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

gamepad : Phaser.Gamepad The Gamepad Input manager

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

[readonly] duration : number How long the button has been held down for in milliseconds.

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

interactiveCandidates :array This array is erased and re-populated every time this Pointer is updated. It contains references to

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

pointerId : number The pointerId property of the Pointer as set by the DOM event when this Pointer is started. The browser can

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

movementX : number The horizontal processed relative movement of the Pointer in pixels since last event.

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

hitTest(displayObject, pointer, localPoint) Tests if the pointer hits the given object. Parameters

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

update() Called by the Input Manager. Source code:

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