Input.Events

Phaser.Input.Events

BOOT

Description: The Input Plugin Boot Event.

This internal event is dispatched by the Input Plugin when it boots, signalling to all of its systems to create themselves.

Member of: Phaser.Input.Events

Source: src/input/events/BOOT_EVENT.js#L7
Since: 3.0.0

DESTROY

Description: The Input Plugin Destroy Event.

This internal event is dispatched by the Input Plugin when it is destroyed, signalling to all of its systems to destroy themselves.

Member of: Phaser.Input.Events

Source: src/input/events/DESTROY_EVENT.js#L7
Since: 3.0.0

DRAG_END

Description: The Pointer Drag End Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer stops dragging a Game Object.

Listen to this event from within a Scene using: this.input.on('dragend', listener).

To listen for this event from a specific Game Object, use the [GAMEOBJECT_DRAG_END]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DRAG_END} event instead.

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer responsible for triggering this event.

gameObject

Phaser.GameObjects.GameObject

No

The interactive Game Object that this pointer stopped dragging.

dropped

boolean

No

Whether the Game Object was dropped onto a target.

Member of: Phaser.Input.Events

Source: src/input/events/DRAG_END_EVENT.js#L7
Since: 3.0.0

DRAG_ENTER

Description: The Pointer Drag Enter Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer drags a Game Object into a Drag Target.

Listen to this event from within a Scene using: this.input.on('dragenter', listener).

A Pointer can only drag a single Game Object at once.

To listen for this event from a specific Game Object, use the [GAMEOBJECT_DRAG_ENTER]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DRAG_ENTER} event instead.

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer responsible for triggering this event.

gameObject

Phaser.GameObjects.GameObject

No

The interactive Game Object that this pointer is dragging.

target

Phaser.GameObjects.GameObject

No

The drag target that this pointer has moved into.

Member of: Phaser.Input.Events

Source: src/input/events/DRAG_ENTER_EVENT.js#L7
Since: 3.0.0

DRAG

Description: The Pointer Drag Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer moves while dragging a Game Object.

Listen to this event from within a Scene using: this.input.on('drag', listener).

A Pointer can only drag a single Game Object at once.

To listen for this event from a specific Game Object, use the [GAMEOBJECT_DRAG]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DRAG} event instead.

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer responsible for triggering this event.

gameObject

Phaser.GameObjects.GameObject

No

The interactive Game Object that this pointer is dragging.

dragX

number

No

The x coordinate where the Pointer is currently dragging the Game Object, in world space.

dragY

number

No

The y coordinate where the Pointer is currently dragging the Game Object, in world space.

Member of: Phaser.Input.Events

Source: src/input/events/DRAG_EVENT.js#L7
Since: 3.0.0

DRAG_LEAVE

Description: The Pointer Drag Leave Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer drags a Game Object out of a Drag Target.

Listen to this event from within a Scene using: this.input.on('dragleave', listener).

A Pointer can only drag a single Game Object at once.

To listen for this event from a specific Game Object, use the [GAMEOBJECT_DRAG_LEAVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DRAG_LEAVE} event instead.

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer responsible for triggering this event.

gameObject

Phaser.GameObjects.GameObject

No

The interactive Game Object that this pointer is dragging.

target

Phaser.GameObjects.GameObject

No

The drag target that this pointer has left.

Member of: Phaser.Input.Events

Source: src/input/events/DRAG_LEAVE_EVENT.js#L7
Since: 3.0.0

DRAG_OVER

Description: The Pointer Drag Over Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer drags a Game Object over a Drag Target.

When the Game Object first enters the drag target it will emit a dragenter event. If it then moves while within the drag target, it will emit this event instead.

Listen to this event from within a Scene using: this.input.on('dragover', listener).

A Pointer can only drag a single Game Object at once.

To listen for this event from a specific Game Object, use the [GAMEOBJECT_DRAG_OVER]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DRAG_OVER} event instead.

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer responsible for triggering this event.

gameObject

Phaser.GameObjects.GameObject

No

The interactive Game Object that this pointer is dragging.

target

Phaser.GameObjects.GameObject

No

The drag target that this pointer has moved over.

Member of: Phaser.Input.Events

Source: src/input/events/DRAG_OVER_EVENT.js#L7
Since: 3.0.0

DRAG_START

Description: The Pointer Drag Start Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer starts to drag any Game Object.

Listen to this event from within a Scene using: this.input.on('dragstart', listener).

A Pointer can only drag a single Game Object at once.

To listen for this event from a specific Game Object, use the [GAMEOBJECT_DRAG_START]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DRAG_START} event instead.

