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

timeDown : number The timestamp when the key was last pressed down. This is based on Game.time.now.

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

onUp : Phaser.Signal This Signal is dispatched every

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Mouse.NO_BUTTON
  • References/Game Development/Phaser/Input/Mouse

[static] NO_BUTTON : number Source code:

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

onFloat : Phaser.Signal Gamepad only.This Signal

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

onMouseOver(event) The internal method that handles the mouse over event from the browser. Parameters

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

[static] LEFT_BUTTON : number The Left Mouse button, or in PointerEvent devices a Touch contact

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

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

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

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

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

timeUp : number The timestamp when the key was last released. This is based on Game.time.now.

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