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

[readonly] worldY : number The world Y coordinate of the most recently active pointer.

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

update() Updates all currently defined keys. Source code:

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

onHold : Phaser.Signal A Signal that is dispatched

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

getPointerFromIdentifier(identifier) → {Phaser.Pointer}

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

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

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

[static] LEFT_BUTTON : number Source code:

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

clientY : number The vertical coordinate of the Pointer within the application's client area at which the event occurred (as opposed

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