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer responsible for triggering this event.

gameObject

Phaser.GameObjects.GameObject

No

The interactive Game Object that this pointer is dragging.

Member of: Phaser.Input.Events

Source: src/input/events/DRAG_START_EVENT.js#L7
Since: 3.0.0

DROP

Description: The Pointer Drop Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer drops a Game Object on a Drag Target.

Listen to this event from within a Scene using: this.input.on('drop', listener).

To listen for this event from a specific Game Object, use the [GAMEOBJECT_DROP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DROP} event instead.

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer responsible for triggering this event.

gameObject

Phaser.GameObjects.GameObject

No

The interactive Game Object that this pointer was dragging.

target

Phaser.GameObjects.GameObject

No

The Drag Target the gameObject has been dropped on.

Member of: Phaser.Input.Events

Source: src/input/events/DROP_EVENT.js#L7
Since: 3.0.0

GAMEOBJECT_DOWN

Description: The Game Object Down Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer is pressed down on any interactive Game Object.

Listen to this event from within a Scene using: this.input.on('gameobjectdown', listener).

To receive this event, the Game Objects must have been set as interactive. See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.

To listen for this event from a specific Game Object, use the [GAMEOBJECT_POINTER_DOWN]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_DOWN} event instead.

The event hierarchy is as follows:

  1. [GAMEOBJECT_POINTER_DOWN]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_DOWN}
  2. [GAMEOBJECT_DOWN]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DOWN}
  3. [POINTER_DOWN]{@linkcode Phaser.Input.Events#event:POINTER_DOWN} or [POINTER_DOWN_OUTSIDE]{@linkcode Phaser.Input.Events#event:POINTER_DOWN_OUTSIDE}

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer responsible for triggering this event.

gameObject

Phaser.GameObjects.GameObject

No

The Game Object the pointer was pressed down on.

event

Phaser.Types.Input.EventData

No

The Phaser input event. You can call stopPropagation() to halt it from going any further in the event flow.

Member of: Phaser.Input.Events

Source: src/input/events/GAMEOBJECT_DOWN_EVENT.js#L7
Since: 3.0.0

GAMEOBJECT_DRAG_END

Description: The Game Object Drag End Event.

This event is dispatched by an interactive Game Object if a pointer stops dragging it.

Listen to this event from a Game Object using: gameObject.on('dragend', listener). Note that the scope of the listener is automatically set to be the Game Object instance itself.

To receive this event, the Game Object must have been set as interactive and enabled for drag. See GameObject.setInteractive for more details.

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer responsible for triggering this event.

dragX

number

No

The x coordinate where the Pointer stopped dragging the Game Object, in world space.

dragY

number

No

The y coordinate where the Pointer stopped dragging the Game Object, in world space.

dropped

boolean

No

Whether the Game Object was dropped onto a target.

Member of: Phaser.Input.Events

Source: src/input/events/GAMEOBJECT_DRAG_END_EVENT.js#L7
Since: 3.0.0

GAMEOBJECT_DRAG_ENTER

Description: The Game Object Drag Enter Event.

This event is dispatched by an interactive Game Object if a pointer drags it into a drag target.

Listen to this event from a Game Object using: gameObject.on('dragenter', listener). Note that the scope of the listener is automatically set to be the Game Object instance itself.

To receive this event, the Game Object must have been set as interactive and enabled for drag. See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer responsible for triggering this event.

target

Phaser.GameObjects.GameObject

No

The drag target that this pointer has moved into.

Member of: Phaser.Input.Events

Source: src/input/events/GAMEOBJECT_DRAG_ENTER_EVENT.js#L7
Since: 3.0.0

GAMEOBJECT_DRAG

Description: The Game Object Drag Event.

This event is dispatched by an interactive Game Object if a pointer moves while dragging it.

Listen to this event from a Game Object using: gameObject.on('drag', listener). Note that the scope of the listener is automatically set to be the Game Object instance itself.

To receive this event, the Game Object must have been set as interactive and enabled for drag. See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer responsible for triggering this event.

dragX

number

No

The x coordinate where the Pointer is currently dragging the Game Object, in world space.

dragY

number

No

The y coordinate where the Pointer is currently dragging the Game Object, in world space.

Member of: Phaser.Input.Events

Source: src/input/events/GAMEOBJECT_DRAG_EVENT.js#L7
Since: 3.0.0

GAMEOBJECT_DRAG_LEAVE

Description: The Game Object Drag Leave Event.

