Scope: static
Source: src/input/events/index.js#L7
Events:
Public Members
BOOT
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.
Source: src/input/events/BOOT_EVENT.js#L7
Since: 3.0.0
DESTROY
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.
Source: src/input/events/DESTROY_EVENT.js#L7
Since: 3.0.0
DRAG
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
event instead.
Parameters:
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. |
Source: src/input/events/DRAG_EVENT.js#L7
Since: 3.0.0
DRAG_END
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
event instead.
Parameters:
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. |
Source: src/input/events/DRAG_END_EVENT.js#L7
Since: 3.0.0
DRAG_ENTER
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
event instead.
Parameters:
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. |
Source: src/input/events/DRAG_ENTER_EVENT.js#L7
Since: 3.0.0
DRAG_LEAVE
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
event instead.
Parameters:
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. |
Source: src/input/events/DRAG_LEAVE_EVENT.js#L7
Since: 3.0.0
DRAG_OVER
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
event instead.
Parameters:
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. |
Source: src/input/events/DRAG_OVER_EVENT.js#L7
Since: 3.0.0
DRAG_START
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
event instead.
Parameters:
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. |
Source: src/input/events/DRAG_START_EVENT.js#L7
Since: 3.0.0
DROP
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
event instead.
Parameters:
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. |
Source: src/input/events/DROP_EVENT.js#L7
Since: 3.0.0
GAME_OUT
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)
.
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. |
event | MouseEvent | TouchEvent | No | The DOM Event that triggered the canvas out. |
Source: src/input/events/GAME_OUT_EVENT.js#L7
Since: 3.16.1
GAME_OVER
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)
.
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. |
event | MouseEvent | TouchEvent | No | The DOM Event that triggered the canvas over. |
Source: src/input/events/GAME_OVER_EVENT.js#L7
Since: 3.16.1
GAMEOBJECT_DOWN
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 for more details.
To listen for this event from a specific Game Object, use the GAMEOBJECT_POINTER_DOWN
event instead.
The event hierarchy is as follows:
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.
Parameters:
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. |
Source: src/input/events/GAMEOBJECT_DOWN_EVENT.js#L7
Since: 3.0.0
GAMEOBJECT_DRAG
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 for more details.
Parameters:
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. |
Source: src/input/events/GAMEOBJECT_DRAG_EVENT.js#L7
Since: 3.0.0
GAMEOBJECT_DRAG_END
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.
Parameters:
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. |
Source: src/input/events/GAMEOBJECT_DRAG_END_EVENT.js#L7
Since: 3.0.0
GAMEOBJECT_DRAG_ENTER
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 for more details.
Parameters:
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. |
Source: src/input/events/GAMEOBJECT_DRAG_ENTER_EVENT.js#L7
Since: 3.0.0
GAMEOBJECT_DRAG_LEAVE
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 for more details.
Parameters:
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. |
Source: src/input/events/GAMEOBJECT_DRAG_LEAVE_EVENT.js#L7
Since: 3.0.0
GAMEOBJECT_DRAG_OVER
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 for more details.
Parameters:
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. |
Source: src/input/events/GAMEOBJECT_DRAG_OVER_EVENT.js#L7
Since: 3.0.0
GAMEOBJECT_DRAG_START
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 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.
Parameters:
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. |
Source: src/input/events/GAMEOBJECT_DRAG_START_EVENT.js#L7
Since: 3.0.0
GAMEOBJECT_DROP
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 for more details.
Parameters:
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. |
Source: src/input/events/GAMEOBJECT_DROP_EVENT.js#L7
Since: 3.0.0
GAMEOBJECT_MOVE
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 for more details.
To listen for this event from a specific Game Object, use the GAMEOBJECT_POINTER_MOVE
event instead.
The event hierarchy is as follows:
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.
Parameters:
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. |
Source: src/input/events/GAMEOBJECT_MOVE_EVENT.js#L7
Since: 3.0.0
GAMEOBJECT_OUT
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 for more details.
To listen for this event from a specific Game Object, use the GAMEOBJECT_POINTER_OUT
event instead.
The event hierarchy is as follows:
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
event.
Parameters:
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. |
Source: src/input/events/GAMEOBJECT_OUT_EVENT.js#L7
Since: 3.0.0
GAMEOBJECT_OVER
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 for more details.
To listen for this event from a specific Game Object, use the GAMEOBJECT_POINTER_OVER
event instead.
The event hierarchy is as follows:
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.
Parameters:
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. |
Source: src/input/events/GAMEOBJECT_OVER_EVENT.js#L7
Since: 3.0.0
GAMEOBJECT_POINTER_DOWN
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 for more details.
The event hierarchy is as follows:
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.
Parameters:
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. |
Source: src/input/events/GAMEOBJECT_POINTER_DOWN_EVENT.js#L7
Since: 3.0.0
GAMEOBJECT_POINTER_MOVE
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 for more details.
The event hierarchy is as follows:
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.
