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

onHold : Phaser.Signal A Signal that is dispatched

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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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Pointer.RIGHT_BUTTON
  • References/Game Development/Phaser/Input/Pointer

[static] RIGHT_BUTTON : number The Right Mouse button, or in PointerEvent devices a Pen contact

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

keyboard : Phaser.Keyboard The Keyboard Input manager

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

new Keyboard(game) The Keyboard class monitors keyboard input and dispatches keyboard events. Note: many keyboards are

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

onDown : 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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MSPointer#onPointerDown()
  • References/Game Development/Phaser/Input/MSPointer

onPointerDown(event) The function that handles the PointerDown event. Parameters

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

[readonly] pollLocked : boolean True if the Input is currently poll rate locked.

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PointerMode.CURSOR
  • References/Game Development/Phaser/Input/PointerMode

[static] CURSOR A 'CURSOR' is a pointer with a passive cursor such as a mouse, touchpad, watcom stylus, or even TV-control

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