This event is dispatched by an interactive Game Object if a pointer drags it out of a drag target.

Listen to this event from a Game Object using: gameObject.on('dragleave', listener). Note that the scope of the listener is automatically set to be the Game Object instance itself.

To receive this event, the Game Object must have been set as interactive and enabled for drag. See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer responsible for triggering this event.

target

Phaser.GameObjects.GameObject

No

The drag target that this pointer has left.

Member of: Phaser.Input.Events

Source: src/input/events/GAMEOBJECT_DRAG_LEAVE_EVENT.js#L7
Since: 3.0.0

GAMEOBJECT_DRAG_OVER

Description: The Game Object Drag Over Event.

This event is dispatched by an interactive Game Object if a pointer drags it over a drag target.

When the Game Object first enters the drag target it will emit a dragenter event. If it then moves while within the drag target, it will emit this event instead.

Listen to this event from a Game Object using: gameObject.on('dragover', listener). Note that the scope of the listener is automatically set to be the Game Object instance itself.

To receive this event, the Game Object must have been set as interactive and enabled for drag. See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer responsible for triggering this event.

target

Phaser.GameObjects.GameObject

No

The drag target that this pointer has moved over.

Member of: Phaser.Input.Events

Source: src/input/events/GAMEOBJECT_DRAG_OVER_EVENT.js#L7
Since: 3.0.0

GAMEOBJECT_DRAG_START

Description: The Game Object Drag Start Event.

This event is dispatched by an interactive Game Object if a pointer starts to drag it.

Listen to this event from a Game Object using: gameObject.on('dragstart', listener). Note that the scope of the listener is automatically set to be the Game Object instance itself.

To receive this event, the Game Object must have been set as interactive and enabled for drag. See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.

There are lots of useful drag related properties that are set within the Game Object when dragging occurs. For example, gameObject.input.dragStartX, dragStartY and so on.

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer responsible for triggering this event.

dragX

number

No

The x coordinate where the Pointer is currently dragging the Game Object, in world space.

dragY

number

No

The y coordinate where the Pointer is currently dragging the Game Object, in world space.

Member of: Phaser.Input.Events

Source: src/input/events/GAMEOBJECT_DRAG_START_EVENT.js#L7
Since: 3.0.0

GAMEOBJECT_DROP

Description: The Game Object Drop Event.

This event is dispatched by an interactive Game Object if a pointer drops it on a Drag Target.

Listen to this event from a Game Object using: gameObject.on('drop', listener). Note that the scope of the listener is automatically set to be the Game Object instance itself.

To receive this event, the Game Object must have been set as interactive and enabled for drag. See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer responsible for triggering this event.

target

Phaser.GameObjects.GameObject

No

The Drag Target the gameObject has been dropped on.

Member of: Phaser.Input.Events

Source: src/input/events/GAMEOBJECT_DROP_EVENT.js#L7
Since: 3.0.0

GAMEOBJECT_MOVE

Description: The Game Object Move Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer is moved across any interactive Game Object.

Listen to this event from within a Scene using: this.input.on('gameobjectmove', listener).

To receive this event, the Game Objects must have been set as interactive. See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.

To listen for this event from a specific Game Object, use the [GAMEOBJECT_POINTER_MOVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_MOVE} event instead.

The event hierarchy is as follows:

  1. [GAMEOBJECT_POINTER_MOVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_MOVE}
  2. [GAMEOBJECT_MOVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_MOVE}
  3. [POINTER_MOVE]{@linkcode Phaser.Input.Events#event:POINTER_MOVE}

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer responsible for triggering this event.

gameObject

Phaser.GameObjects.GameObject

No

The Game Object the pointer was moved on.

event

Phaser.Types.Input.EventData

No

The Phaser input event. You can call stopPropagation() to halt it from going any further in the event flow.

Member of: Phaser.Input.Events

Source: src/input/events/GAMEOBJECT_MOVE_EVENT.js#L7
Since: 3.0.0

GAMEOBJECT_OUT

Description: The Game Object Out Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer moves out of any interactive Game Object.

Listen to this event from within a Scene using: this.input.on('gameobjectout', listener).

To receive this event, the Game Objects must have been set as interactive. See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.

To listen for this event from a specific Game Object, use the [GAMEOBJECT_POINTER_OUT]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_OUT} event instead.

The event hierarchy is as follows:

  1. [GAMEOBJECT_POINTER_OUT]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_OUT}
  2. [GAMEOBJECT_OUT]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_OUT}
  3. [POINTER_OUT]{@linkcode Phaser.Input.Events#event:POINTER_OUT}

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

If the pointer leaves the game canvas itself, it will not trigger an this event. To handle those cases, please listen for the [GAME_OUT]{@linkcode Phaser.Input.Events#event:GAME_OUT} event.

