.

Parameters:

name

type

optional

description

gameObjects

Phaser.GameObjects.GameObject | Array.<Phaser.GameObjects.GameObject>

No

An array of Game Objects to set as having a circle hit area.

x

number

No

The center of the circle.

y

number

No

The center of the circle.

radius

number

No

The radius of the circle.

callback

Phaser.Types.Input.HitAreaCallback

Yes

The hit area callback. If undefined it uses Circle.Contains.

Returns: Phaser.Input.InputPlugin - This InputPlugin object.

Source: src/input/InputPlugin.js#L2449
Since: 3.0.0


setHitAreaEllipse

<instance> setHitAreaEllipse(gameObjects, x, y, width, height, [callback])

Description:

Sets the hit area for an array of Game Objects to be a Phaser.Geom.Ellipse shape, using the given coordinates and dimensions to control its position and size.

Parameters:

name

type

optional

description

gameObjects

Phaser.GameObjects.GameObject | Array.<Phaser.GameObjects.GameObject>

No

An array of Game Objects to set as having an ellipse hit area.

x

number

No

The center of the ellipse.

y

number

No

The center of the ellipse.

width

number

No

The width of the ellipse.

height

number

No

The height of the ellipse.

callback

Phaser.Types.Input.HitAreaCallback

Yes

The hit area callback. If undefined it uses Ellipse.Contains.

Returns: Phaser.Input.InputPlugin - This InputPlugin object.

Source: src/input/InputPlugin.js#L2473
Since: 3.0.0


setHitAreaFromTexture

<instance> setHitAreaFromTexture(gameObjects, [callback])

Description:

Sets the hit area for an array of Game Objects to be a Phaser.Geom.Rectangle shape, using the Game Objects texture frame to define the position and size of the hit area.

Parameters:

name

type

optional

description

gameObjects

Phaser.GameObjects.GameObject | Array.<Phaser.GameObjects.GameObject>

No

An array of Game Objects to set as having an ellipse hit area.

callback

Phaser.Types.Input.HitAreaCallback

Yes

The hit area callback. If undefined it uses Rectangle.Contains.

Returns: Phaser.Input.InputPlugin - This InputPlugin object.

Source: src/input/InputPlugin.js#L2498
Since: 3.0.0


setHitAreaRectangle

<instance> setHitAreaRectangle(gameObjects, x, y, width, height, [callback])

Description:

Sets the hit area for an array of Game Objects to be a Phaser.Geom.Rectangle shape, using the given coordinates and dimensions to control its position and size.

Parameters:

name

type

optional

description

gameObjects

Phaser.GameObjects.GameObject | Array.<Phaser.GameObjects.GameObject>

No

An array of Game Objects to set as having a rectangular hit area.

x

number

No

The top-left of the rectangle.

y

number

No

The top-left of the rectangle.

width

number

No

The width of the rectangle.

height

number

No

The height of the rectangle.

callback

Phaser.Types.Input.HitAreaCallback

Yes

The hit area callback. If undefined it uses Rectangle.Contains.

Returns: Phaser.Input.InputPlugin - This InputPlugin object.

Source: src/input/InputPlugin.js#L2556
Since: 3.0.0


setHitAreaTriangle

<instance> setHitAreaTriangle(gameObjects, x1, y1, x2, y2, x3, y3, [callback])

Description:

Sets the hit area for an array of Game Objects to be a Phaser.Geom.Triangle shape, using the given coordinates to control the position of its points.

Parameters:

name

type

optional

description

gameObjects

Phaser.GameObjects.GameObject | Array.<Phaser.GameObjects.GameObject>

No

An array of Game Objects to set as having a triangular hit area.

x1

number

No

The x coordinate of the first point of the triangle.

y1

number

No

The y coordinate of the first point of the triangle.

x2

number

No

The x coordinate of the second point of the triangle.

y2

number

No

The y coordinate of the second point of the triangle.

x3

number

No

The x coordinate of the third point of the triangle.

y3

number

No

The y coordinate of the third point of the triangle.

callback

Phaser.Types.Input.HitAreaCallback

Yes

The hit area callback. If undefined it uses Triangle.Contains.

Returns: Phaser.Input.InputPlugin - This InputPlugin object.

Source: src/input/InputPlugin.js#L2581
Since: 3.0.0


setPollAlways

<instance> setPollAlways()

Description:

Sets the Pointers to always poll.

When a pointer is polled it runs a hit test to see which Game Objects are currently below it, or being interacted with it, regardless if the Pointer has actually moved or not.

You should enable this if you want objects in your game to fire over / out events, and the objects are constantly moving, but the pointer may not have. Polling every frame has additional computation costs, especially if there are a large number of interactive objects in your game.

Returns: Phaser.Input.InputPlugin - This InputPlugin object.

