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

onMouseWheel(event) The internal method that handles the mouse wheel event from the browser. Parameters

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

getPointerFromId(pointerId) → {Phaser.Pointer}

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

new DeviceButton(parent, buttonCode) DeviceButtons belong to both Phaser.Pointer and Phaser.SinglePad (Gamepad)

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

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

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

mspointer : Phaser.MSPointer The MSPointer Input

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

pointer9 : Phaser.Pointer A Pointer object.

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Keyboard#onDownCallback
  • References/Game Development/Phaser/Input/Keyboard

onDownCallback : Function This callback is invoked every time a key is pressed down, including key repeats when a key is held down

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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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