These docs are for an outdated version of Phaser The documentation on this page is for Phaser 2.6.2. The latest release is 2.9.3.

Constructor

Phaser. Input

new Input(game)

Phaser.Input is the Input Manager for all types of Input across Phaser, including mouse, keyboard, touch and MSPointer.
The Input manager is updated automatically by the core game loop.

Parameters
Name Type Description
game Phaser.Game

Current game instance.

Source code: input/Input.js (Line 15)

Public Properties

[static] MAX_POINTERS : integer

The maximum number of pointers that can be added. This excludes the mouse pointer.

Source code: input/Input.js (Line 377)

[static] MOUSE_OVERRIDES_TOUCH : number

Source code: input/Input.js (Line 358)

[static] MOUSE_TOUCH_COMBINE : number

Source code: input/Input.js (Line 370)

[static] TOUCH_OVERRIDES_MOUSE : number

Source code: input/Input.js (Line 364)

activePointer : Phaser.Pointer

The most recently active Pointer object.

When you've limited max pointers to 1 this will accurately be either the first finger touched or mouse.

Source code: input/Input.js (Line 223)

circle : Phaser.Circle

A Circle object centered on the x/y screen coordinates of the Input.
Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything.

Source code: input/Input.js (Line 91)

doubleTapRate : number

The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click.

Default Value
  • 300
Source code: input/Input.js (Line 114)

enabled : boolean

When enabled, input (eg. Keyboard, Mouse, Touch) will be processed - as long as the individual sources are enabled themselves.

When not enabled, all input sources are ignored. To disable just one type of input; for example, the Mouse, use input.mouse.enabled = false.

Default Value
  • true
Source code: input/Input.js (Line 67)

game : Phaser.Game

A reference to the currently running game.

Source code: input/Input.js (Line 20)

gamepad : Phaser.Gamepad

The Gamepad Input manager.

Source code: input/Input.js (Line 274)

hitCanvas :HTMLCanvasElement

The canvas to which single pixels are drawn in order to perform pixel-perfect hit detection.

Source code: input/Input.js (Line 26)

hitContext :CanvasRenderingContext2D

The context of the pixel perfect hit canvas.

Source code: input/Input.js (Line 32)

holdRate : number

The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event.

Default Value
  • 2000
Source code: input/Input.js (Line 120)

interactiveItems : Phaser.ArraySet

A list of interactive objects. The InputHandler components add and remove themselves from this list.

Source code: input/Input.js (Line 320)

justPressedRate : number

The number of milliseconds below which the Pointer is considered justPressed.

Default Value
  • 200
Source code: input/Input.js (Line 126)

justReleasedRate : number

The number of milliseconds below which the Pointer is considered justReleased .

Default Value
  • 200
Source code: input/Input.js (Line 132)

keyboard : Phaser.Keyboard

The Keyboard Input manager.

Source code: input/Input.js (Line 247)

maxPointers : integer

The maximum number of Pointers allowed to be active at any one time. A value of -1 is only limited by the total number of pointers. For lots of games it's useful to set this to 1.

Default Value
  • -1 (Limited by total pointers.)
Source code: input/Input.js (Line 102)

minPriorityID : number

You can tell all Pointers to ignore any Game Object with a priorityID lower than this value.
This is useful when stacking UI layers. Set to zero to disable.

Source code: input/Input.js (Line 314)

mouse : Phaser.Mouse

The Mouse Input manager.

You should not usually access this manager directly, but instead use Input.mousePointer or Input.activePointer
which normalizes all the input values for you, regardless of browser.

Source code: input/Input.js (Line 240)

mousePointer :Pointer

The mouse has its own unique Phaser.Pointer object which you can use if making a desktop specific game.

Source code: input/Input.js (Line 230)

<internal> moveCallbacks :array

An array of callbacks that will be fired every time the activePointer receives a move event from the DOM.
To add a callback to this array please use Input.addMoveCallback.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: input/Input.js (Line 40)

mspointer : Phaser.MSPointer

The MSPointer Input manager.

