MSPointer#onPointerMove()
  • References/Game Development/Phaser/Input/MSPointer

onPointerMove(event) The function that handles the PointerMove event. Parameters

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

onDown : Phaser.Signal A Signal that is dispatched

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

onUp : Phaser.Signal This Signal is dispatched every

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

touchStartCallback : Function A callback that can be fired on a touchStart event. Source

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

[static] BACK_BUTTON : number 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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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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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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Input#touch
  • References/Game Development/Phaser/Input/Input

touch : Phaser.Touch The Touch Input manager. You

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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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