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer responsible for triggering this event.

gameObject

Phaser.GameObjects.GameObject

No

The Game Object the pointer moved out of.

event

Phaser.Types.Input.EventData

No

The Phaser input event. You can call stopPropagation() to halt it from going any further in the event flow.

Member of: Phaser.Input.Events

Source: src/input/events/GAMEOBJECT_OUT_EVENT.js#L7
Since: 3.0.0

GAMEOBJECT_OVER

Description: The Game Object Over Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer moves over any interactive Game Object.

Listen to this event from within a Scene using: this.input.on('gameobjectover', listener).

To receive this event, the Game Objects must have been set as interactive. See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.

To listen for this event from a specific Game Object, use the [GAMEOBJECT_POINTER_OVER]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_OVER} event instead.

The event hierarchy is as follows:

  1. [GAMEOBJECT_POINTER_OVER]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_OVER}
  2. [GAMEOBJECT_OVER]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_OVER}
  3. [POINTER_OVER]{@linkcode Phaser.Input.Events#event:POINTER_OVER}

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer responsible for triggering this event.

gameObject

Phaser.GameObjects.GameObject

No

The Game Object the pointer moved over.

event

Phaser.Types.Input.EventData

No

The Phaser input event. You can call stopPropagation() to halt it from going any further in the event flow.

Member of: Phaser.Input.Events

Source: src/input/events/GAMEOBJECT_OVER_EVENT.js#L7
Since: 3.0.0

GAMEOBJECT_POINTER_DOWN

Description: The Game Object Pointer Down Event.

This event is dispatched by an interactive Game Object if a pointer is pressed down on it.

Listen to this event from a Game Object using: gameObject.on('pointerdown', listener). Note that the scope of the listener is automatically set to be the Game Object instance itself.

To receive this event, the Game Object must have been set as interactive. See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.

The event hierarchy is as follows:

  1. [GAMEOBJECT_POINTER_DOWN]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_DOWN}
  2. [GAMEOBJECT_DOWN]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DOWN}
  3. [POINTER_DOWN]{@linkcode Phaser.Input.Events#event:POINTER_DOWN} or [POINTER_DOWN_OUTSIDE]{@linkcode Phaser.Input.Events#event:POINTER_DOWN_OUTSIDE}

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer responsible for triggering this event.

localX

number

No

The x coordinate that the Pointer interacted with this object on, relative to the Game Object's top-left position.

localY

number

No

The y coordinate that the Pointer interacted with this object on, relative to the Game Object's top-left position.

event

Phaser.Types.Input.EventData

No

The Phaser input event. You can call stopPropagation() to halt it from going any further in the event flow.

Member of: Phaser.Input.Events

Source: src/input/events/GAMEOBJECT_POINTER_DOWN_EVENT.js#L7
Since: 3.0.0

GAMEOBJECT_POINTER_MOVE

Description: The Game Object Pointer Move Event.

This event is dispatched by an interactive Game Object if a pointer is moved while over it.

Listen to this event from a Game Object using: gameObject.on('pointermove', listener). Note that the scope of the listener is automatically set to be the Game Object instance itself.

To receive this event, the Game Object must have been set as interactive. See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.

The event hierarchy is as follows:

  1. [GAMEOBJECT_POINTER_MOVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_MOVE}
  2. [GAMEOBJECT_MOVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_MOVE}
  3. [POINTER_MOVE]{@linkcode Phaser.Input.Events#event:POINTER_MOVE}

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer responsible for triggering this event.

localX

number

No

The x coordinate that the Pointer interacted with this object on, relative to the Game Object's top-left position.

localY

number

No

The y coordinate that the Pointer interacted with this object on, relative to the Game Object's top-left position.

event

Phaser.Types.Input.EventData

No

The Phaser input event. You can call stopPropagation() to halt it from going any further in the event flow.

Member of: Phaser.Input.Events

Source: src/input/events/GAMEOBJECT_POINTER_MOVE_EVENT.js#L7
Since: 3.0.0

GAMEOBJECT_POINTER_OUT

Description: The Game Object Pointer Out Event.

This event is dispatched by an interactive Game Object if a pointer moves out of it.

Listen to this event from a Game Object using: gameObject.on('pointerout', listener). Note that the scope of the listener is automatically set to be the Game Object instance itself.

