InputHandler#start()
  • References/Game Development/Phaser/Game Objects/InputHandler

start(priority, useHandCursor) → {

2025-01-10 15:47:30
InputHandler#pointerDown()
  • References/Game Development/Phaser/Game Objects/InputHandler

pointerDown(pointerId) → {boolean} If the Pointer is down this returns

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InputHandler#useHandCursor
  • References/Game Development/Phaser/Game Objects/InputHandler

useHandCursor : boolean On a desktop browser you can set the 'hand' cursor to appear when moving over the Sprite.

2025-01-10 15:47:30
InputHandler#pointerTimeOut()
  • References/Game Development/Phaser/Game Objects/InputHandler

pointerTimeOut(pointerId) → {number} A timestamp representing when

2025-01-10 15:47:30
InputHandler#pixelPerfectAlpha
  • References/Game Development/Phaser/Game Objects/InputHandler

pixelPerfectAlpha : number The alpha tolerance threshold. If the alpha value of the pixel matches or is above this value, it's

2025-01-10 15:47:30
InputHandler#boundsSprite
  • References/Game Development/Phaser/Game Objects/InputHandler

boundsSprite : Phaser.Sprite A Sprite the bounds of

2025-01-10 15:47:30
InputHandler#pointerTimeDown()
  • References/Game Development/Phaser/Game Objects/InputHandler

pointerTimeDown(pointerId) → {number} A timestamp representing when

2025-01-10 15:47:30
InputHandler#priorityID
  • References/Game Development/Phaser/Game Objects/InputHandler

priorityID : number The priorityID is used to determine which game objects should get priority when input events occur. For example

2025-01-10 15:47:30
InputHandler#globalToLocalX()
  • References/Game Development/Phaser/Game Objects/InputHandler

globalToLocalX(x) Warning: EXPERIMENTAL Parameters Name

2025-01-10 15:47:30
InputHandler#pixelPerfectClick
  • References/Game Development/Phaser/Game Objects/InputHandler

pixelPerfectClick : boolean Set to true to use pixel perfect hit detection when checking if the pointer is over this Sprite when

2025-01-10 15:47:30