new Pointer(manager, id)
Parameters:
Name | Type | Description |
---|---|---|
manager |
Phaser.Input.InputManager | A reference to the Input Manager. |
id |
number | The internal ID of this Pointer. |
- Since: 3.0.0
- Source: src/input/Pointer.js (Line 15)
Members
-
active :boolean
-
An active Pointer is one that is currently pressed down on the display. A Mouse is always considered as active.
Type:
- boolean
- Since: 3.10.0
- Source: src/input/Pointer.js (Line 438)
-
<readonly> angle :number
-
The current angle the Pointer is moving, in radians, based on its previous and current position.
The angle is based on the old position facing to the current position.
This property is updated whenever the Pointer moves, regardless of any button states. In other words, it changes based on movement alone - a button doesn't have to be pressed first.
Type:
- number
- Since: 3.16.0
- Source: src/input/Pointer.js (Line 192)
-
<readonly> button :number
-
A read-only property that indicates which button was pressed, or released, on the pointer during the most recent event. It is only set during
up
anddown
events.On Touch devices the value is always 0.
Users may change the configuration of buttons on their pointing device so that if an event's button property is zero, it may not have been caused by the button that is physically left–most on the pointing device; however, it should behave as if the left button was clicked in the standard button layout.
Type:
- number
- Since: 3.18.0
- Default Value:
-
- 0
- Source: src/input/Pointer.js (Line 107)
-
buttons :number
-
0: No button or un-initialized 1: Left button 2: Right button 4: Wheel button or middle button 8: 4th button (typically the "Browser Back" button) 16: 5th button (typically the "Browser Forward" button)
For a mouse configured for left-handed use, the button actions are reversed. In this case, the values are read from right to left.
Type:
- number
- Since: 3.0.0
- Default Value:
-
- 0
- Source: src/input/Pointer.js (Line 125)
-
camera :Phaser.Cameras.Scene2D.Camera
-
The camera the Pointer interacted with during its last update.
A Pointer can only ever interact with one camera at once, which will be the top-most camera in the list should multiple cameras be positioned on-top of each other.
Type:
- Since: 3.0.0
- Default Value:
-
- null
- Source: src/input/Pointer.js (Line 94)
-
deltaX :number
-
The horizontal scroll amount that occurred due to the user moving a mouse wheel or similar input device.
Type:
- number
- Since: 3.18.0
- Default Value:
-
- 0
- Source: src/input/Pointer.js (Line 464)
-
deltaY :number
-
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.
Type:
- number
- Since: 3.18.0
- Default Value:
-
- 0
- Source: src/input/Pointer.js (Line 474)
-
deltaZ :number
-
The z-axis scroll amount that occurred due to the user moving a mouse wheel or similar input device.
Type:
- number
- Since: 3.18.0
- Default Value:
-
- 0
- Source: src/input/Pointer.js (Line 485)
-
<readonly> distance :number
-
The distance the Pointer has moved, based on its previous and current position.
This value is smoothed out each frame, according to the
motionFactor
property.This property is updated whenever the Pointer moves, regardless of any button states. In other words, it changes based on movement alone - a button doesn't have to be pressed first.
If you need the total distance travelled since the primary buttons was pressed down, then use the
Pointer.getDistance
method.Type:
- number
- Since: 3.16.0
- Source: src/input/Pointer.js (Line 207)
-
<readonly> downElement :any
-
The DOM element the Pointer was pressed down on, taken from the DOM event. In a default set-up this will be the Canvas that Phaser is rendering to, or the Window element.
Type:
- any
- Since: 3.16.0
- Source: src/input/Pointer.js (Line 72)
-
downTime :number
-
The Event timestamp when the first button, or Touch input, was pressed. Used for dragging objects.
Type:
- number
- Since: 3.0.0
- Default Value:
-
- 0
- Source: src/input/Pointer.js (Line 317)
-
downX :number
-
X coordinate of the Pointer when Button 1 (left button), or Touch, was pressed, used for dragging objects.
Type:
- number
- Since: 3.0.0
- Default Value:
-
- 0
- Source: src/input/Pointer.js (Line 297)
-
downY :number
-
Y coordinate of the Pointer when Button 1 (left button), or Touch, was pressed, used for dragging objects.
Type:
- number
- Since: 3.0.0
- Default Value:
-
- 0
- Source: src/input/Pointer.js (Line 307)
-
event :TouchEvent|MouseEvent
-
The most recent native DOM Event this Pointer has processed.
Type:
- TouchEvent | MouseEvent
- Since: 3.0.0
- Source: src/input/Pointer.js (Line 63)
-
<readonly> id :number
-
The internal ID of this Pointer.
Type:
- number
- Since: 3.0.0
- Source: src/input/Pointer.js (Line 53)
-
identifier :number
-
The identifier property of the Pointer as set by the DOM event when this Pointer is started.
