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.

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

[static] TOUCH_OVERRIDES_MOUSE : number Source code:

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

onUp : Phaser.Signal This Signal is dispatched every

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

recordRate : number The rate in milliseconds at which the Pointer objects should update their tracking history.

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

screenY : number The vertical coordinate of the Pointer relative to the screen. Source

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

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

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