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 | No | A reference to the Scene that this Input Plugin is responsible for. |
Scope: static
Extends
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 | 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 | 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 | No | The Game Object to be enabled for input. | ||
hitArea | 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 | 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 | 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 | No | The pointer to use when setting the state. | |
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 | No | The pointer to use when setting the state. | |
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 | No | The pointer to use when setting the state. | |
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 | No | The pointer to use when setting the state. | ||
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 | No | The pointer to use when setting the state. | |
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 | 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 | 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 | 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 | 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 |
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 | 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 |
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 | 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 | 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 | 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 | 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 | 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 | 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 |
|
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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | No | The first Game Object to compare. | |
childB | 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