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

onHoldCallback : Function A callback that is called while this Key is held down. Warning: Depending on refresh rate that could

2025-01-10 15:47:30
MSPointer#event
  • References/Game Development/Phaser/Input/MSPointer

event :MSPointerEvent | null The browser MSPointer DOM event. Will be null if no event has ever been received.Access this

2025-01-10 15:47:30
Keyboard#isDown()
  • References/Game Development/Phaser/Input/Keyboard

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

2025-01-10 15:47:30
Input#activePointer
  • References/Game Development/Phaser/Input/Input

activePointer : Phaser.Pointer The most recently active

2025-01-10 15:47:30
Input#y
  • References/Game Development/Phaser/Input/Input

y : number The Y coordinate of the most recently active pointer.This value takes game scaling into account automatically

2025-01-10 15:47:30
Key#isUp
  • References/Game Development/Phaser/Input/Key

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

2025-01-10 15:47:30
Pointer#leave()
  • References/Game Development/Phaser/Input/Pointer

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

2025-01-10 15:47:30
Key#onDown
  • References/Game Development/Phaser/Input/Key

onDown : Phaser.Signal This Signal is dispatched every

2025-01-10 15:47:30
Keyboard#game
  • References/Game Development/Phaser/Input/Keyboard

game : Phaser.Game Local reference to game.

2025-01-10 15:47:30
Key#downDuration()
  • References/Game Development/Phaser/Input/Key

downDuration(duration) → {boolean} Returns true if the

2025-01-10 15:47:30