Pointer.BACK_BUTTON
  • References/Game Development/Phaser/Input/Pointer

[static] BACK_BUTTON : number The X1 button. This is typically the mouse Back button, but

2025-01-10 15:47:30
Pointer#Pointer
  • References/Game Development/Phaser/Input/Pointer

new Pointer(game, id, pointerMode) A Pointer object is used by the Mouse, Touch and MSPoint managers and represents a single finger

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Pointer#stop()
  • References/Game Development/Phaser/Input/Pointer

stop(event) Called when the Pointer leaves the touchscreen. Parameters

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Pointer#swapTarget()
  • References/Game Development/Phaser/Input/Pointer

swapTarget(newTarget, silent) This will change the Pointer.targetObject object to be the

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Pointer#pointerMode
  • References/Game Development/Phaser/Input/Pointer

pointerMode : Phaser.PointerMode The operational

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Pointer#justPressed()
  • References/Game Development/Phaser/Input/Pointer

justPressed(duration) → {boolean} The Pointer is considered justPressed

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Pointer#timeUp
  • References/Game Development/Phaser/Input/Pointer

timeUp : number A timestamp representing when the Pointer left the touchscreen. Source

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Pointer.NO_BUTTON
  • References/Game Development/Phaser/Input/Pointer

[static] NO_BUTTON : number No buttons at all. Source

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Pointer#totalTouches
  • References/Game Development/Phaser/Input/Pointer

totalTouches : number The total number of times this Pointer has been touched to the touchscreen.

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Pointer#reset()
  • References/Game Development/Phaser/Input/Pointer

reset() Resets the Pointer properties. Called by InputManager.reset when you perform a State change.

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