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

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

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

isDown : boolean If the Pointer is touching the touchscreen, or any mouse or pen button is held down, isDown is set to

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

targetObject :any The Game Object this Pointer is currently over / touching / dragging.

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

pointerLockChange(event) Internal pointerLockChange handler. Parameters

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Touch#touchEndCallback
  • References/Game Development/Phaser/Input/Touch

touchEndCallback : Function A callback that can be fired on a touchEnd event. Source

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

reset(hard) Resets the state of this Key. This sets isDown to false, isUp to true, resets the time

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