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

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

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

stop() Stops the Keyboard event listeners from running (keydown, keyup and keypress). They are removed from the window.

2025-01-10 15:47:30
DeviceButton#onDown
  • References/Game Development/Phaser/Input/DeviceButton

onDown : Phaser.Signal This Signal is dispatched every

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

rightButton : Phaser.DeviceButton If this

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Mouse#onMouseMove()
  • References/Game Development/Phaser/Input/Mouse

onMouseMove(event) The internal method that handles the mouse move event from the browser. Parameters

2025-01-10 15:47:30
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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Pointer#button
  • References/Game Development/Phaser/Input/Pointer

button :any The button property of the most recent DOM event when this Pointer is started.You should not rely on this value

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

stop() Stop the event listeners. Source code:

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

screenX : number The horizontal coordinate of the Pointer relative to the screen. Source

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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

2025-01-10 15:47:30