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

totalTouches : number The total number of times this Pointer has been touched to the touchscreen.

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

reset() Resets this DeviceButton, changing it to an isUp state and resetting the duration and repeats counters.

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

reset() Resets the Pointer properties. Called by InputManager.reset when you perform a State change.

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

onPressCallback : Function This callback is invoked every time a DOM onkeypress event is raised, which is only for printable keys

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

consumeTouchMove() Consumes all touchmove events on the document (only enable this if you know you need it!).

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

circle : Phaser.Circle A Circle object centered on

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