Source: src/input/InputPlugin.js#L2777
Since: 3.0.0


setPollOnMove

<instance> setPollOnMove()

Description:

Sets the Pointers to only poll when they are moved or updated.

When a pointer is polled it runs a hit test to see which Game Objects are currently below it, or being interacted with it.

Returns: Phaser.Input.InputPlugin - This InputPlugin object.

Source: src/input/InputPlugin.js#L2797
Since: 3.0.0


setPollRate

<instance> setPollRate(value)

Description:

Sets the poll rate value. This is the amount of time that should have elapsed before a pointer will be polled again. See the setPollAlways and setPollOnMove methods.

Parameters:

name

type

optional

description

value

number

No

The amount of time, in ms, that should elapsed before re-polling the pointers.

Returns: Phaser.Input.InputPlugin - This InputPlugin object.

Source: src/input/InputPlugin.js#L2813
Since: 3.0.0


setTopOnly

<instance> setTopOnly(value)

Description:

When set to true this Input Plugin will emulate DOM behavior by only emitting events from the top-most Game Objects in the Display List.

If set to false it will emit events from all Game Objects below a Pointer, not just the top one.

Parameters:

name

type

optional

description

value

boolean

No

true to only include the top-most Game Object, or false to include all Game Objects in a hit test.

Returns: Phaser.Input.InputPlugin - This InputPlugin object.

Source: src/input/InputPlugin.js#L2851
Since: 3.0.0


sortDropZones

<instance> sortDropZones(gameObjects)

Description:

Given an array of Drop Zone Game Objects, sort the array and return it, so that the objects are in depth index order with the lowest at the bottom.

Parameters:

name

type

optional

description

gameObjects

Array.<Phaser.GameObjects.GameObject>

No

An array of Game Objects to be sorted.

Returns: Array.<Phaser.GameObjects.GameObject> - The sorted array of Game Objects.

Source: src/input/InputPlugin.js#L2901
Since: 3.52.0


sortGameObjects

<instance> sortGameObjects(gameObjects, pointer)

Description:

Given an array of Game Objects and a Pointer, sort the array and return it, so that the objects are in render order with the lowest at the bottom.

Parameters:

name

type

optional

description

gameObjects

Array.<Phaser.GameObjects.GameObject>

No

An array of Game Objects to be sorted.

pointer

Phaser.Input.Pointer

No

The Pointer to check against the Game Objects.

Returns: Array.<Phaser.GameObjects.GameObject> - The sorted array of Game Objects.

Source: src/input/InputPlugin.js#L2871
Since: 3.0.0


stopPropagation

<instance> stopPropagation()

Description:

This method should be called from within an input event handler, such as pointerdown.

When called, it stops the Input Manager from allowing this specific event to be processed by any other Scene not yet handled in the scene list.

Returns: Phaser.Input.InputPlugin - This InputPlugin object.

Source: src/input/InputPlugin.js#L2993
Since: 3.0.0


updatePoll

<instance> updatePoll(time, delta)

Description:

This is called automatically by the Input Manager. It emits events for plugins to listen to and also handles polling updates, if enabled.

Parameters:

name

type

optional

description

time

number

No

The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.

delta

number

No

The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.

Returns: boolean - true if the plugin and the Scene it belongs to is active.

Source: src/input/InputPlugin.js#L577
Since: 3.18.0


Private Methods

boot

<instance> boot()

Description:

This method is called automatically, only once, when the Scene is first created. Do not invoke it directly.

Access: private

Fires: Phaser.Input.Events#event:BOOT

Source: src/input/InputPlugin.js#L393
Since: 3.5.1


destroy

<instance> destroy()

Description:

The Scene that owns this plugin is being destroyed. We need to shutdown and then kill off all external references.

Access: private

Overrides: Phaser.Events.EventEmitter#destroy

Fires: Phaser.Input.Events#event:DESTROY

Source: src/input/InputPlugin.js#L3172
Since: 3.0.0


onGameOut

<instance> onGameOut()

Description:

Game Out handler.

Access: private

Fires: Phaser.Input.Events#event:GAME_OUT

Source: src/input/InputPlugin.js#L462
Since: 3.16.2


onGameOver

<instance> onGameOver()

Description:

Game Over handler.

Access: private

Fires: Phaser.Input.Events#event:GAME_OVER

Source: src/input/InputPlugin.js#L446
Since: 3.16.2


preUpdate

<instance> preUpdate()

Description:

The pre-update handler is responsible for checking the pending removal and insertion lists and deleting old Game Objects.

Access: private

Fires: Phaser.Input.Events#event:PRE_UPDATE

Source: src/input/InputPlugin.js#L478
Since: 3.0.0


processDownEvents

<instance> processDownEvents(pointer)

Description:

An internal method that handles the Pointer down event.

Access: private

Parameters:

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer being tested.

