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

recordPointerHistory : boolean Sets if the Pointer objects should record a history of x/y coordinates they have passed through

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

mouseUpCallback : Function A callback that can be fired when the mouse is released from a pressed down state.

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

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

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

reset(hard) Reset all of the Pointers and Input states. The optional hard parameter

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

interactiveItems : Phaser.ArraySet A list of interactive

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

onPointerUp(event) The function that handles the PointerUp event. Parameters

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

positionUp : Phaser.Point A Phaser.Point object containing

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

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

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