You should not usually access this manager directly, but instead use Input.activePointer
which normalizes all the input values for you, regardless of browser.

Source code: input/Input.js (Line 267)

multiInputOverride : number

Controls the expected behavior when using a mouse and touch together on a multi-input device.

Source code: input/Input.js (Line 73)

onDown : Phaser.Signal

A Signal that is dispatched each time a pointer is pressed down.

Source code: input/Input.js (Line 288)

onHold : Phaser.Signal

A Signal that is dispatched each time a pointer is held down.

Source code: input/Input.js (Line 306)

onTap : Phaser.Signal

A Signal that is dispatched each time a pointer is tapped.

Source code: input/Input.js (Line 300)

onUp : Phaser.Signal

A Signal that is dispatched each time a pointer is released.

Source code: input/Input.js (Line 294)

pointer1 : Phaser.Pointer

A Pointer object.

Source code: input/Input.js (Line 160)

pointer2 : Phaser.Pointer

A Pointer object.

Source code: input/Input.js (Line 165)

pointer3 : Phaser.Pointer

A Pointer object.

Source code: input/Input.js (Line 170)

pointer4 : Phaser.Pointer

A Pointer object.

Source code: input/Input.js (Line 175)

pointer5 : Phaser.Pointer

A Pointer object.

Source code: input/Input.js (Line 180)

pointer6 : Phaser.Pointer

A Pointer object.

Source code: input/Input.js (Line 185)

pointer7 : Phaser.Pointer

A Pointer object.

Source code: input/Input.js (Line 190)

pointer8 : Phaser.Pointer

A Pointer object.

Source code: input/Input.js (Line 195)

pointer9 : Phaser.Pointer

A Pointer object.

Source code: input/Input.js (Line 200)

pointer10 : Phaser.Pointer

A Pointer object.

Source code: input/Input.js (Line 205)

[readonly] pointers : Array.<Phaser.Pointer>

An array of non-mouse pointers that have been added to the game.
The properties pointer1..N are aliases for pointers[0..N-1].

Type
Source code: input/Input.js (Line 214)

[readonly] pollLocked : boolean

True if the Input is currently poll rate locked.

Source code: input/Input.js (Line 1065)

pollRate : number

How often should the input pointers be checked for updates? A value of 0 means every single frame (60fps); a value of 1 means every other frame (30fps) and so on.

Source code: input/Input.js (Line 58)

position : Phaser.Point

A point object representing the current position of the Pointer.

Source code: input/Input.js (Line 79)

recordLimit : number

The total number of entries that can be recorded into the Pointer objects tracking history.
If the Pointer is tracking one event every 100ms; then a trackLimit of 100 would store the last 10 seconds worth of history.

Default Value
  • 100
Source code: input/Input.js (Line 155)

recordPointerHistory : boolean

Sets if the Pointer objects should record a history of x/y coordinates they have passed through.
The history is cleared each time the Pointer is pressed down.
The history is updated at the rate specified in Input.pollRate

Source code: input/Input.js (Line 141)

recordRate : number

The rate in milliseconds at which the Pointer objects should update their tracking history.

Default Value
  • 100
Source code: input/Input.js (Line 147)

resetLocked : boolean

If the Input Manager has been reset locked then all calls made to InputManager.reset,
such as from a State change, are ignored.

Source code: input/Input.js (Line 282)

scale : Phaser.Point

The scale by which all input coordinates are multiplied; calculated by the ScaleManager. In an un-scaled game the values will be x = 1 and y = 1.

Source code: input/Input.js (Line 96)

speed : Phaser.Point

A point object representing the speed of the Pointer. Only really useful in single Pointer games; otherwise see the Pointer objects directly.

Source code: input/Input.js (Line 84)

tapRate : number

The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or click.