Parameters:
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. |
Source: src/input/events/GAMEOBJECT_POINTER_MOVE_EVENT.js#L7
Since: 3.0.0
GAMEOBJECT_POINTER_OUT
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 for more details.
The event hierarchy is as follows:
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
event.
Parameters:
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. |
Source: src/input/events/GAMEOBJECT_POINTER_OUT_EVENT.js#L7
Since: 3.0.0
GAMEOBJECT_POINTER_OVER
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 for more details.
The event hierarchy is as follows:
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.
Parameters:
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. |
Source: src/input/events/GAMEOBJECT_POINTER_OVER_EVENT.js#L7
Since: 3.0.0
GAMEOBJECT_POINTER_UP
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 for more details.
The event hierarchy is as follows:
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.
Parameters:
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. |
Source: src/input/events/GAMEOBJECT_POINTER_UP_EVENT.js#L7
Since: 3.0.0
GAMEOBJECT_POINTER_WHEEL
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 for more details.
The event hierarchy is as follows:
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.
Parameters:
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. |
Source: src/input/events/GAMEOBJECT_POINTER_WHEEL_EVENT.js#L7
Since: 3.18.0
GAMEOBJECT_UP
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 for more details.
To listen for this event from a specific Game Object, use the GAMEOBJECT_POINTER_UP
event instead.
The event hierarchy is as follows:
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.
Parameters:
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. |
Source: src/input/events/GAMEOBJECT_UP_EVENT.js#L7
Since: 3.0.0
GAMEOBJECT_WHEEL
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 for more details.
To listen for this event from a specific Game Object, use the GAMEOBJECT_POINTER_WHEEL
event instead.
The event hierarchy is as follows:
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.
Parameters:
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. |
Source: src/input/events/GAMEOBJECT_WHEEL_EVENT.js#L7
Since: 3.18.0
MANAGER_BOOT
MANAGER_BOOT
Description:
The Input Manager Boot Event.
This internal event is dispatched by the Input Manager when it boots.
Source: src/input/events/MANAGER_BOOT_EVENT.js#L7
Since: 3.0.0
MANAGER_PROCESS
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.
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. |
Source: src/input/events/MANAGER_PROCESS_EVENT.js#L7
Since: 3.0.0
MANAGER_UPDATE
MANAGER_UPDATE
Description:
The Input Manager Update Event.
This internal event is dispatched by the Input Manager as part of its update step.
Source: src/input/events/MANAGER_UPDATE_EVENT.js#L7
Since: 3.0.0
POINTER_DOWN
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:
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.
Parameters:
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. |
Source: src/input/events/POINTER_DOWN_EVENT.js#L7
Since: 3.0.0
POINTER_DOWN_OUTSIDE
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:
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.
Parameters:
name | type | optional | description |
---|---|---|---|
pointer | Phaser.Input.Pointer | No | The Pointer responsible for triggering this event. |
Source: src/input/events/POINTER_DOWN_OUTSIDE_EVENT.js#L7
Since: 3.16.1
POINTER_MOVE
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:
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.
Parameters:
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. |
Source: src/input/events/POINTER_MOVE_EVENT.js#L7
Since: 3.0.0
POINTER_OUT
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:
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
event.
Parameters:
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. |
Source: src/input/events/POINTER_OUT_EVENT.js#L7
Since: 3.0.0
POINTER_OVER
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:
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.
Parameters:
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. |
Source: src/input/events/POINTER_OVER_EVENT.js#L7
Since: 3.0.0
POINTER_UP
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:
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.
Parameters:
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. |
Source: src/input/events/POINTER_UP_EVENT.js#L7
Since: 3.0.0
POINTER_UP_OUTSIDE
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:
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.
Parameters:
name | type | optional | description |
---|---|---|---|
pointer | Phaser.Input.Pointer | No | The Pointer responsible for triggering this event. |
Source: src/input/events/POINTER_UP_OUTSIDE_EVENT.js#L7
Since: 3.16.1
POINTER_WHEEL
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:
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.
Parameters:
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. |
Source: src/input/events/POINTER_WHEEL_EVENT.js#L7
Since: 3.18.0
POINTERLOCK_CHANGE
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.
Parameters:
name | type | optional | description |
---|---|---|---|
event | Event | No | The native DOM Event. |
locked | boolean | No | The locked state of the Mouse Pointer. |
Source: src/input/events/POINTERLOCK_CHANGE_EVENT.js#L7
Since: 3.0.0
PRE_UPDATE
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.
Source: src/input/events/PRE_UPDATE_EVENT.js#L7
Since: 3.0.0
SHUTDOWN
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.
Source: src/input/events/SHUTDOWN_EVENT.js#L7
Since: 3.0.0
START
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.
Source: src/input/events/START_EVENT.js#L7
Since: 3.0.0
UPDATE
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.
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. |
Source: src/input/events/UPDATE_EVENT.js#L7
Since: 3.0.0