To receive this event, the Game Object must have been set as interactive. See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.

The event hierarchy is as follows:

  1. [GAMEOBJECT_POINTER_OUT]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_OUT}
  2. [GAMEOBJECT_OUT]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_OUT}
  3. [POINTER_OUT]{@linkcode Phaser.Input.Events#event:POINTER_OUT}

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

If the pointer leaves the game canvas itself, it will not trigger an this event. To handle those cases, please listen for the [GAME_OUT]{@linkcode Phaser.Input.Events#event:GAME_OUT} event.

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer responsible for triggering this event.

event

Phaser.Types.Input.EventData

No

The Phaser input event. You can call stopPropagation() to halt it from going any further in the event flow.

Member of: Phaser.Input.Events

Source: src/input/events/GAMEOBJECT_POINTER_OUT_EVENT.js#L7
Since: 3.0.0

GAMEOBJECT_POINTER_OVER

Description: The Game Object Pointer Over Event.

This event is dispatched by an interactive Game Object if a pointer moves over it.

Listen to this event from a Game Object using: gameObject.on('pointerover', listener). Note that the scope of the listener is automatically set to be the Game Object instance itself.

To receive this event, the Game Object must have been set as interactive. See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.

The event hierarchy is as follows:

  1. [GAMEOBJECT_POINTER_OVER]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_OVER}
  2. [GAMEOBJECT_OVER]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_OVER}
  3. [POINTER_OVER]{@linkcode Phaser.Input.Events#event:POINTER_OVER}

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer responsible for triggering this event.

localX

number

No

The x coordinate that the Pointer interacted with this object on, relative to the Game Object's top-left position.

localY

number

No

The y coordinate that the Pointer interacted with this object on, relative to the Game Object's top-left position.

event

Phaser.Types.Input.EventData

No

The Phaser input event. You can call stopPropagation() to halt it from going any further in the event flow.

Member of: Phaser.Input.Events

Source: src/input/events/GAMEOBJECT_POINTER_OVER_EVENT.js#L7
Since: 3.0.0

GAMEOBJECT_POINTER_UP

Description: The Game Object Pointer Up Event.

This event is dispatched by an interactive Game Object if a pointer is released while over it.

Listen to this event from a Game Object using: gameObject.on('pointerup', listener). Note that the scope of the listener is automatically set to be the Game Object instance itself.

To receive this event, the Game Object must have been set as interactive. See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.

The event hierarchy is as follows:

  1. [GAMEOBJECT_POINTER_UP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_UP}
  2. [GAMEOBJECT_UP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_UP}
  3. [POINTER_UP]{@linkcode Phaser.Input.Events#event:POINTER_UP} or [POINTER_UP_OUTSIDE]{@linkcode Phaser.Input.Events#event:POINTER_UP_OUTSIDE}

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer responsible for triggering this event.

localX

number

No

The x coordinate that the Pointer interacted with this object on, relative to the Game Object's top-left position.

localY

number

No

The y coordinate that the Pointer interacted with this object on, relative to the Game Object's top-left position.

event

Phaser.Types.Input.EventData

No

The Phaser input event. You can call stopPropagation() to halt it from going any further in the event flow.

Member of: Phaser.Input.Events

Source: src/input/events/GAMEOBJECT_POINTER_UP_EVENT.js#L7
Since: 3.0.0

GAMEOBJECT_POINTER_WHEEL

Description: The Game Object Pointer Wheel Event.

This event is dispatched by an interactive Game Object if a pointer has its wheel moved while over it.

Listen to this event from a Game Object using: gameObject.on('wheel', listener). Note that the scope of the listener is automatically set to be the Game Object instance itself.

To receive this event, the Game Object must have been set as interactive. See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.

The event hierarchy is as follows:

  1. [GAMEOBJECT_POINTER_WHEEL]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_WHEEL}
  2. [GAMEOBJECT_WHEEL]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_WHEEL}
  3. [POINTER_WHEEL]{@linkcode Phaser.Input.Events#event:POINTER_WHEEL}

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer responsible for triggering this event.

deltaX

number

No

The horizontal scroll amount that occurred due to the user moving a mouse wheel or similar input device.

deltaY

number

No

The vertical scroll amount that occurred due to the user moving a mouse wheel or similar input device. This value will typically be less than 0 if the user scrolls up and greater than zero if scrolling down.

deltaZ

number

No

The z-axis scroll amount that occurred due to the user moving a mouse wheel or similar input device.

event

Phaser.Types.Input.EventData

No

The Phaser input event. You can call stopPropagation() to halt it from going any further in the event flow.

