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

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

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

onUp : Phaser.Signal This Signal is dispatched every

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

justPressedRate : number The number of milliseconds below which the Pointer is considered justPressed.

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

preventDefault : boolean If true the TouchEvent will have prevent.default called on it.

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

eraserButton : Phaser.DeviceButton If this

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

stop() Stop the event listeners. Source code:

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

scale : Phaser.Point The scale by which all input coordinates

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

positionDown : Phaser.Point A Phaser.Point object containing

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

destroy() Stops all of the Input Managers from running. Source code:

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PointerMode.CURSOR
  • References/Game Development/Phaser/Input/PointerMode

[static] CURSOR A 'CURSOR' is a pointer with a passive cursor such as a mouse, touchpad, watcom stylus, or even TV-control

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