Type:
- number
- Since: 3.10.0
- Source: src/input/Pointer.js (Line 419)
-
isDown :boolean
-
Is any button on this pointer considered as being down?
Type:
- boolean
- Since: 3.0.0
- Default Value:
-
- false
- Source: src/input/Pointer.js (Line 367)
-
<readonly> locked :boolean
-
Is this pointer Pointer Locked?
Only a mouse pointer can be locked and it only becomes locked when requested via the browsers Pointer Lock API.
You can request this by calling the
this.input.mouse.requestPointerLock()
method from apointerdown
orpointerup
event handler.Type:
- boolean
- Since: 3.19.0
- Source: src/input/Pointer.js (Line 448)
-
manager :Phaser.Input.InputManager
-
A reference to the Input Manager.
Type:
- Since: 3.0.0
- Source: src/input/Pointer.js (Line 44)
-
motionFactor :number
-
The factor applied to the motion smoothing each frame.
This value is passed to the Smooth Step Interpolation that is used to calculate the velocity, angle and distance of the Pointer. It's applied every frame, until the midPoint reaches the current position of the Pointer. 0.2 provides a good average but can be increased if you need a quicker update and are working in a high performance environment. Never set this value to zero.
Type:
- number
- Since: 3.16.0
- Default Value:
-
- 0.2
- Source: src/input/Pointer.js (Line 245)
-
movementX :number
-
If the mouse is locked, the horizontal relative movement of the Pointer in pixels since last frame.
Type:
- number
- Since: 3.0.0
- Default Value:
-
- 0
- Source: src/input/Pointer.js (Line 399)
-
movementY :number
-
If the mouse is locked, the vertical relative movement of the Pointer in pixels since last frame.
Type:
- number
- Since: 3.0.0
- Default Value:
-
- 0
- Source: src/input/Pointer.js (Line 409)
-
moveTime :number
-
Time when this Pointer was most recently moved (regardless of the state of its buttons, if any)
Type:
- number
- Since: 3.0.0
- Default Value:
-
- 0
- Source: src/input/Pointer.js (Line 287)
-
pointerId :number
-
The pointerId property of the Pointer as set by the DOM event when this Pointer is started. The browser can and will recycle this value.
Type:
- number
- Since: 3.10.0
- Source: src/input/Pointer.js (Line 428)
-
<readonly> position :Phaser.Math.Vector2
-
The position of the Pointer in screen space.
Type:
- Since: 3.0.0
- Source: src/input/Pointer.js (Line 143)
-
<readonly> prevPosition :Phaser.Math.Vector2
-
The previous position of the Pointer in screen space.
The old x and y values are stored in here during the InputManager.transformPointer call.
Use the properties
velocity
,angle
anddistance
to create your own gesture recognition.Type:
- Since: 3.11.0
- Source: src/input/Pointer.js (Line 153)
-
primaryDown :boolean
-
Is the primary button down? (usually button 0, the left mouse button)
Type:
- boolean
- Since: 3.0.0
- Default Value:
-
- false
- Source: src/input/Pointer.js (Line 357)
-
smoothFactor :number
-
The smoothing factor to apply to the Pointer position.
Due to their nature, pointer positions are inherently noisy. While this is fine for lots of games, if you need cleaner positions then you can set this value to apply an automatic smoothing to the positions as they are recorded.
The default value of zero means 'no smoothing'. Set to a small value, such as 0.2, to apply an average level of smoothing between positions. You can do this by changing this value directly, or by setting the
input.smoothFactor
property in the Game Config.Positions are only smoothed when the pointer moves. If the primary button on this Pointer enters an Up or Down state, then the position is always precise, and not smoothed.
Type:
- number
- Since: 3.16.0
- Default Value:
-
- 0
- Source: src/input/Pointer.js (Line 225)
-
<readonly> time :number
-
Time when this Pointer was most recently updated by a DOM Event. This comes directly from the
event.timeStamp
property. If no event has yet taken place, it will return zero.Type:
- number
- Since: 3.16.0
- Source: src/input/Pointer.js (Line 1259)
-
<readonly> upElement :any
-
The DOM element the Pointer was released on, taken from the DOM event. In a default set-up this will be the Canvas that Phaser is rendering to, or the Window element.
Type:
- any
- Since: 3.16.0
- Source: src/input/Pointer.js (Line 83)
-
upTime :number
-
The Event timestamp when the final button, or Touch input, was released. Used for dragging objects.
Type:
- number
- Since: 3.0.0
- Default Value:
-
- 0
- Source: src/input/Pointer.js (Line 347)
-
upX :number
-
X coordinate of the Pointer when Button 1 (left button), or Touch, was released, used for dragging objects.
