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

downDuration(keycode, duration) → {boolean} Returns true

2025-01-10 15:47:30
Input#maxPointers
  • References/Game Development/Phaser/Input/Input

maxPointers : integer The maximum number of Pointers allowed to be active at any one time. A value of -1 is only limited by the

2025-01-10 15:47:30
Keyboard#addKey()
  • References/Game Development/Phaser/Input/Keyboard

addKey(keycode) → {Phaser.Key}

2025-01-10 15:47:30
PointerMode#PointerMode
  • References/Game Development/Phaser/Input/PointerMode

new PointerMode() Enumeration categorizing operational modes of pointers. PointerType values represent valid bitmasks.For

2025-01-10 15:47:30
Input#pointer3
  • References/Game Development/Phaser/Input/Input

pointer3 : Phaser.Pointer A Pointer object.

2025-01-10 15:47:30
Input#resetLocked
  • References/Game Development/Phaser/Input/Input

resetLocked : boolean If the Input Manager has been reset locked then all calls made to InputManager.reset,such as from a

2025-01-10 15:47:30
Touch#callbackContext
  • References/Game Development/Phaser/Input/Touch

callbackContext : Object The context under which callbacks are called. Source

2025-01-10 15:47:30
Keyboard#enabled
  • References/Game Development/Phaser/Input/Keyboard

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

2025-01-10 15:47:30
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

2025-01-10 15:47:30
Keyboard#lastChar
  • References/Game Development/Phaser/Input/Keyboard

[readonly] lastChar : string Returns the string value of the most recently pressed key.

2025-01-10 15:47:30