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

getPointerFromIdentifier(identifier) → {Phaser.Pointer}

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

keyboard : Phaser.Keyboard The Keyboard Input manager

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

[readonly] totalActivePointers : integers The total number of active Pointers, not counting

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

doubleTapRate : number The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click

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

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

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

[static] LEFT_BUTTON : number Source code:

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Mouse#onMouseMove()
  • References/Game Development/Phaser/Input/Mouse

onMouseMove(event) The internal method that handles the mouse move event from the browser. Parameters

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

onUp : Phaser.Signal This Signal is dispatched every

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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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