Phaser.Input

CreateInteractiveObject

<static> CreateInteractiveObject(gameObject, hitArea, hitAreaCallback)

Description:

Creates a new Interactive Object.

This is called automatically by the Input Manager when you enable a Game Object for input.

The resulting Interactive Object is mapped to the Game Object's input property.

Parameters:

name

type

optional

description

gameObject

Phaser.GameObjects.GameObject

No

The Game Object to which this Interactive Object is bound.

hitArea

any

No

The hit area for this Interactive Object. Typically a geometry shape, like a Rectangle or Circle.

hitAreaCallback

Phaser.Types.Input.HitAreaCallback

No

The 'contains' check callback that the hit area shape will use for all hit tests.

Returns: Phaser.Types.Input.InteractiveObject - The new Interactive Object.

Source: src/input/CreateInteractiveObject.js#L7
Since: 3.0.0

CreatePixelPerfectHandler

<static> CreatePixelPerfectHandler(textureManager, alphaTolerance)

Description:

Creates a new Pixel Perfect Handler function.

Access via InputPlugin.makePixelPerfect rather than calling it directly.

Parameters:

name

type

optional

description

textureManager

Phaser.Textures.TextureManager

No

A reference to the Texture Manager.

alphaTolerance

number

No

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

Returns: function - The new Pixel Perfect Handler function.

Source: src/input/CreatePixelPerfectHandler.js#L7
Since: 3.10.0

Phaser.Input.InputPluginCache

register

<static> register(key, plugin, mapping, settingsKey, configKey)

Description:

Static method called directly by the Core internal Plugins. Key is a reference used to get the plugin from the plugins object (i.e. InputPlugin) Plugin is the object to instantiate to create the plugin Mapping is what the plugin is injected into the Scene.Systems as (i.e. input)

Parameters:

name

type

optional

description

key

string

No

A reference used to get this plugin from the plugin cache.

plugin

function

No

The plugin to be stored. Should be the core object, not instantiated.

mapping

string

No

If this plugin is to be injected into the Input Plugin, this is the property key used.

settingsKey

string

No

The key in the Scene Settings to check to see if this plugin should install or not.

configKey

string

No

The key in the Game Config to check to see if this plugin should install or not.

Source: src/input/InputPluginCache.js#L19
Since: 3.10.0

getPlugin

<static> getPlugin(key)

Description:

Returns the input plugin object from the cache based on the given key.

Parameters:

name

type

optional

description

key

string

No

The key of the input plugin to get.

Returns: Phaser.Types.Input.InputPluginContainer - The input plugin object.

Source: src/input/InputPluginCache.js#L40
Since: 3.10.0

install

<static> install(target)

Description:

Installs all of the registered Input Plugins into the given target.

Parameters:

name

type

optional

description

target

Phaser.Input.InputPlugin

No

The target InputPlugin to install the plugins into.

Source: src/input/InputPluginCache.js#L56
Since: 3.10.0

remove

<static> remove(key)

Description:

Removes an input plugin based on the given key.

Parameters:

name

type

optional

description

key

string

No

The key of the input plugin to remove.

Source: src/input/InputPluginCache.js#L85
Since: 3.10.0

Phaser.Input.Keyboard

AdvanceKeyCombo

<static> AdvanceKeyCombo(event, combo)

Description:

Used internally by the KeyCombo class. Return true if it reached the end of the combo, false if not.

Access: private

Parameters:

name

type

optional

description

event

KeyboardEvent

No

The native Keyboard Event.

combo

Phaser.Input.Keyboard.KeyCombo

No

The KeyCombo object to advance.

Returns: boolean - true if it reached the end of the combo, false if not.

Source: src/input/keyboard/combo/AdvanceKeyCombo.js#L7
Since: 3.0.0

ProcessKeyCombo

<static> ProcessKeyCombo(event, combo)

Description:

Used internally by the KeyCombo class.

Access: private

Parameters:

name

type

optional

description

event

KeyboardEvent

No

The native Keyboard Event.

combo

Phaser.Input.Keyboard.KeyCombo

No

The KeyCombo object to be processed.

Returns: boolean - true if the combo was matched, otherwise false.

Source: src/input/keyboard/combo/ProcessKeyCombo.js#L9
Since: 3.0.0

ResetKeyCombo

<static> ResetKeyCombo(combo)

Description:

Used internally by the KeyCombo class.

Access: private

Parameters:

name

type

optional

description

combo

Phaser.Input.Keyboard.KeyCombo

No

The KeyCombo to reset.

Returns: Phaser.Input.Keyboard.KeyCombo - The KeyCombo.

Source: src/input/keyboard/combo/ResetKeyCombo.js#L7
Since: 3.0.0

DownDuration

<static> DownDuration(key, [duration])

Description:

Returns true if the Key was pressed down within the duration value given, based on the current game clock time. Or false if it either isn't down, or was pressed down longer ago than the given duration.

Parameters:

name

type

optional

default

description

key

Phaser.Input.Keyboard.Key

No

The Key object to test.

duration

number

Yes

50

The duration, in ms, within which the key must have been pressed down.

Returns: boolean - true if the Key was pressed down within duration ms ago, otherwise false.

Source: src/input/keyboard/keys/DownDuration.js#L7
Since: 3.0.0

JustDown

<static> JustDown(key)

Description:

The justDown value allows you to test if this Key has just been pressed down or not.

When you check this value it will return true if the Key is down, otherwise false.

You can only call justDown once per key press. It will only return true once, until the Key is released and pressed down again. This allows you to use it in situations where you want to check if this key is down without using an event, such as in a core game loop.

Parameters:

name

type

optional

description

key

Phaser.Input.Keyboard.Key

No

The Key to check to see if it's just down or not.

Returns: boolean - true if the Key was just pressed, otherwise false.

Source: src/input/keyboard/keys/JustDown.js#L7
Since: 3.0.0

JustUp

<static> JustUp(key)

Description:

The justUp value allows you to test if this Key has just been released or not.

When you check this value it will return true if the Key is up, otherwise false.

You can only call JustUp once per key release. It will only return true once, until the Key is pressed down and released again. This allows you to use it in situations where you want to check if this key is up without using an event, such as in a core game loop.

Parameters:

name

type

optional

description

key

Phaser.Input.Keyboard.Key

No

The Key to check to see if it's just up or not.

Returns: boolean - true if the Key was just released, otherwise false.

Source: src/input/keyboard/keys/JustUp.js#L7
Since: 3.0.0

UpDuration

<static> UpDuration(key, [duration])

Description:

Returns true if the Key was released within the duration value given, based on the current game clock time. Or returns false if it either isn't up, or was released longer ago than the given duration.

Parameters:

name

type

optional

default

description

key

Phaser.Input.Keyboard.Key

No

The Key object to test.

duration

number

Yes

50

The duration, in ms, within which the key must have been released.

Returns: boolean - true if the Key was released within duration ms ago, otherwise false.

Source: src/input/keyboard/keys/UpDuration.js#L7
Since: 3.0.0

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