Input#pointer5
  • References/Game Development/Phaser/Input/Input

pointer5 : Phaser.Pointer A Pointer object.

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

leftButton : Phaser.DeviceButton If this

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

exists : boolean A Pointer object that exists is allowed to be checked for physics collisions and overlaps.

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

pageY : number The vertical coordinate of the Pointer relative to whole document. Source

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

[static] WHEEL_UP : number Source code:

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

mousePointer :Pointer The mouse has its own unique Phaser.Pointer object which you can use if making a desktop specific game.

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

msSinceLastClick : number The number of milliseconds since the last click or touch event.

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

[readonly] event : Object Stores the most recent DOM event.

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

destroy() Stops the Keyboard event listeners from running (keydown and keyup). They are removed from the window.Also clears all

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

speed : Phaser.Point A point object representing the

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