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

clearCaptures() Clear all set key captures. Source code:

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

totalTouches : number The total number of times this Pointer has been touched to the touchscreen.

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Input#addPointer()
  • References/Game Development/Phaser/Input/Input

addPointer() → {Phaser.Pointer | null}

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

timeDown : number The timestamp when the button was last pressed down. 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#pointer8
  • References/Game Development/Phaser/Input/Input

pointer8 : Phaser.Pointer A Pointer object.

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

timeUp : number The timestamp when the button was last released. 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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Input#pointer4
  • References/Game Development/Phaser/Input/Input

pointer4 : Phaser.Pointer A Pointer object.

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