Default Value
  • 200
Source code: input/Input.js (Line 108)

[readonly] totalActivePointers : integers

The total number of active Pointers, not counting the mouse pointer.

Source code: input/Input.js (Line 1093)

[readonly] totalInactivePointers : number

The total number of inactive Pointers.

Source code: input/Input.js (Line 1079)

touch : Phaser.Touch

The Touch Input manager.

You should not usually access this manager directly, but instead use Input.activePointer
which normalizes all the input values for you, regardless of browser.

Source code: input/Input.js (Line 257)

[readonly] worldX : number

The world X coordinate of the most recently active pointer.

Source code: input/Input.js (Line 1107)

[readonly] worldY : number

The world Y coordinate of the most recently active pointer.

Source code: input/Input.js (Line 1121)

x : number

The X coordinate of the most recently active pointer.
This value takes game scaling into account automatically. See Pointer.screenX/clientX for source values.

Source code: input/Input.js (Line 1029)

y : number

The Y coordinate of the most recently active pointer.
This value takes game scaling into account automatically. See Pointer.screenY/clientY for source values.

Source code: input/Input.js (Line 1047)

Public Methods

addMoveCallback(callback, context)

Adds a callback that is fired every time the activePointer receives a DOM move event such as a mousemove or touchmove.

The callback will be sent 4 parameters:

A reference to the Phaser.Pointer object that moved,
The x position of the pointer,
The y position,
A boolean indicating if the movement was the result of a 'click' event (such as a mouse click or touch down).

It will be called every time the activePointer moves, which in a multi-touch game can be a lot of times, so this is best
to only use if you've limited input to a single pointer (i.e. mouse or touch).

The callback is added to the Phaser.Input.moveCallbacks array and should be removed with Phaser.Input.deleteMoveCallback.

Parameters
Name Type Description
callback function

The callback that will be called each time the activePointer receives a DOM move event.

context object

The context in which the callback will be called.

Source code: input/Input.js (Line 502)

addPointer() → {Phaser.Pointer | null}

Add a new Pointer object to the Input Manager.
By default Input creates 3 pointer objects: mousePointer (not include in part of general pointer pool), pointer1 and pointer2.
This method adds an additional pointer, up to a maximum of Phaser.Input.MAX_POINTERS (default of 10).

Returns
Phaser.Pointer | null -

The new Pointer object that was created; null if a new pointer could not be added.

Source code: input/Input.js (Line 549)

<internal> boot()

Starts the Input Manager running.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: input/Input.js (Line 381)

deleteMoveCallback(callback, context)

Removes the callback from the Phaser.Input.moveCallbacks array.

Parameters
Name Type Description
callback function

The callback to be removed.

context object

The context in which the callback exists.

Source code: input/Input.js (Line 527)

destroy()

Stops all of the Input Managers from running.

Source code: input/Input.js (Line 444)

getLocalPosition(displayObject, pointer) → {Phaser.Point}

This will return the local coordinates of the specified displayObject based on the given Pointer.

Parameters
Name Type Description
displayObject Phaser.Sprite | Phaser.Image

The DisplayObject to get the local coordinates for.

pointer Phaser.Pointer

The Pointer to use in the check against the displayObject.

Returns

A point containing the coordinates of the Pointer position relative to the DisplayObject.

Source code: input/Input.js (Line 902)

getPointer(isActive) → {Phaser.Pointer}

Get the first Pointer with the given active state.

Parameters
Name Type Argument Default Description
isActive boolean <optional>
false

The state the Pointer should be in - active or inactive?

Returns

A Pointer object or null if no Pointer object matches the requested state.

Source code: input/Input.js (Line 824)

getPointerFromId(pointerId) → {Phaser.Pointer}

Get the Pointer object whos pointerId property matches the given value.

The pointerId property is not set until the Pointer has been used at least once, as its populated by the DOM event.
Also it can change every time you press the pointer down if the browser recycles it.

