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

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

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

removeTouchLockCallback(callback, context) → {boolean} Removes the callback at the defined index

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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

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

identifier : number The identifier property of the Pointer as set by the DOM event when this Pointer is started.

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

justPressed(duration) → {boolean} The Pointer is considered justPressed

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Mouse#mouseDownCallback
  • References/Game Development/Phaser/Input/Mouse

mouseDownCallback : Function A callback that can be fired when the mouse is pressed down.

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

timeDown : number The timestamp when the button was last pressed down. Source

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Input#pointer4
  • References/Game Development/Phaser/Input/Input

pointer4 : Phaser.Pointer A Pointer object.

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

addMoveCallback(callback, context) Adds a callback that is fired every time the activePointer receives a DOM move event such as a mousemove

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