Member of: Phaser.Input.Events

Source: src/input/events/GAMEOBJECT_POINTER_WHEEL_EVENT.js#L7
Since: 3.18.0

GAMEOBJECT_UP

Description: The Game Object Up Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer is released while over any interactive Game Object.

Listen to this event from within a Scene using: this.input.on('gameobjectup', listener).

To receive this event, the Game Objects must have been set as interactive. See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.

To listen for this event from a specific Game Object, use the [GAMEOBJECT_POINTER_UP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_UP} event instead.

The event hierarchy is as follows:

  1. [GAMEOBJECT_POINTER_UP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_UP}
  2. [GAMEOBJECT_UP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_UP}
  3. [POINTER_UP]{@linkcode Phaser.Input.Events#event:POINTER_UP} or [POINTER_UP_OUTSIDE]{@linkcode Phaser.Input.Events#event:POINTER_UP_OUTSIDE}

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer responsible for triggering this event.

gameObject

Phaser.GameObjects.GameObject

No

The Game Object the pointer was over when released.

event

Phaser.Types.Input.EventData

No

The Phaser input event. You can call stopPropagation() to halt it from going any further in the event flow.

Member of: Phaser.Input.Events

Source: src/input/events/GAMEOBJECT_UP_EVENT.js#L7
Since: 3.0.0

GAMEOBJECT_WHEEL

Description: The Game Object Wheel Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer has its wheel moved while over any interactive Game Object.

Listen to this event from within a Scene using: this.input.on('gameobjectwheel', listener).

To receive this event, the Game Objects must have been set as interactive. See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.

To listen for this event from a specific Game Object, use the [GAMEOBJECT_POINTER_WHEEL]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_WHEEL} event instead.

The event hierarchy is as follows:

  1. [GAMEOBJECT_POINTER_WHEEL]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_WHEEL}
  2. [GAMEOBJECT_WHEEL]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_WHEEL}
  3. [POINTER_WHEEL]{@linkcode Phaser.Input.Events#event:POINTER_WHEEL}

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer responsible for triggering this event.

gameObject

Phaser.GameObjects.GameObject

No

The Game Object the pointer was over when the wheel changed.

deltaX

number

No

The horizontal scroll amount that occurred due to the user moving a mouse wheel or similar input device.

deltaY

number

No

The vertical scroll amount that occurred due to the user moving a mouse wheel or similar input device. This value will typically be less than 0 if the user scrolls up and greater than zero if scrolling down.

deltaZ

number

No

The z-axis scroll amount that occurred due to the user moving a mouse wheel or similar input device.

event

Phaser.Types.Input.EventData

No

The Phaser input event. You can call stopPropagation() to halt it from going any further in the event flow.

Member of: Phaser.Input.Events

Source: src/input/events/GAMEOBJECT_WHEEL_EVENT.js#L7
Since: 3.18.0

GAME_OUT

Description: The Input Plugin Game Out Event.

This event is dispatched by the Input Plugin if the active pointer leaves the game canvas and is now outside of it, elsewhere on the web page.

Listen to this event from within a Scene using: this.input.on('gameout', listener).

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.

event

MouseEvent | TouchEvent

No

The DOM Event that triggered the canvas out.

Member of: Phaser.Input.Events

Source: src/input/events/GAME_OUT_EVENT.js#L7
Since: 3.16.1

GAME_OVER

Description: The Input Plugin Game Over Event.

This event is dispatched by the Input Plugin if the active pointer enters the game canvas and is now over of it, having previously been elsewhere on the web page.

Listen to this event from within a Scene using: this.input.on('gameover', listener).

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.

event

MouseEvent | TouchEvent

No

The DOM Event that triggered the canvas over.

Member of: Phaser.Input.Events

Source: src/input/events/GAME_OVER_EVENT.js#L7
Since: 3.16.1

MANAGER_BOOT

Description: The Input Manager Boot Event.

This internal event is dispatched by the Input Manager when it boots.

Member of: Phaser.Input.Events

Source: src/input/events/MANAGER_BOOT_EVENT.js#L7
Since: 3.0.0

MANAGER_PROCESS

Description: The Input Manager Process Event.

This internal event is dispatched by the Input Manager when not using the legacy queue system, and it wants the Input Plugins to update themselves.

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.

Member of: Phaser.Input.Events

Source: src/input/events/MANAGER_PROCESS_EVENT.js#L7
Since: 3.0.0

MANAGER_UPDATE

Description: The Input Manager Update Event.

