MSPointer#start()
  • References/Game Development/Phaser/Input/MSPointer

start() Starts the event listeners running. Source code:

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

new Key(game, keycode) If you need more fine-grained control over the handling of specific keys you can create and use Phaser.Key objects

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

game : Phaser.Game Local reference to game.

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

mouseWheelCallback : Function A callback that can be fired when the mousewheel is used.

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

start() Starts the event listeners running. Source code:

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MSPointer#pointerUpCallback
  • References/Game Development/Phaser/Input/MSPointer

pointerUpCallback : Function A callback that can be fired on a MSPointerUp event. Source

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

onUp : Phaser.Signal A Signal that is dispatched each

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

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

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Key#downDuration()
  • References/Game Development/Phaser/Input/Key

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

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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

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