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

move(event, fromClick) Called when the Pointer is moved. Parameters

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

circle : Phaser.Circle A Phaser.Circle that is centered

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

interactiveCandidates :array This array is erased and re-populated every time this Pointer is updated. It contains references to

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

active : boolean An active pointer is one that is currently pressed down on the display. A Mouse is always active.

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

id : number The ID of the Pointer object within the game. Each game can have up to 10 active pointers.

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

isDown : boolean If the Pointer is touching the touchscreen, or any mouse or pen button is held down, isDown is set to

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

pointerId : number The pointerId property of the Pointer as set by the DOM event when this Pointer is started. The browser can

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

[readonly] duration : number How long the Pointer has been depressed on the touchscreen or

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

targetObject :any The Game Object this Pointer is currently over / touching / dragging.

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