This internal event is dispatched by the Input Manager as part of its update step.

Member of: Phaser.Input.Events

Source: src/input/events/MANAGER_UPDATE_EVENT.js#L7
Since: 3.0.0

POINTERLOCK_CHANGE

Description: The Input Manager Pointer Lock Change Event.

This event is dispatched by the Input Manager when it is processing a native Pointer Lock Change DOM Event.

name

type

optional

description

event

Event

No

The native DOM Event.

locked

boolean

No

The locked state of the Mouse Pointer.

Member of: Phaser.Input.Events

Source: src/input/events/POINTERLOCK_CHANGE_EVENT.js#L7
Since: 3.0.0

POINTER_DOWN

Description: The Pointer Down Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer is pressed down anywhere.

Listen to this event from within a Scene using: this.input.on('pointerdown', listener).

The event hierarchy is as follows:

  1. [GAMEOBJECT_POINTER_DOWN]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_DOWN}
  2. [GAMEOBJECT_DOWN]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DOWN}
  3. [POINTER_DOWN]{@linkcode Phaser.Input.Events#event:POINTER_DOWN} or [POINTER_DOWN_OUTSIDE]{@linkcode Phaser.Input.Events#event:POINTER_DOWN_OUTSIDE}

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer responsible for triggering this event.

currentlyOver

Array.<Phaser.GameObjects.GameObject>

No

An array containing all interactive Game Objects that the pointer was over when the event was created.

Member of: Phaser.Input.Events

Source: src/input/events/POINTER_DOWN_EVENT.js#L7
Since: 3.0.0

POINTER_DOWN_OUTSIDE

Description: The Pointer Down Outside Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer is pressed down anywhere outside of the game canvas.

Listen to this event from within a Scene using: this.input.on('pointerdownoutside', listener).

The event hierarchy is as follows:

  1. [GAMEOBJECT_POINTER_DOWN]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_DOWN}
  2. [GAMEOBJECT_DOWN]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DOWN}
  3. [POINTER_DOWN]{@linkcode Phaser.Input.Events#event:POINTER_DOWN} or [POINTER_DOWN_OUTSIDE]{@linkcode Phaser.Input.Events#event:POINTER_DOWN_OUTSIDE}

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer responsible for triggering this event.

Member of: Phaser.Input.Events

Source: src/input/events/POINTER_DOWN_OUTSIDE_EVENT.js#L7
Since: 3.16.1

POINTER_MOVE

Description: The Pointer Move Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer is moved anywhere.

Listen to this event from within a Scene using: this.input.on('pointermove', listener).

The event hierarchy is as follows:

  1. [GAMEOBJECT_POINTER_MOVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_MOVE}
  2. [GAMEOBJECT_MOVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_MOVE}
  3. [POINTER_MOVE]{@linkcode Phaser.Input.Events#event:POINTER_MOVE}

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer responsible for triggering this event.

currentlyOver

Array.<Phaser.GameObjects.GameObject>

No

An array containing all interactive Game Objects that the pointer was over when the event was created.

Member of: Phaser.Input.Events

Source: src/input/events/POINTER_MOVE_EVENT.js#L7
Since: 3.0.0

POINTER_OUT

Description: The Pointer Out Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer moves out of any interactive Game Object.

Listen to this event from within a Scene using: this.input.on('pointerout', listener).

The event hierarchy is as follows:

  1. [GAMEOBJECT_POINTER_OUT]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_OUT}
  2. [GAMEOBJECT_OUT]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_OUT}
  3. [POINTER_OUT]{@linkcode Phaser.Input.Events#event:POINTER_OUT}

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

If the pointer leaves the game canvas itself, it will not trigger an this event. To handle those cases, please listen for the [GAME_OUT]{@linkcode Phaser.Input.Events#event:GAME_OUT} event.

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer responsible for triggering this event.

justOut

Array.<Phaser.GameObjects.GameObject>

No

An array containing all interactive Game Objects that the pointer moved out of when the event was created.

Member of: Phaser.Input.Events

Source: src/input/events/POINTER_OUT_EVENT.js#L7
Since: 3.0.0

POINTER_OVER

Description: The Pointer Over Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer moves over any interactive Game Object.

Listen to this event from within a Scene using: this.input.on('pointerover', listener).

The event hierarchy is as follows:

  1. [GAMEOBJECT_POINTER_OVER]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_OVER}
  2. [GAMEOBJECT_OVER]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_OVER}
  3. [POINTER_OVER]{@linkcode Phaser.Input.Events#event:POINTER_OVER}

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer responsible for triggering this event.

justOver

Array.<Phaser.GameObjects.GameObject>

No

An array containing all interactive Game Objects that the pointer moved over when the event was created.

