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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Touch#onTouchCancel()
  • References/Game Development/Phaser/Input/Touch

onTouchCancel(event) Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome).Occurs for

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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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Input#pointer8
  • References/Game Development/Phaser/Input/Input

pointer8 : Phaser.Pointer A Pointer object.

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

identifier : number The identifier property of the Pointer as set by the DOM event when this Pointer is started.

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

event : Object The most recent DOM event from keydown or keyup. This is updated every time a new key is pressed or released.

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Touch#addTouchLockCallback()
  • References/Game Development/Phaser/Input/Touch

addTouchLockCallback(callback, context, onEnd) Adds a callback that is fired when a browser touchstart

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