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

isUp : boolean If the Pointer is not touching the touchscreen, or all mouse or pen buttons are up, isUp is set to true

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

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

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

new MSPointer(game) The MSPointer class handles Microsoft touch interactions with the game and the resulting Pointer objects. It

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

onHoldContext : Object The context under which the onHoldCallback will be called. Source

2025-01-10 15:47:30
Pointer#clientX
  • References/Game Development/Phaser/Input/Pointer

clientX : number The horizontal coordinate of the Pointer within the application's client area at which the event occurred (as

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

dirty : boolean A dirty pointer needs to re-poll any interactive objects it may have been over, regardless if it has moved or not

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

event :MouseEvent | null The browser mouse DOM event. Will be null if no mouse event has ever been received.Access this property

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

ctrlKey : boolean True if the control key was held down when this button was last pressed or released.Not supported on Gamepads

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