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

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

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

timeUp : number A timestamp representing when the Pointer left the touchscreen. Source

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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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Key#repeats
  • References/Game Development/Phaser/Input/Key

repeats : number If a key is held down this holds down the number of times the key has 'repeated'.

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

timeUp : number The timestamp when the button was last released. Source code:

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

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

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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#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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