Input#destroy()

destroy() Stops all of the Input Managers from running. Source code: input/Input.js (Line 444)

Input#deleteMoveCallback()

deleteMoveCallback(callback, context) Removes the callback from the Phaser.Input.moveCallbacks array. Parameters Name Type Description callback function The callback to be removed. context object The context in which the callback exists. Source code: input/Input.js (Line 527)

Input#circle

circle : Phaser.Circle A Circle object centered on the x/y screen coordinates of the Input.Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything. Source code: input/Input.js (Line 91)

Input#addPointer()

addPointer() → {Phaser.Pointer | null} Add a new Pointer object to the Input Manager.By default Input creates 3 pointer objects: mousePointer (not include in part of general pointer pool), pointer1 and pointer2.This method adds an additional pointer, up to a maximum of Phaser.Input.MAX_POINTERS (default of 10). Returns Phaser.Pointer | null - The new Pointer object that was created; null if a new pointer could not be added. Source code: input/Input.js (Line 549)

Input#addMoveCallback()

addMoveCallback(callback, context) Adds a callback that is fired every time the activePointer receives a DOM move event such as a mousemove or touchmove. The callback will be sent 4 parameters: A reference to the Phaser.Pointer object that moved,The x position of the pointer,The y position,A boolean indicating if the movement was the result of a 'click' event (such as a mouse click or touch down). It will be called every time the activePointer moves, which in a multi-touch game can be a lot o

Input#activePointer

activePointer : Phaser.Pointer The most recently active Pointer object. When you've limited max pointers to 1 this will accurately be either the first finger touched or mouse. Source code: input/Input.js (Line 223)

Image#z

[readonly] z : number The z depth of this Game Object within its parent Group.No two objects in a Group can have the same z value.This value is adjusted automatically whenever the Group hierarchy changes.If you wish to re-order the layering of a Game Object then see methods like Group.moveUp or Group.bringToTop. Inherited From Phaser.Component.Core#z Source code: gameobjects/components/Core.js (Line 177)

Image#world

world : Phaser.Point The world coordinates of this Game Object in pixels.Depending on where in the display list this Game Object is placed this value can differ from position,which contains the x/y coordinates relative to the Game Objects parent. Inherited From Phaser.Component.Core#world Source code: gameobjects/components/Core.js (Line 211)

Image#width

width : number The width of the sprite, setting this will actually modify the scale to achieve the value set Inherited From PIXI.Sprite#width Source code: pixi/display/Sprite.js (Line 125)

Image#updateCrop()

updateCrop() If you have set a crop rectangle on this Game Object via crop and since modified the cropRect property,or the rectangle it references, then you need to update the crop frame by calling this method. Inherited From Phaser.Component.Crop#updateCrop Source code: gameobjects/components/Crop.js (Line 86)