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

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

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

swapTarget(newTarget, silent) This will change the Pointer.targetObject object to be the

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

button : number This property was removed in Phaser 2.4 and should no longer be used.Instead please see the Pointer button

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

mspointer : Phaser.MSPointer The MSPointer Input

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

[static] CONTACT A 'CONTACT' pointer has an active cursor that only tracks movement when actived; notably this is a touch-style

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

getPointerFromId(pointerId) → {Phaser.Pointer}

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

pointerMode : Phaser.PointerMode The operational

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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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MSPointer#enabled
  • References/Game Development/Phaser/Input/MSPointer

enabled : boolean MSPointer input will only be processed if enabled. Default

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