Returns: number - The total number of objects interacted with.

Fires: Phaser.Input.Events#event:GAMEOBJECT_POINTER_DOWN, Phaser.Input.Events#event:GAMEOBJECT_DOWN, Phaser.Input.Events#event:POINTER_DOWN, Phaser.Input.Events#event:POINTER_DOWN_OUTSIDE

Source: src/input/InputPlugin.js#L1006
Since: 3.0.0


processDragDownEvent

<instance> processDragDownEvent(pointer)

Description:

Processes a 'drag down' event for the given pointer. Checks the pointer state, builds-up the drag list and prepares them all for interaction.

Access: private

Parameters:

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer to process the drag event on.

Returns: number - The number of items that were collected on the drag list.

Source: src/input/InputPlugin.js#L1225
Since: 3.18.0


processDragMoveEvent

<instance> processDragMoveEvent(pointer)

Description:

Processes a 'drag move' event for the given pointer.

Access: private

Parameters:

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer to process the drag event on.

Returns: number - The number of items that were updated by this drag event.

Fires: Phaser.Input.Events#event:DRAG_ENTER, Phaser.Input.Events#event:DRAG, Phaser.Input.Events#event:DRAG_LEAVE, Phaser.Input.Events#event:DRAG_OVER, Phaser.Input.Events#event:GAMEOBJECT_DRAG_ENTER, Phaser.Input.Events#event:GAMEOBJECT_DRAG, Phaser.Input.Events#event:GAMEOBJECT_DRAG_LEAVE, Phaser.Input.Events#event:GAMEOBJECT_DRAG_OVER

Source: src/input/InputPlugin.js#L1298
Since: 3.18.0


processDragStartList

<instance> processDragStartList(pointer)

Description:

Processes the drag list for the given pointer and dispatches the start events for each object on it.

Access: private

Parameters:

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer to process the drag event on.

Returns: number - The number of items that DRAG_START was called on.

Fires: Phaser.Input.Events#event:DRAG_START, Phaser.Input.Events#event:GAMEOBJECT_DRAG_START

Source: src/input/InputPlugin.js#L1168
Since: 3.18.0


processDragThresholdEvent

<instance> processDragThresholdEvent(pointer, time)

Description:

Checks to see if a Pointer is ready to drag the objects below it, based on either a distance or time threshold.

Access: private

Parameters:

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer to check the drag thresholds on.

time

number

No

The current time.

Source: src/input/InputPlugin.js#L1132
Since: 3.18.0


processDragUpEvent

<instance> processDragUpEvent(pointer)

Description:

Processes a 'drag down' event for the given pointer. Checks the pointer state, builds-up the drag list and prepares them all for interaction.

Access: private

Parameters:

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer to process the drag event on.

Returns: number - The number of items that were updated by this drag event.

Fires: Phaser.Input.Events#event:DRAG_END, Phaser.Input.Events#event:DROP, Phaser.Input.Events#event:GAMEOBJECT_DRAG_END, Phaser.Input.Events#event:GAMEOBJECT_DROP

Source: src/input/InputPlugin.js#L1448
Since: 3.18.0


processMoveEvents

<instance> processMoveEvents(pointer)

Description:

An internal method that handles the Pointer movement event.

Access: private

Parameters:

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The pointer to check for events against.

Returns: number - The total number of objects interacted with.

Fires: Phaser.Input.Events#event:GAMEOBJECT_POINTER_MOVE, Phaser.Input.Events#event:GAMEOBJECT_MOVE, Phaser.Input.Events#event:POINTER_MOVE

Source: src/input/InputPlugin.js#L1522
Since: 3.0.0


processOutEvents

<instance> processOutEvents(pointer)

Description:

An internal method that handles the Pointer out events. This is called when a touch input leaves the canvas, as it can never be 'over' in this case.

Access: private

Parameters:

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The pointer to check for events against.

Returns: number - The total number of objects interacted with.

Fires: Phaser.Input.Events#event:GAMEOBJECT_POINTER_OUT, Phaser.Input.Events#event:GAMEOBJECT_OUT, Phaser.Input.Events#event:POINTER_OUT

Source: src/input/InputPlugin.js#L1743
Since: 3.18.0


processOverEvents

<instance> processOverEvents(pointer)

Description:

An internal method that handles the Pointer over events. This is called when a touch input hits the canvas, having previously been off of it.

Access: private

Parameters:

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The pointer to check for events against.

Returns: number - The total number of objects interacted with.

Fires: Phaser.Input.Events#event:GAMEOBJECT_POINTER_OVER, Phaser.Input.Events#event:GAMEOBJECT_OVER, Phaser.Input.Events#event:POINTER_OVER

Source: src/input/InputPlugin.js#L1661
Since: 3.18.0


processOverOutEvents

<instance> processOverOutEvents(pointer)

Description:

An internal method that handles the Pointer over and out events.

