Input#getPointer()
  • References/Game Development/Phaser/Input/Input

getPointer(isActive) → {Phaser.Pointer}

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Input.TOUCH_OVERRIDES_MOUSE
  • References/Game Development/Phaser/Input/Input

[static] TOUCH_OVERRIDES_MOUSE : number Source code:

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

eraserButton : Phaser.DeviceButton If this

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

onUpCallback : Function This callback is invoked every time a key is released. Source

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

parent : Phaser.Pointer |

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

event : Object The DOM event that caused the change in button state. Source

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

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

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