Type:
- number
- Since: 3.0.0
- Default Value:
-
- 0
- Source: src/input/Pointer.js (Line 327)
-
upY :number
-
Y coordinate of the Pointer when Button 1 (left button), or Touch, was released, used for dragging objects.
Type:
- number
- Since: 3.0.0
- Default Value:
-
- 0
- Source: src/input/Pointer.js (Line 337)
-
<readonly> velocity :Phaser.Math.Vector2
-
The current velocity of the Pointer, based on its current and previous positions.
This value is smoothed out each frame, according to the
motionFactor
property.This property is updated whenever the Pointer moves, regardless of any button states. In other words, it changes based on movement alone - a button doesn't have to be pressed first.
Type:
- Since: 3.16.0
- Source: src/input/Pointer.js (Line 177)
-
wasCanceled :boolean
-
Did this Pointer get canceled by a touchcancel event?
Note: "canceled" is the American-English spelling of "cancelled". Please don't submit PRs correcting it!
Type:
- boolean
- Since: 3.15.0
- Default Value:
-
- false
- Source: src/input/Pointer.js (Line 387)
-
wasTouch :boolean
-
Did the previous input event come from a Touch input (true) or Mouse? (false)
Type:
- boolean
- Since: 3.0.0
- Default Value:
-
- false
- Source: src/input/Pointer.js (Line 377)
-
worldX :number
-
The x position of this Pointer, translated into the coordinate space of the most recent Camera it interacted with.
If you wish to use this value outside of an input event handler then you should update it first by calling the
Pointer.updateWorldPoint
method.Type:
- number
- Since: 3.10.0
- Default Value:
-
- 0
- Source: src/input/Pointer.js (Line 261)
-
worldY :number
-
The y position of this Pointer, translated into the coordinate space of the most recent Camera it interacted with.
If you wish to use this value outside of an input event handler then you should update it first by calling the
Pointer.updateWorldPoint
method.Type:
- number
- Since: 3.10.0
- Default Value:
-
- 0
- Source: src/input/Pointer.js (Line 274)
-
x :number
-
The x position of this Pointer. The value is in screen space. See
worldX
to get a camera converted position.Type:
- number
- Since: 3.0.0
- Source: src/input/Pointer.js (Line 1213)
-
y :number
-
The y position of this Pointer. The value is in screen space. See
worldY
to get a camera converted position.Type:
- number
- Since: 3.0.0
- Source: src/input/Pointer.js (Line 1236)
Methods
-
backButtonDown()
-
Checks to see if the back button is being held down on this Pointer.
- Since: 3.0.0
- Source: src/input/Pointer.js (Line 930)
Returns:
true
if the back button is being held down.- Type
- boolean
-
backButtonReleased()
-
Checks to see if the back button was just released on this Pointer.
- Since: 3.18.0
- Source: src/input/Pointer.js (Line 995)
Returns:
true
if the back button was just released.- Type
- boolean
-
destroy()
-
Destroys this Pointer instance and resets its external references.
- Since: 3.0.0
- Source: src/input/Pointer.js (Line 1200)
-
forwardButtonDown()
-
Checks to see if the forward button is being held down on this Pointer.
- Since: 3.0.0
- Source: src/input/Pointer.js (Line 943)
Returns:
true
if the forward button is being held down.- Type
- boolean
-
forwardButtonReleased()
-
Checks to see if the forward button was just released on this Pointer.
- Since: 3.18.0
- Source: src/input/Pointer.js (Line 1008)
Returns:
true
if the forward button was just released.- Type
- boolean
-
getAngle()
-
If the Pointer has a button pressed down at the time this method is called, it will return the angle between the Pointer's
downX
anddownY
values and the current position.If no button is held down, it will return the last recorded angle, based on where the Pointer was when the button was released.
The angle is based on the old position facing to the current position.
If you wish to get the current angle, based on the velocity of the Pointer, then see the
Pointer.angle
property.- Since: 3.16.0
- Source: src/input/Pointer.js (Line 1120)
Returns:
The angle between the Pointer's coordinates in radians.
- Type
- number
-
getDistance()
-
If the Pointer has a button pressed down at the time this method is called, it will return the distance between the Pointer's
downX
anddownY
values and the current position.If no button is held down, it will return the last recorded distance, based on where the Pointer was when the button was released.
If you wish to get the distance being travelled currently, based on the velocity of the Pointer, then see the
Pointer.distance
property.- Since: 3.13.0
- Source: src/input/Pointer.js (Line 1021)
Returns:
The distance the Pointer moved.
- Type
- number
-
getDistanceX()
-
If the Pointer has a button pressed down at the time this method is called, it will return the horizontal distance between the Pointer's
downX
anddownY
values and the current position.If no button is held down, it will return the last recorded horizontal distance, based on where the Pointer was when the button was released.
