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

onTouchLeave(event) For touch enter and leave its a list of the touch points that have entered or left the target.Doesn't appear

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

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

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

wheelDelta : number The direction of the last mousewheel usage 1 for up -1 for down.

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

eraserButton : Phaser.DeviceButton If this

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

getPointer(isActive) → {Phaser.Pointer}

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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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