Access: private

Parameters:

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The pointer to check for events against.

Returns: number - The total number of objects interacted with.

Fires: Phaser.Input.Events#event:GAMEOBJECT_POINTER_OVER, Phaser.Input.Events#event:GAMEOBJECT_OVER, Phaser.Input.Events#event:POINTER_OVER, Phaser.Input.Events#event:GAMEOBJECT_POINTER_OUT, Phaser.Input.Events#event:GAMEOBJECT_OUT, Phaser.Input.Events#event:POINTER_OUT

Source: src/input/InputPlugin.js#L1824
Since: 3.0.0


processUpEvents

<instance> processUpEvents(pointer)

Description:

An internal method that handles the Pointer up events.

Access: private

Parameters:

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The pointer to check for events against.

Returns: number - The total number of objects interacted with.

Fires: Phaser.Input.Events#event:GAMEOBJECT_POINTER_UP, Phaser.Input.Events#event:GAMEOBJECT_UP, Phaser.Input.Events#event:POINTER_UP, Phaser.Input.Events#event:POINTER_UP_OUTSIDE

Source: src/input/InputPlugin.js#L2006
Since: 3.0.0


processWheelEvent

<instance> processWheelEvent(pointer)

Description:

An internal method that handles a mouse wheel event.

Access: private

Parameters:

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The pointer to check for events against.

Returns: number - The total number of objects interacted with.

Fires: Phaser.Input.Events#event:GAMEOBJECT_POINTER_WHEEL, Phaser.Input.Events#event:GAMEOBJECT_WHEEL, Phaser.Input.Events#event:POINTER_WHEEL

Source: src/input/InputPlugin.js#L1592
Since: 3.18.0


queueForInsertion

<instance> queueForInsertion(child)

Description:

Queues a Game Object for insertion into this Input Plugin on the next update.

Access: private

Parameters:

name

type

optional

description

child

Phaser.GameObjects.GameObject

No

The Game Object to add.

Returns: Phaser.Input.InputPlugin - This InputPlugin object.

Source: src/input/InputPlugin.js#L2207
Since: 3.0.0


queueForRemoval

<instance> queueForRemoval(child)

Description:

Queues a Game Object for removal from this Input Plugin on the next update.

Access: private

Parameters:

name

type

optional

description

child

Phaser.GameObjects.GameObject

No

The Game Object to remove.

Returns: Phaser.Input.InputPlugin - This InputPlugin object.

Source: src/input/InputPlugin.js#L2228
Since: 3.0.0


shutdown

<instance> shutdown()

Description:

The Scene that owns this plugin is shutting down. We need to kill and reset all internal properties as well as stop listening to Scene events.

Access: private

Overrides: Phaser.Events.EventEmitter#shutdown

Fires: Phaser.Input.Events#event:SHUTDOWN

Source: src/input/InputPlugin.js#L3107
Since: 3.0.0


sortDropZoneHandler

<instance> sortDropZoneHandler(childA, childB)

Description:

Return the child lowest down the display list (with the smallest index) Will iterate through all parent containers, if present.

Prior to version 3.52.0 this method was called sortHandlerGO.

Access: private

Parameters:

name

type

optional

description

childA

Phaser.GameObjects.GameObject

No

The first Game Object to compare.

childB

Phaser.GameObjects.GameObject

No

The second Game Object to compare.

Returns: number - Returns either a negative or positive integer, or zero if they match.

Source: src/input/InputPlugin.js#L2924
Since: 3.52.0


start

<instance> start()

Description:

This method is called automatically by the Scene when it is starting up. It is responsible for creating local systems, properties and listening for Scene events. Do not invoke it directly.

Access: private

Fires: Phaser.Input.Events#event:START

Source: src/input/InputPlugin.js#L414
Since: 3.5.0


transitionComplete

<instance> transitionComplete()

Description:

The Scene that owns this plugin has finished transitioning in.

Access: private

Source: src/input/InputPlugin.js#L3080
Since: 3.5.0


transitionIn

<instance> transitionIn()

Description:

The Scene that owns this plugin is transitioning in.

Access: private

Source: src/input/InputPlugin.js#L3068
Since: 3.5.0


transitionOut

<instance> transitionOut()

Description:

The Scene that owns this plugin is transitioning out.

Access: private

Source: src/input/InputPlugin.js#L3095
Since: 3.5.0


update

<instance> update(type, pointers)

Description:

This method is called when a DOM Event is received by the Input Manager. It handles dispatching the events to relevant input enabled Game Objects in this scene.

Access: private

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.

Returns: boolean - true if this Scene has captured the input events from all other Scenes, otherwise false.

Fires: Phaser.Input.Events#event:UPDATE

Source: src/input/InputPlugin.js#L695
Since: 3.0.0


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