Input#hitContext

hitContext :CanvasRenderingContext2D The context of the pixel perfect hit canvas. Source code: input/Input.js (Line 32)

Input#hitCanvas

hitCanvas :HTMLCanvasElement The canvas to which single pixels are drawn in order to perform pixel-perfect hit detection. Source code: input/Input.js (Line 26)

Input#getPointerFromIdentifier()

getPointerFromIdentifier(identifier) → {Phaser.Pointer} Get the Pointer object whos identifier property matches the given identifier value. The identifier property is not set until the Pointer has been used at least once, as its populated by the DOM event.Also it can change every time you press the pointer down, and is not fixed once set.Note: Not all browsers set the identifier property and it's not part of the W3C spec, so you may need getPointerFromId instead. Parameters Name Type Descrip

Input#getPointerFromId()

getPointerFromId(pointerId) → {Phaser.Pointer} Get the Pointer object whos pointerId property matches the given value. The pointerId property is not set until the Pointer has been used at least once, as its populated by the DOM event.Also it can change every time you press the pointer down if the browser recycles it. Parameters Name Type Description pointerId number The pointerId (not 'id') value to search for. Returns Phaser.Pointer - A Pointer object or null if no Pointer object ma

Input#getPointer()

getPointer(isActive) → {Phaser.Pointer} Get the first Pointer with the given active state. Parameters Name Type Argument Default Description isActive boolean <optional> false The state the Pointer should be in - active or inactive? Returns Phaser.Pointer - A Pointer object or null if no Pointer object matches the requested state. Source code: input/Input.js (Line 824)

Input#getLocalPosition()

getLocalPosition(displayObject, pointer) → {Phaser.Point} This will return the local coordinates of the specified displayObject based on the given Pointer. Parameters Name Type Description displayObject Phaser.Sprite | Phaser.Image The DisplayObject to get the local coordinates for. pointer Phaser.Pointer The Pointer to use in the check against the displayObject. Returns Phaser.Point - A point containing the coordinates of the Pointer position relative to the DisplayObject. Sourc

Input#gamepad

gamepad : Phaser.Gamepad The Gamepad Input manager. Source code: input/Input.js (Line 274)

Input#game

game : Phaser.Game A reference to the currently running game. Source code: input/Input.js (Line 20)

Input#enabled

enabled : boolean When enabled, input (eg. Keyboard, Mouse, Touch) will be processed - as long as the individual sources are enabled themselves. When not enabled, all input sources are ignored. To disable just one type of input; for example, the Mouse, use input.mouse.enabled = false. Default Value true Source code: input/Input.js (Line 67)

Input#doubleTapRate

doubleTapRate : number The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click. Default Value 300 Source code: input/Input.js (Line 114)