PointerMode.CURSOR
  • References/Game Development/Phaser/Input/PointerMode

[static] CURSOR A 'CURSOR' is a pointer with a passive cursor such as a mouse, touchpad, watcom stylus, or even TV-control

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

[static] BACK_BUTTON : number Source code:

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

getPointerFromIdentifier(identifier) → {Phaser.Pointer}

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

eraserButton : Phaser.DeviceButton If this

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

touch : Phaser.Touch The Touch Input manager. You

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

destroy() Stops all of the Input Managers from running. Source code:

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

pageX : number The horizontal coordinate of the Pointer relative to whole document. Source

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

[static] LEFT_BUTTON : number Source code:

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

movementY : number The vertical processed relative movement of the Pointer in pixels since last event.

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Mouse#onMouseMove()
  • References/Game Development/Phaser/Input/Mouse

onMouseMove(event) The internal method that handles the mouse move event from the browser. Parameters

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