Mouse and Touch
Excalibur handles mouse and touch input by abstracting event handling into a engine.input.pointers API that closely follows the W3C Pointer Events spec. Excalibur normalizes both mouse and touch events to a single PointerEvent that your game can subscribe to and handle.
The Primary Pointer
There is always at least one Pointer available (engine.input.pointers.primary) and you can request multiple pointers to support multi-touch scenarios.
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engine .input .pointers .primary ;
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engine .input .pointers .primary ;
Since a pointer normalizes both mouse and touch events, your game automatically supports touch for the primary pointer by default. When you handle the events, you can customize what your game does based on the type of pointer, if applicable.
Handling Pointer Events Globally
You can subscribe (or unsubscribe) to pointer events multiple ways using the on, once, or off methods. Each method takes two arguments: the event name and the handler.
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engine .input .pointers .primary .o
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engine .input .pointers .primary .o
You can subscribe to the primary pointer, all pointers, or a specific pointer.
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// Subscribe to the primary pointerengine .input .pointers .primary .on ;// Subscribe to a specific pointer (multi-touch)engine .input .pointers .at (1).on ;// Subscribe to all pointers (advanced)engine .input .pointers .on ;
ts
// Subscribe to the primary pointerengine .input .pointers .primary .on ;// Subscribe to a specific pointer (multi-touch)engine .input .pointers .at (1).on ;// Subscribe to all pointers (advanced)engine .input .pointers .on ;
Event Names
The event name is a string and can be one of the following:
down
- When a pointer is pressed down (any mouse button or finger press)up
- When a pointer is liftedmove
- When a pointer moves (be wary of performance issues when subscribing to this)cancel
- When a pointer event is canceled for some reasonwheel
- When a mousewheel is activated (trackpad scroll or mouse wheel)
Event Handlers
A PointerEvent object (or in the case of wheel
, a WheelEvent) is
passed to your handler which offers information about the pointer input being received.
ts
// Subscribe to the primary pointerengine .input .pointers .primary .on ('down', function (evt ) {});engine .input .pointers .primary .on ('up', function (evt ) {});engine .input .pointers .primary .on ('move', function (evt ) {});engine .input .pointers .primary .on ('cancel', function (evt ) {});engine .input .pointers .primary .on ('wheel', function (evt ) {});// Subscribe to a specific pointer (multi-touch)engine .input .pointers .at (1).on ('down', function (evt ) {});engine .input .pointers .at (1).on ('up', function (evt ) {});engine .input .pointers .at (1).on ('move', function (evt ) {});engine .input .pointers .at (1).on ('cancel', function (evt ) {});engine .input .pointers .at (1).on ('wheel', function (evt ) {});// Subscribe to all pointers (advanced)engine .input .pointers .on ('down', function (evt ) {});engine .input .pointers .on ('up', function (evt ) {});engine .input .pointers .on ('move', function (evt ) {});engine .input .pointers .on ('cancel', function (evt ) {});engine .input .pointers .on ('wheel', function (evt ) {});
ts
// Subscribe to the primary pointerengine .input .pointers .primary .on ('down', function (evt ) {});engine .input .pointers .primary .on ('up', function (evt ) {});engine .input .pointers .primary .on ('move', function (evt ) {});engine .input .pointers .primary .on ('cancel', function (evt ) {});engine .input .pointers .primary .on ('wheel', function (evt ) {});// Subscribe to a specific pointer (multi-touch)engine .input .pointers .at (1).on ('down', function (evt ) {});engine .input .pointers .at (1).on ('up', function (evt ) {});engine .input .pointers .at (1).on ('move', function (evt ) {});engine .input .pointers .at (1).on ('cancel', function (evt ) {});engine .input .pointers .at (1).on ('wheel', function (evt ) {});// Subscribe to all pointers (advanced)engine .input .pointers .on ('down', function (evt ) {});engine .input .pointers .on ('up', function (evt ) {});engine .input .pointers .on ('move', function (evt ) {});engine .input .pointers .on ('cancel', function (evt ) {});engine .input .pointers .on ('wheel', function (evt ) {});
Querying the Last Position
If you don't wish to subscribe to events, you can also access the PointerAbstraction.lastPagePos, PointerAbstraction.lastScreenPos or PointerAbstraction.lastWorldPos coordinates (Vector) on the pointer you're targeting.
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engine .input .pointers .primary .lastPagePos ;engine .input .pointers .primary .lastScreenPos ;engine .input .pointers .primary .lastWorldPos ;
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engine .input .pointers .primary .lastPagePos ;engine .input .pointers .primary .lastScreenPos ;engine .input .pointers .primary .lastWorldPos ;
The value may be null
if the Pointer was not active the last frame.
Scoping Events to Canvas vs. Document
You can customize how pointer events are handled by setting the EngineOptions.pointerScope option when creating a new Engine instance, like this:
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constgame = newex .Engine ({pointerScope :ex .Input .PointerScope .C });
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constgame = newex .Engine ({pointerScope :ex .Input .PointerScope .C });
The default scope is PointerScope.Canvas. For many games, this works really well. It scopes event handling to the game canvas.
This is useful if you don't care about events that occur outside the game.
You also have the option to handle all pointer events in the browser window by using PointerScope.Document, like this:
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constgame = newex .Engine ({pointerScope :ex .Input .PointerScope .D });
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constgame = newex .Engine ({pointerScope :ex .Input .PointerScope .D });
This is useful for handling complex input and having control over every interaction.
