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

shiftKey : boolean The down state of the SHIFT key, if pressed at the same time as this key.

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

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

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

onTouchMove(event) The handler for the touchmove events. 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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Mouse#stop()
  • References/Game Development/Phaser/Input/Mouse

stop() Stop the event listeners. Source code:

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MSPointer#button
  • References/Game Development/Phaser/Input/MSPointer

button : number This property was removed in Phaser 2.4 and should no longer be used.Instead please see the Pointer button

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

id : number The ID of the Pointer object within the game. Each game can have up to 10 active pointers.

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