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

stop() Stop the event listeners. Source code:

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

touchLeaveCallback : Function A callback that can be fired on a touchLeave event. Source

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DeviceButton#justPressed()
  • References/Game Development/Phaser/Input/DeviceButton

justPressed(duration) → {boolean} Returns the "just pressed" state

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

[readonly] worldX : number Gets the X value of this Pointer in world coordinates based on

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

onFloat : Phaser.Signal Gamepad only.This Signal

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

justReleasedRate : number The number of milliseconds below which the Pointer is considered justReleased .

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

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

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