Member of: Phaser.Input.Events

Source: src/input/events/POINTER_OVER_EVENT.js#L7
Since: 3.0.0

POINTER_UP

Description: The Pointer Up Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer is released anywhere.

Listen to this event from within a Scene using: this.input.on('pointerup', listener).

The event hierarchy is as follows:

  1. [GAMEOBJECT_POINTER_UP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_UP}
  2. [GAMEOBJECT_UP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_UP}
  3. [POINTER_UP]{@linkcode Phaser.Input.Events#event:POINTER_UP} or [POINTER_UP_OUTSIDE]{@linkcode Phaser.Input.Events#event:POINTER_UP_OUTSIDE}

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer responsible for triggering this event.

currentlyOver

Array.<Phaser.GameObjects.GameObject>

No

An array containing all interactive Game Objects that the pointer was over when the event was created.

Member of: Phaser.Input.Events

Source: src/input/events/POINTER_UP_EVENT.js#L7
Since: 3.0.0

POINTER_UP_OUTSIDE

Description: The Pointer Up Outside Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer is released anywhere outside of the game canvas.

Listen to this event from within a Scene using: this.input.on('pointerupoutside', listener).

The event hierarchy is as follows:

  1. [GAMEOBJECT_POINTER_UP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_UP}
  2. [GAMEOBJECT_UP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_UP}
  3. [POINTER_UP]{@linkcode Phaser.Input.Events#event:POINTER_UP} or [POINTER_UP_OUTSIDE]{@linkcode Phaser.Input.Events#event:POINTER_UP_OUTSIDE}

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer responsible for triggering this event.

Member of: Phaser.Input.Events

Source: src/input/events/POINTER_UP_OUTSIDE_EVENT.js#L7
Since: 3.16.1

POINTER_WHEEL

Description: The Pointer Wheel Input Event.

This event is dispatched by the Input Plugin belonging to a Scene if a pointer has its wheel updated.

Listen to this event from within a Scene using: this.input.on('wheel', listener).

The event hierarchy is as follows:

  1. [GAMEOBJECT_POINTER_WHEEL]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_WHEEL}
  2. [GAMEOBJECT_WHEEL]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_WHEEL}
  3. [POINTER_WHEEL]{@linkcode Phaser.Input.Events#event:POINTER_WHEEL}

With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop the propagation of this event.

name

type

optional

description

pointer

Phaser.Input.Pointer

No

The Pointer responsible for triggering this event.

currentlyOver

Array.<Phaser.GameObjects.GameObject>

No

An array containing all interactive Game Objects that the pointer was over when the event was created.

deltaX

number

No

The horizontal scroll amount that occurred due to the user moving a mouse wheel or similar input device.

deltaY

number

No

The vertical scroll amount that occurred due to the user moving a mouse wheel or similar input device. This value will typically be less than 0 if the user scrolls up and greater than zero if scrolling down.

deltaZ

number

No

The z-axis scroll amount that occurred due to the user moving a mouse wheel or similar input device.

Member of: Phaser.Input.Events

Source: src/input/events/POINTER_WHEEL_EVENT.js#L7
Since: 3.18.0

PRE_UPDATE

Description: The Input Plugin Pre-Update Event.

This internal event is dispatched by the Input Plugin at the start of its preUpdate method. This hook is designed specifically for input plugins, but can also be listened to from user-land code.

Member of: Phaser.Input.Events

Source: src/input/events/PRE_UPDATE_EVENT.js#L7
Since: 3.0.0

SHUTDOWN

Description: The Input Plugin Shutdown Event.

This internal event is dispatched by the Input Plugin when it shuts down, signalling to all of its systems to shut themselves down.

Member of: Phaser.Input.Events

Source: src/input/events/SHUTDOWN_EVENT.js#L7
Since: 3.0.0

START

Description: The Input Plugin Start Event.

This internal event is dispatched by the Input Plugin when it has finished setting-up, signalling to all of its internal systems to start.

Member of: Phaser.Input.Events

Source: src/input/events/START_EVENT.js#L7
Since: 3.0.0

UPDATE

Description: The Input Plugin Update Event.

This internal event is dispatched by the Input Plugin at the start of its update method. This hook is designed specifically for input plugins, but can also be listened to from user-land code.

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.

Member of: Phaser.Input.Events

Source: src/input/events/UPDATE_EVENT.js#L7
Since: 3.0.0

Updated on