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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Touch#preventDefault
  • References/Game Development/Phaser/Input/Touch

preventDefault : boolean If true the TouchEvent will have prevent.default called on it.

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

movementY : number The vertical processed relative movement of the Pointer in pixels since last event.

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

pageX : number The horizontal coordinate of the Pointer relative to whole document. Source

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

onHold : Phaser.Signal A Signal that is dispatched

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

capture : boolean If true the DOM mouse events will have event.preventDefault applied to them, if false they will propagate fully

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

justPressedRate : number The number of milliseconds below which the Pointer is considered justPressed.

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

new Input(game) Phaser.Input is the Input Manager for all types of Input across Phaser, including mouse, keyboard, touch and MSPointer

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