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

position : Phaser.Point A Phaser.Point object containing

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

isDown : boolean The "down" state of the key. This will remain true for as long as the keyboard thinks this key is

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

new Mouse(game) The Mouse class is responsible for handling all aspects of mouse interaction with the browser. It captures and

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

isDown(keycode) → {boolean} Returns true of the key is currently pressed down. Note that it can

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

x : number The horizontal coordinate of the Pointer. This value is automatically scaled based on the game scale.

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

onDown : Phaser.Signal This Signal is dispatched every

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

[readonly] type : number The const type of this object.

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Pointer#leave()
  • References/Game Development/Phaser/Input/Pointer

leave(event) Called when the Pointer leaves the target area. Parameters

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Pointer#resetMovement()
  • References/Game Development/Phaser/Input/Pointer

resetMovement() Resets the movementX and movementY properties. Use in your update handler after retrieving the values.

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

stopOnGameOut : boolean If true Pointer.stop will be called if the mouse leaves the game canvas.

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