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

capture : boolean If true the Pointer events will have event.preventDefault applied to them, if false they will propagate fully

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

[static] MIDDLE_BUTTON : number The Middle Mouse button.

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Input#pointer1
  • References/Game Development/Phaser/Input/Input

pointer1 : Phaser.Pointer A Pointer object.

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

[readonly] pointers : Array.<Phaser.Pointer>

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

position : Phaser.Point A point object representing

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

hitCanvas :HTMLCanvasElement The canvas to which single pixels are drawn in order to perform pixel-perfect hit detection.

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

altKey : boolean The down state of the ALT key, if pressed at the same time as this key.

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

pointerDownCallback : Function A callback that can be fired on a MSPointerDown event.

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

onUp : Phaser.Signal This Signal is dispatched every

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

[readonly] totalInactivePointers : number The total number of inactive Pointers.

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