Parameters
Name Type Description
pointerId number

The pointerId (not 'id') value to search for.

Returns

A Pointer object or null if no Pointer object matches the requested identifier.

Source code: input/Input.js (Line 876)

getPointerFromIdentifier(identifier) → {Phaser.Pointer}

Get the Pointer object whos identifier property matches the given identifier value.

The identifier property is not set until the Pointer has been used at least once, as its populated by the DOM event.
Also it can change every time you press the pointer down, and is not fixed once set.
Note: Not all browsers set the identifier property and it's not part of the W3C spec, so you may need getPointerFromId instead.

Parameters
Name Type Description
identifier number

The Pointer.identifier value to search for.

Returns

A Pointer object or null if no Pointer object matches the requested identifier.

Source code: input/Input.js (Line 849)

hitTest(displayObject, pointer, localPoint)

Tests if the pointer hits the given object.

Parameters
Name Type Description
displayObject DisplayObject

The displayObject to test for a hit.

pointer Phaser.Pointer

The pointer to use for the test.

localPoint Phaser.Point

The local translated point.

Source code: input/Input.js (Line 924)

reset(hard)

Reset all of the Pointers and Input states.

The optional hard parameter will reset any events or callbacks that may be bound.
Input.reset is called automatically during a State change or if a game loses focus / visibility.
To control control the reset manually set Phaser.InputManager.resetLocked to true.

Parameters
Name Type Argument Default Description
hard boolean <optional>
false

A soft reset won't reset any events or callbacks that are bound. A hard reset will.

Source code: input/Input.js (Line 614)

resetSpeed(x, y)

Resets the speed and old position properties.

Parameters
Name Type Description
x number

Sets the oldPosition.x value.

y number

Sets the oldPosition.y value.

Source code: input/Input.js (Line 673)

setInteractiveCandidateHandler(callback, context)

Adds a callback that is fired every time Pointer.processInteractiveObjects is called.
The purpose of processInteractiveObjects is to work out which Game Object the Pointer is going to
interact with. It works by polling all of the valid game objects, and then slowly discounting those
that don't meet the criteria (i.e. they aren't under the Pointer, are disabled, invisible, etc).

Eventually a short-list of 'candidates' is created. These are all of the Game Objects which are valid
for input and overlap with the Pointer. If you need fine-grained control over which of the items is
selected then you can use this callback to do so.

The callback will be sent 3 parameters:

1) A reference to the Phaser.Pointer object that is processing the Items.
2) An array containing all potential interactive candidates. This is an array of InputHandler objects, not Sprites.
3) The current 'favorite' candidate, based on its priorityID and position in the display list.

Your callback MUST return one of the candidates sent to it.

Parameters
Name Type Description
callback function

The callback that will be called each time Pointer.processInteractiveObjects is called. Set to null to disable.

context object

The context in which the callback will be called.

Source code: input/Input.js (Line 473)

<internal> startPointer(event) → {Phaser.Pointer}

Find the first free Pointer object and start it, passing in the event data.
This is called automatically by Phaser.Touch and Phaser.MSPointer.

Parameters
Name Type Description
event any

The event data from the Touch event.

Returns

The Pointer object that was started or null if no Pointer object is available.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: input/Input.js (Line 687)

<internal> stopPointer(event) → {Phaser.Pointer}

Stops the matching Pointer object, passing in the event data.

Parameters
Name Type Description
event any

The event data from the Touch event.

Returns

The Pointer object that was stopped or null if no Pointer object is available.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: input/Input.js (Line 762)

<internal> update()

Updates the Input Manager. Called by the core Game loop.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: input/Input.js (Line 575)

<internal> updatePointer(event) → {Phaser.Pointer}

Updates the matching Pointer object, passing in the event data.
This is called automatically and should not normally need to be invoked.

Parameters
Name Type Description
event any

The event data from the Touch event.

Returns

The Pointer object that was updated; null if no pointer was updated.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: input/Input.js (Line 727)