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

setInteractiveCandidateHandler(callback, context) Adds a callback that is fired every time Pointer.processInteractiveObjects

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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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Keyboard#clearCaptures()
  • References/Game Development/Phaser/Input/Keyboard

clearCaptures() Clear all set key captures. Source code:

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

x : number The X coordinate of the most recently active pointer.This value takes game scaling into account automatically

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

onMouseUp(event) The internal method that handles the mouse up event from the browser. Parameters

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

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

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

value : number Button value. Mainly useful for checking analog buttons (like shoulder triggers) on Gamepads.

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

keyCode : number The keycode of this key. Source code:

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

withinGame : boolean true if the Pointer is over the game canvas, otherwise false. Source

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