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

buttonCode : number The buttoncode of this button if a Gamepad, or the DOM button event value if a Pointer.

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Input.MAX_POINTERS
  • References/Game Development/Phaser/Input/Input

[static] MAX_POINTERS : integer The maximum number of pointers that can be added. This excludes

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

pointerMode : Phaser.PointerMode The operational

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

onTouchMove(event) The handler for the touchmove events. Parameters

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

isUp : boolean The "up" state of the button. Default Value

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

stop() Stop the event listeners. Source code:

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

circle : Phaser.Circle A Phaser.Circle that is centered

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

active : boolean An active pointer is one that is currently pressed down on the display. A Mouse is always active.

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