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

repeats : number Gamepad only.If a button is held down this holds down the number of times the button has 'repeated'.

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

start(event) Called when the Pointer is pressed onto the touchscreen. Parameters

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

backButton : Phaser.DeviceButton If this

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

onMouseDown(event) The internal method that handles the mouse down event from the browser. Parameters

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

shiftKey : boolean True if the shift key was held down when this button was last pressed or released.Not supported on Gamepads

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

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

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