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

move(event, fromClick) Called when the Pointer is moved. 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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Input#multiInputOverride
  • References/Game Development/Phaser/Input/Input

multiInputOverride : number Controls the expected behavior when using a mouse and touch together on a multi-input device.

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Input#pointer3
  • References/Game Development/Phaser/Input/Input

pointer3 : Phaser.Pointer A Pointer object.

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

circle : Phaser.Circle A Circle object centered on

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

destroy() Destroys this DeviceButton, this disposes of the onDown, onUp and onFloat signalsand clears the parent and game references

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

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

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MSPointer#onPointerOut()
  • References/Game Development/Phaser/Input/MSPointer

onPointerOut(event) The internal method that handles the pointer out event from the browser. Parameters

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

locked : boolean If the mouse has been Pointer Locked successfully this will be set to true.

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