Input#gamepad
  • References/Game Development/Phaser/Input/Input

gamepad : Phaser.Gamepad The Gamepad Input manager

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

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

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

target :any The target property of the Pointer as set by the DOM event when this Pointer is started.

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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

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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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PointerMode#PointerMode
  • References/Game Development/Phaser/Input/PointerMode

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

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Input#pointer6
  • References/Game Development/Phaser/Input/Input

pointer6 : Phaser.Pointer A Pointer object.

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