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

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

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

speed : Phaser.Point A point object representing the

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

forwardButton : Phaser.DeviceButton If this

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

onPointerUpGlobal(event) The internal method that handles the mouse up event from the window. Parameters

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

pressEvent : Object The most recent DOM event from keypress. Source code:

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

[readonly] event : Object Stores the most recent DOM event.

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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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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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