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

[readonly] worldX : number The world X coordinate of the most recently active pointer.

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

pointerDownCallback : Function A callback that can be fired on a MSPointerDown event.

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

rawMovementY : number The vertical raw relative movement of the Pointer in pixels since last event.

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

tapRate : number The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or

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

pointerMode : Phaser.PointerMode The operational

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

enabled : boolean MSPointer input will only be processed if enabled. Default

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Key#upDuration()
  • References/Game Development/Phaser/Input/Key

upDuration(duration) → {boolean} Returns true if the

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

pointer8 : Phaser.Pointer A Pointer object.

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