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

holdRate : number The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event.

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

[static] MIDDLE_BUTTON : number Source code:

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

timeUp : number A timestamp representing when the Pointer left the touchscreen. Source

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

timeDown : number A timestamp representing when the Pointer first touched the touchscreen.

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Input.MAX_POINTERS
  • References/Game Development/Phaser/Input/Input

[static] MAX_POINTERS : integer The maximum number of pointers that can be added. This excludes

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

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

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

reset() Resets this DeviceButton, changing it to an isUp state and resetting the duration and repeats counters.

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Pointer#swapTarget()
  • References/Game Development/Phaser/Input/Pointer

swapTarget(newTarget, silent) This will change the Pointer.targetObject object to be the

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

reset(hard) Resets all Keys. Parameters

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