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

x : number The X coordinate of the most recently active pointer.This value takes game scaling into account automatically

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

reset(hard) Resets all Keys. Parameters

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

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

2025-01-10 15:47:30
Input#addPointer()
  • References/Game Development/Phaser/Input/Input

addPointer() → {Phaser.Pointer | null}

2025-01-10 15:47:30
Input#setInteractiveCandidateHandler()
  • References/Game Development/Phaser/Input/Input

setInteractiveCandidateHandler(callback, context) Adds a callback that is fired every time Pointer.processInteractiveObjects

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

onDownCallback : Function This callback is invoked every time a key is pressed down, including key repeats when a key is held down

2025-01-10 15:47:30
Input#pointer4
  • References/Game Development/Phaser/Input/Input

pointer4 : Phaser.Pointer A Pointer object.

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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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Pointer.BACK_BUTTON
  • References/Game Development/Phaser/Input/Pointer

[static] BACK_BUTTON : number The X1 button. This is typically the mouse Back button, but

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

callbackContext : Object The context under which the callbacks are run. Source

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