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

game : Phaser.Game A reference to the currently running game

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

isUp : boolean If the Pointer is not touching the touchscreen, or all mouse or pen buttons are up, isUp is set to true

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

ctrlKey : boolean True if the control key was held down when this button was last pressed or released.Not supported on Gamepads

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

releasePointerLock() Internal release pointer lock handler. Source code:

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Input#getLocalPosition()
  • References/Game Development/Phaser/Input/Input

getLocalPosition(displayObject, pointer) → {Phaser.Point}

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Touch#touchEnterCallback
  • References/Game Development/Phaser/Input/Touch

touchEnterCallback : Function A callback that can be fired on a touchEnter event. Source

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

[static] FORWARD_BUTTON : number The X2 button. This is typically the mouse Forward button

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

[static] ERASER_BUTTON : number The Eraser pen button on PointerEvent supported devices only

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Input#resetSpeed()
  • References/Game Development/Phaser/Input/Input

resetSpeed(x, y) Resets the speed and old position properties. Parameters

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

enabled : boolean When enabled, input (eg. Keyboard, Mouse, Touch) will be processed - as long as the individual sources are enabled

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