A reference to the Input Manager.
The internal ID of this Pointer.
An active Pointer is one that is currently pressed down on the display. A Mouse is always considered as active.
ReadonlyangleThe 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.
ReadonlybuttonA 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 and down 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.
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.
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.
The horizontal scroll amount that occurred due to the user moving a mouse wheel or similar input device.
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.
The z-axis scroll amount that occurred due to the user moving a mouse wheel or similar input device.
ReadonlydistanceThe 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.
ReadonlydownThe 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.
The Event timestamp when the first button, or Touch input, was pressed. Used for dragging objects.
X coordinate of the Pointer when Button 1 (left button), or Touch, was pressed, used for dragging objects.
Y coordinate of the Pointer when Button 1 (left button), or Touch, was pressed, used for dragging objects.
The most recent native DOM Event this Pointer has processed.
ReadonlyidThe internal ID of this Pointer.
The identifier property of the Pointer as set by the DOM event when this Pointer is started.
Is any button on this pointer considered as being down?
ReadonlylockedIs 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
a pointerdown or pointerup event handler.
A reference to the Input Manager.
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.
If the mouse is locked, the horizontal relative movement of the Pointer in pixels since last frame.
If the mouse is locked, the vertical relative movement of the Pointer in pixels since last frame.
Time when this Pointer was most recently moved (regardless of the state of its buttons, if any)
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.
ReadonlypositionThe position of the Pointer in screen space.
ReadonlyprevThe 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 and distance to create your own gesture recognition.
Is the primary button down? (usually button 0, the left mouse button)
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.
ReadonlytimeTime 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.
ReadonlyupThe 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.
The Event timestamp when the final button, or Touch input, was released. Used for dragging objects.
X coordinate of the Pointer when Button 1 (left button), or Touch, was released, used for dragging objects.
Y coordinate of the Pointer when Button 1 (left button), or Touch, was released, used for dragging objects.
ReadonlyvelocityThe 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.
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!
Did the previous input event come from a Touch input (true) or Mouse? (false)
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.
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.
The x position of this Pointer.
The value is in screen space.
See worldX to get a camera converted position.
The y position of this Pointer.
The value is in screen space.
See worldY to get a camera converted position.
Checks to see if the back button is being held down on this Pointer.
Checks to see if the release of the back button was the most recent activity on this Pointer.
Destroys this Pointer instance and resets its external references.
Checks to see if the forward button is being held down on this Pointer.
Checks to see if the release of the forward button was the most recent activity on this Pointer.
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 and downY 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.
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 and downY 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.
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 and downY 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.
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 and downY 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.
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.
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.
Optionalsteps: numberThe number of interpolation steps to use. Default 10.
Optionalout: any[]An array to store the results in. If not provided a new one will be created.
Checks to see if the left button is being held down on this Pointer.
Checks to see if the release of the left button was the most recent activity on this Pointer.
Checks to see if the middle button is being held down on this Pointer.
Checks to see if the release of the middle button was the most recent activity on this Pointer.
Checks to see if any buttons are being held down on this Pointer.
Fully reset this Pointer back to its unitialized state.
Checks to see if the right button is being held down on this Pointer.
Checks to see if the release of the right button was the most recent activity on this Pointer.
Takes a Camera and updates this Pointer's worldX and worldY 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.
A Pointer object encapsulates both mouse and touch input within Phaser.
By default, Phaser will create 2 pointers for your game to use. If you require more, i.e. for a multi-touch game, then use the
InputPlugin.addPointermethod to do so, rather than instantiating this class directly, otherwise it won't be managed by the input system.You can reference the current active pointer via
InputPlugin.activePointer. You can also use the propertiesInputPlugin.pointer1through topointer10, for each pointer you have enabled in your game.The properties of this object are set by the Input Plugin during processing. This object is then sent in all input related events that the Input Plugin emits, so you can reference properties from it directly in your callbacks.