Class/Object

io.scalajs.dom.html.phaser

Input

Related Docs: object Input | package phaser

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class Input extends Object

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.

Annotations
@RawJSType() @native() @JSName( "Phaser.Input" )
See also

http://phaser.io/docs/2.6.2/Phaser.Input.html

Linear Supertypes
Object, Any, AnyRef, Any
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  1. Input
  2. Object
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Visibility
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Instance Constructors

  1. new Input(game: Phaser.Game)

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    game

    Current game instance.

Value Members

  1. final def !=(arg0: Any): Boolean

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    Definition Classes
    AnyRef → Any
  2. final def ##(): Int

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    Definition Classes
    AnyRef → Any
  3. final def ==(arg0: Any): Boolean

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    Definition Classes
    AnyRef → Any
  4. var activePointer: Phaser.Pointer

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    The most recently active Pointer object.

    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.

  5. final def asInstanceOf[T0]: T0

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    Definition Classes
    Any
  6. var circle: Phaser.Circle

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    A Circle object centered on the x/y screen coordinates of the Input.

    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.

  7. def clone(): AnyRef

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    Attributes
    protected[java.lang]
    Definition Classes
    AnyRef
    Annotations
    @throws( ... )
  8. var doubleTapRate: Double

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    The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click.

    The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click. default: 300

  9. var enabled: Boolean

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    When enabled, input (eg.

    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.

  10. final def eq(arg0: AnyRef): Boolean

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    Definition Classes
    AnyRef
  11. def equals(arg0: Any): Boolean

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    Definition Classes
    AnyRef → Any
  12. def finalize(): Unit

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    Attributes
    protected[java.lang]
    Definition Classes
    AnyRef
    Annotations
    @throws( classOf[java.lang.Throwable] )
  13. var game: Phaser.Game

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    Current game instance.

  14. var gamepad: Phaser.Gamepad

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  15. final def getClass(): Class[_]

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    Definition Classes
    AnyRef → Any
  16. def hasOwnProperty(v: String): Boolean

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    Definition Classes
    Object
  17. def hashCode(): Int

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    Definition Classes
    AnyRef → Any
  18. final def isInstanceOf[T0]: Boolean

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    Definition Classes
    Any
  19. def isPrototypeOf(v: Object): Boolean

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    Definition Classes
    Object
  20. var keyboard: Keyboard

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  21. final def ne(arg0: AnyRef): Boolean

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    Definition Classes
    AnyRef
  22. final def notify(): Unit

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    Definition Classes
    AnyRef
  23. final def notifyAll(): Unit

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    Definition Classes
    AnyRef
  24. var onTap: Signal

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  25. def propertyIsEnumerable(v: String): Boolean

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    Definition Classes
    Object
  26. final def synchronized[T0](arg0: ⇒ T0): T0

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    Definition Classes
    AnyRef
  27. def toLocaleString(): String

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    Definition Classes
    Object
  28. def toString(): String

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    Definition Classes
    AnyRef → Any
  29. def valueOf(): Any

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    Definition Classes
    Object
  30. final def wait(): Unit

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    Definition Classes
    AnyRef
    Annotations
    @throws( ... )
  31. final def wait(arg0: Long, arg1: Int): Unit

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    Definition Classes
    AnyRef
    Annotations
    @throws( ... )
  32. final def wait(arg0: Long): Unit

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    Definition Classes
    AnyRef
    Annotations
    @throws( ... )

Inherited from Object

Inherited from Any

Inherited from AnyRef

Inherited from Any

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