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

getPointerFromId(pointerId) → {Phaser.Pointer}

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Input#pointer9
  • References/Game Development/Phaser/Input/Input

pointer9 : Phaser.Pointer A Pointer object.

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

stop(event) Called when the Pointer leaves the touchscreen. Parameters

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

addKeys(keys) → {object} A practical way to create an object containing user selected hotkeys.

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Touch#start()
  • References/Game Development/Phaser/Input/Touch

start() Starts the event listeners running. Source code:

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

[static] NO_BUTTON : number No buttons at all. Source

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

addKeyCapture(keycode) By default when a key is pressed Phaser will not stop the event from propagating up to the browser.There

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

justReleased(duration) → {boolean} Returns the "just released" state

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

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

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