- Since: 3.16.0
- Source: src/input/Pointer.js (Line 1048)
Returns:
The horizontal distance the Pointer moved.
- Type
- number
-
getDistanceY()
-
If the Pointer has a button pressed down at the time this method is called, it will return the vertical distance between the Pointer's
downX
anddownY
values and the current position.If no button is held down, it will return the last recorded vertical distance, based on where the Pointer was when the button was released.
- Since: 3.16.0
- Source: src/input/Pointer.js (Line 1072)
Returns:
The vertical distance the Pointer moved.
- Type
- number
-
getDuration()
-
If the Pointer has a button pressed down at the time this method is called, it will return the duration since the button was pressed down.
If no button is held down, it will return the last recorded duration, based on the time the last button on the Pointer was released.
- Since: 3.16.0
- Source: src/input/Pointer.js (Line 1096)
Returns:
The duration the Pointer was held down for in milliseconds.
- Type
- number
-
getInterpolatedPosition( [steps] [, out])
-
Takes the previous and current Pointer positions and then generates an array of interpolated values between the two. The array will be populated up to the size of the
steps
argument.var points = pointer.getInterpolatedPosition(4); // points[0] = { x: 0, y: 0 } // points[1] = { x: 2, y: 1 } // points[2] = { x: 3, y: 2 } // points[3] = { x: 6, y: 3 }
Use this if you need to get smoothed values between the previous and current pointer positions. DOM pointer events can often fire faster than the main browser loop, and this will help you avoid janky movement especially if you have an object following a Pointer.
Note that if you provide an output array it will only be populated up to the number of steps provided. It will not clear any previous data that may have existed beyond the range of the steps count.
Internally it uses the Smooth Step interpolation calculation.
Parameters:
Name Type Argument Default Description steps
number <optional>
10 The number of interpolation steps to use.
out
array <optional>
An array to store the results in. If not provided a new one will be created.
- Since: 3.11.0
- Source: src/input/Pointer.js (Line 1149)
Returns:
An array of interpolated values.
- Type
- array
-
leftButtonDown()
-
Checks to see if the left button is being held down on this Pointer.
- Since: 3.0.0
- Source: src/input/Pointer.js (Line 891)
Returns:
true
if the left button is being held down.- Type
- boolean
-
leftButtonReleased()
-
Checks to see if the left button was just released on this Pointer.
- Since: 3.18.0
- Source: src/input/Pointer.js (Line 956)
Returns:
true
if the left button was just released.- Type
- boolean
-
middleButtonDown()
-
Checks to see if the middle button is being held down on this Pointer.
- Since: 3.0.0
- Source: src/input/Pointer.js (Line 917)
Returns:
true
if the middle button is being held down.- Type
- boolean
-
middleButtonReleased()
-
Checks to see if the middle button was just released on this Pointer.
- Since: 3.18.0
- Source: src/input/Pointer.js (Line 982)
Returns:
true
if the middle button was just released.- Type
- boolean
-
noButtonDown()
-
Checks to see if any buttons are being held down on this Pointer.
- Since: 3.0.0
- Source: src/input/Pointer.js (Line 878)
Returns:
true
if no buttons are being held down.- Type
- boolean
-
positionToCamera(camera [, output])
-
Takes a Camera and returns a Vector2 containing the translated position of this Pointer within that Camera. This can be used to convert this Pointers position into camera space.
Parameters:
Name Type Argument Description camera
Phaser.Cameras.Scene2D.Camera The Camera to use for the translation.
output
Phaser.Math.Vector2 | object <optional>
A Vector2-like object in which to store the translated position.
- Since: 3.0.0
- Source: src/input/Pointer.js (Line 521)
Returns:
A Vector2 containing the translated coordinates of this Pointer, based on the given camera.
- Type
- Phaser.Math.Vector2 | object
-
rightButtonDown()
-
Checks to see if the right button is being held down on this Pointer.
- Since: 3.0.0
- Source: src/input/Pointer.js (Line 904)
Returns:
true
if the right button is being held down.- Type
- boolean
-
rightButtonReleased()
-
Checks to see if the right button was just released on this Pointer.
- Since: 3.18.0
- Source: src/input/Pointer.js (Line 969)
Returns:
true
if the right button was just released.- Type
- boolean
-
updateWorldPoint(camera)
-
Takes a Camera and updates this Pointer's
worldX
andworldY
values so they are the result of a translation through the given Camera.Note that the values will be automatically replaced the moment the Pointer is updated by an input event, such as a mouse move, so should be used immediately.
Parameters:
Name Type Description camera
Phaser.Cameras.Scene2D.Camera The Camera which is being tested against.
- Since: 3.19.0
- Source: src/input/Pointer.js (Line 496)
Returns:
This Pointer object.
- Type
- Phaser.Input.Pointer