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

rightButton : Phaser.DeviceButton If this

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

screenX : number The horizontal coordinate of the Pointer relative to the screen. Source

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

event : Object The DOM event that caused the change in button state. Source

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Keyboard#onUpCallback
  • References/Game Development/Phaser/Input/Keyboard

onUpCallback : Function This callback is invoked every time a key is released. Source

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

stop() Stops the Keyboard event listeners from running (keydown, keyup and keypress). They are removed from the window.

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

recordRate : number The rate in milliseconds at which the Pointer objects should update their tracking history.

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

onDown : Phaser.Signal This Signal is dispatched every

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

game : Phaser.Game A reference to the currently running game

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MSPointer#onPointerMove()
  • References/Game Development/Phaser/Input/MSPointer

onPointerMove(event) The function that handles the PointerMove event. Parameters

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

getPointerFromIdentifier(identifier) → {Phaser.Pointer}

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