DeviceButton#onUp
  • References/Game Development/Phaser/Input/DeviceButton

onUp : Phaser.Signal This Signal is dispatched every

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Input#scale
  • References/Game Development/Phaser/Input/Input

scale : Phaser.Point The scale by which all input coordinates

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Input#destroy()
  • References/Game Development/Phaser/Input/Input

destroy() Stops all of the Input Managers from running. Source code:

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Input#keyboard
  • References/Game Development/Phaser/Input/Input

keyboard : Phaser.Keyboard The Keyboard Input manager

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Mouse#mouseOverCallback
  • References/Game Development/Phaser/Input/Mouse

mouseOverCallback : Function A callback that can be fired when the mouse enters the game canvas (usually after a mouseout).

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Mouse.LEFT_BUTTON
  • References/Game Development/Phaser/Input/Mouse

[static] LEFT_BUTTON : number Source code:

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Input#getPointerFromIdentifier()
  • References/Game Development/Phaser/Input/Input

getPointerFromIdentifier(identifier) → {Phaser.Pointer}

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Pointer#screenY
  • References/Game Development/Phaser/Input/Pointer

screenY : number The vertical coordinate of the Pointer relative to the screen. Source

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Keyboard#update()
  • References/Game Development/Phaser/Input/Keyboard

update() Updates all currently defined keys. Source code:

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Touch#onTouchStart()
  • References/Game Development/Phaser/Input/Touch

onTouchStart(event) The internal method that handles the touchstart event from the browser. Parameters

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