Input#speed

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)

Input#setInteractiveCandidateHandler()

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 tointeract with. It works by polling all of the valid game objects, and then slowly discounting thosethat 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

Input#scale

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)

Input#resetSpeed()

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)

Input#resetLocked

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)

Input#reset()

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. Sou

Input#recordRate

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)

Input#recordPointerHistory

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)

Input#recordLimit

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)

Input#position

position : Phaser.Point A point object representing the current position of the Pointer. Source code: input/Input.js (Line 79)