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

getPointer(isActive) → {Phaser.Pointer}

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

rightButton : Phaser.DeviceButton If this

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

stop() Stop the event listeners. 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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Pointer#justReleased()
  • References/Game Development/Phaser/Input/Pointer

justReleased(duration) → {boolean} The Pointer is considered justReleased

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

onTouchStart(event) The internal method that handles the touchstart event from the browser. Parameters

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

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

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

y : number The Y coordinate of the most recently active pointer.This value takes game scaling into account automatically

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