Input#mouse

mouse : Phaser.Mouse The Mouse Input manager. You should not usually access this manager directly, but instead use Input.mousePointer or Input.activePointerwhich normalizes all the input values for you, regardless of browser. Source code: input/Input.js (Line 240)

Input#minPriorityID

minPriorityID : number You can tell all Pointers to ignore any Game Object with a priorityID lower than this value.This is useful when stacking UI layers. Set to zero to disable. Source code: input/Input.js (Line 314)

Input#maxPointers

maxPointers : integer The maximum number of Pointers allowed to be active at any one time. A value of -1 is only limited by the total number of pointers. For lots of games it's useful to set this to 1. Default Value -1 (Limited by total pointers.) Source code: input/Input.js (Line 102)

Input#keyboard

keyboard : Phaser.Keyboard The Keyboard Input manager. Source code: input/Input.js (Line 247)

Input#justReleasedRate

justReleasedRate : number The number of milliseconds below which the Pointer is considered justReleased . Default Value 200 Source code: input/Input.js (Line 132)

Input#justPressedRate

justPressedRate : number The number of milliseconds below which the Pointer is considered justPressed. Default Value 200 Source code: input/Input.js (Line 126)

Input#interactiveItems

interactiveItems : Phaser.ArraySet A list of interactive objects. The InputHandler components add and remove themselves from this list. Source code: input/Input.js (Line 320)

Input#Input

new Input(game) Phaser.Input is the Input Manager for all types of Input across Phaser, including mouse, keyboard, touch and MSPointer.The Input manager is updated automatically by the core game loop. Parameters Name Type Description game Phaser.Game Current game instance. Source code: input/Input.js (Line 15)

Input#holdRate

holdRate : number The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event. Default Value 2000 Source code: input/Input.js (Line 120)

Input#hitTest()

hitTest(displayObject, pointer, localPoint) Tests if the pointer hits the given object. Parameters Name Type Description displayObject DisplayObject The displayObject to test for a hit. pointer Phaser.Pointer The pointer to use for the test. localPoint Phaser.Point The local translated point. Source code: input/Input.js (Line 924)