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

addKey(keycode) → {Phaser.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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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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DeviceButton#duration
  • References/Game Development/Phaser/Input/DeviceButton

[readonly] duration : number How long the button has been held down for in milliseconds.

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

onTouchEnd(event) The handler for the touchend events. Parameters

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

backButton : Phaser.DeviceButton If this

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

createCursorKeys() → {object} Creates and returns an object containing 4 hotkeys for Up, Down, Left

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