Touch#onTouchCancel()

onTouchCancel(event) Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome).Occurs for example on iOS when you put down 4 fingers and the app selector UI appears. Parameters Name Type Description event TouchEvent The native event from the browser. This gets stored in Touch.event. Source code: input/Touch.js (Line 293)

Touch#game

game : Phaser.Game A reference to the currently running game. Source code: input/Touch.js (Line 21)

Touch#event

event :TouchEvent The browser touch DOM event. Will be set to null if no touch event has ever been received. Source code: input/Touch.js (Line 84)

Touch#enabled

enabled : boolean Touch events will only be processed if enabled. Default Value true Source code: input/Touch.js (Line 28)

Touch#consumeTouchMove()

consumeTouchMove() Consumes all touchmove events on the document (only enable this if you know you need it!). Source code: input/Touch.js (Line 186)

Touch#callbackContext

callbackContext : Object The context under which callbacks are called. Source code: input/Touch.js (Line 42)

Touch#addTouchLockCallback()

addTouchLockCallback(callback, context, onEnd) Adds a callback that is fired when a browser touchstart or touchend event is received. This is used internally to handle audio and video unlocking on mobile devices. If the callback returns 'true' then the callback is automatically deleted once invoked. The callback is added to the Phaser.Touch.touchLockCallbacks array and should be removed with Phaser.Touch.removeTouchLockCallback. Parameters Name Type Argument Default Description callback fun

TimerEvent#TimerEvent

new TimerEvent(timer, delay, tick, repeatCount, loop, callback, callbackContext, arguments) A TimerEvent is a single event that is processed by a Phaser.Timer. It consists of a delay, which is a value in milliseconds after which the event will fire.When the event fires it calls a specific callback with the specified arguments. TimerEvents are removed by their parent timer once finished firing or repeating. Use Phaser.Timer#add, Phaser.Timer#repeat, or Phaser.Timer#loop methods to create a new

TimerEvent#tick

tick : number The tick is the next game clock time that this event will fire at. Source code: time/TimerEvent.js (Line 45)

TimerEvent#repeatCount

repeatCount : number If this TimerEvent repeats it will do so this many times. Source code: time/TimerEvent.js (Line 50)