Mouse#game
  • References/Game Development/Phaser/Input/Mouse

game : Phaser.Game A reference to the currently running game

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

onDown : Phaser.Signal A Signal that is dispatched

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

doubleTapRate : number The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click

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Mouse#wheelDelta
  • References/Game Development/Phaser/Input/Mouse

wheelDelta : number The direction of the last mousewheel usage 1 for up -1 for down.

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

new Input(game) Phaser.Input is the Input Manager for all types of Input across Phaser, including mouse, keyboard, touch and MSPointer

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

onTouchLeave(event) For touch enter and leave its a list of the touch points that have entered or left the target.Doesn't appear

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Mouse#capture
  • References/Game Development/Phaser/Input/Mouse

capture : boolean If true the DOM mouse events will have event.preventDefault applied to them, if false they will propagate fully

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

positionDown : Phaser.Point A Phaser.Point object containing

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Mouse#mouseOverCallback
  • References/Game Development/Phaser/Input/Mouse

mouseOverCallback : Function A callback that can be fired when the mouse enters the game canvas (usually after a mouseout).

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

update() Updates all currently defined keys. Source code:

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