One real-world example is dragging and gestures. Sometimes a player will drag their finger outside your game and then into it, expecting it to work. If PointerScope is set to Canvas this will not work. If it is set to Document, it will.
PointerScope.Canvas
does not affect handling native HTML events like click
, mouseover
, mouseout
, etc. on any HTML-based UI. It only applies to pointer events that are targeted to the HTML <canvas>
element Excalibur uses to render your game.
However, PointerScope.Document
will handle all pointer events in the browser window, including those targeted to HTML elements. If you overlay any HTML elements on top of your game, be aware that pointer events will also be handled by Excalibur.
Handling Pointer Events on Actors
Actors can handle pointer events targeted to them. By default, the collision geometry is used to test whether the pointer is in or out of the actor.
In the example below the actor has default box geometry of 100x100:
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classMyActor extendsex .Actor {constructor() {super({pos :ex .vec (200, 200),width : 100,height : 100});this.on ('pointerenter', () => {console .log ('enter')});this.on ('pointerleave', () => {console .log ('leave')});}}
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classMyActor extendsex .Actor {constructor() {super({pos :ex .vec (200, 200),width : 100,height : 100});this.on ('pointerenter', () => {console .log ('enter')});this.on ('pointerleave', () => {console .log ('leave')});}}
If your Actor has no geometry and only graphics you will need to enable graphics bounds testing.
Graphics Bounds Testing
Rather than using the collision geometry, you can use the graphics bounds to test whether the pointer is in or out of the actor. This is useful when you have an actor with no collision geometry and only graphics, or when the graphics have custom dimensions that don't match the collision geometry.
To enable graphics bounds testing for pointer events you can grab the Actor's PointerComponent with this.pointer
and set useGraphicsBounds
to true
.
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classMyGraphicsActor extendsex .Actor {constructor(image :ex .ImageSource ) {super({pos :ex .vec (200, 200)});this.pointer .useGraphicsBounds = true;this.graphics .use (image .toSprite ());this.on ('pointerenter', () => {console .log ('enter')});this.on ('pointerleave', () => {console .log ('leave')});}}
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classMyGraphicsActor extendsex .Actor {constructor(image :ex .ImageSource ) {super({pos :ex .vec (200, 200)});this.pointer .useGraphicsBounds = true;this.graphics .use (image .toSprite ());this.on ('pointerenter', () => {console .log ('enter')});this.on ('pointerleave', () => {console .log ('leave')});}}
Actor Pointer Event List
Actors have the following extra events you can subscribe to:
pointerenter
- When a pointer enters the bounds of an actorpointerleave
- When a pointer leaves the bounds of an actorpointerdragstart
- When a pointer starts a drag on an actorpointerdragmove
- When a pointer drags an actorpointerdragend
- When a pointer ends a drag on an actor
Checking the Pointer Type
The primary pointer can be a mouse, stylus, or single finger touch event. You can inspect what type of pointer it is from the PointerEvent handled.
ts
engine .input .pointers .primary .on ('down', function (pe :ex .Input .PointerEvent ) {if (pe .pointerType ===ex .Input .PointerType .Mouse ) {ex .Logger .getInstance ().info ('Mouse event:',pe );} else if (pe .pointerType ===ex .Input .PointerType .Touch ) {ex .Logger .getInstance ().info ('Touch event:',pe );}});
ts
engine .input .pointers .primary .on ('down', function (pe :ex .Input .PointerEvent ) {if (pe .pointerType ===ex .Input .PointerType .Mouse ) {ex .Logger .getInstance ().info ('Mouse event:',pe );} else if (pe .pointerType ===ex .Input .PointerType .Touch ) {ex .Logger .getInstance ().info ('Touch event:',pe );}});
Multiple Pointers (Multi-Touch)
When there is more than one pointer detected on the screen, this is considered multi-touch. For example, pressing one finger, then another, will create two pointers. If you lift a finger, the first one remains and the second one disappears.
You can handle multi-touch by subscribing to however many pointers you would like to support. If a pointer doesn't yet exist, it will be created. You do not need to check if a pointer exists. If it does exist, it will propagate events, otherwise it will remain idle.
Excalibur does not impose a limit to the amount of pointers you can subscribe to, so by all means, support all 10 fingers.
There is no way to identify touches after they happen; you can only know that there are n touches on the screen at once.
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functionpaint (color :ex .Color ) {// create a handler for the eventreturn function (pe :ex .Input .PointerEvent ) {if (pe .pointerType ===ex .Input .PointerType .Touch ) {engine .graphicsContext .drawRectangle (pe .worldPos , 5, 5,color );}};}engine .input .pointers .at (0).on ('move',paint (ex .Color .Blue )); // 1st fingerengine .input .pointers .at (1).on ('move',paint (ex .Color .Red )); // 2nd fingerengine .input .pointers .at (2).on ('move',paint (ex .Color .Green )); // 3rd finger
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functionpaint (color :ex .Color ) {// create a handler for the eventreturn function (pe :ex .Input .PointerEvent ) {if (pe .pointerType ===ex .Input .PointerType .Touch ) {engine .graphicsContext .drawRectangle (pe .worldPos , 5, 5,color );}};}engine .input .pointers .at (0).on ('move',paint (ex .Color .Blue )); // 1st fingerengine .input .pointers .at (1).on ('move',paint (ex .Color .Red )); // 2nd fingerengine .input .pointers .at (2).on ('move',paint (ex .Color .Green )); // 3rd finger