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

onDown : Phaser.Signal A Signal that is dispatched

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

parent : Phaser.Pointer |

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

keyboard : Phaser.Keyboard The Keyboard Input manager

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

movementY : number The vertical processed relative movement of the Pointer in pixels since last event.

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

[readonly] totalActivePointers : integers The total number of active Pointers, not counting

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

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

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

new Keyboard(game) The Keyboard class monitors keyboard input and dispatches keyboard events. Note: many keyboards are

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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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Mouse.LEFT_BUTTON
  • References/Game Development/Phaser/Input/Mouse

[static] LEFT_BUTTON : number Source code:

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