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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Keyboard#enabled
  • References/Game Development/Phaser/Input/Keyboard

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

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Keyboard#lastChar
  • References/Game Development/Phaser/Input/Keyboard

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

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

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

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

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

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

[readonly] duration : number How long the Pointer has been depressed on the touchscreen or

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