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

pageX : number The horizontal coordinate of the Pointer relative to whole document. Source

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

getPointer(isActive) → {Phaser.Pointer}

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

event : Object The DOM event that caused the change in button state. Source

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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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Mouse#mouseOverCallback
  • References/Game Development/Phaser/Input/Mouse

mouseOverCallback : Function A callback that can be fired when the mouse enters the game canvas (usually after a mouseout).

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Pointer#resetMovement()
  • References/Game Development/Phaser/Input/Pointer

resetMovement() Resets the movementX and movementY properties. Use in your update handler after retrieving the values.

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