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

rawMovementY : number The vertical raw relative movement of the Pointer in pixels since last event.

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

tapRate : number The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or

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

onTap : Phaser.Signal A Signal that is dispatched

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

position : Phaser.Point A point object representing

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

hitContext :CanvasRenderingContext2D The context of the pixel perfect hit canvas. Source

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

callbackContext : Object The context under which callbacks are called. Source

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Input#pointer7
  • References/Game Development/Phaser/Input/Input

pointer7 : Phaser.Pointer A Pointer object.

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

[readonly] worldX : number The world X coordinate of the most recently active pointer.

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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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