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

x : number The horizontal coordinate of the Pointer. This value is automatically scaled based on the game scale.

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

activePointer : Phaser.Pointer The most recently active

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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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Keyboard#pressEvent
  • References/Game Development/Phaser/Input/Keyboard

pressEvent : Object The most recent DOM event from keypress. Source code:

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

recordLimit : number The total number of entries that can be recorded into the Pointer objects tracking history.If the Pointer

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Touch#game
  • References/Game Development/Phaser/Input/Touch

game : Phaser.Game A reference to the currently running game

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

minPriorityID : number You can tell all Pointers to ignore any Game Object with a priorityID lower than this value

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

pollRate : number How often should the input pointers be checked for updates? A value of 0 means every single frame (60fps); a

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MSPointer#pointerMoveCallback
  • References/Game Development/Phaser/Input/MSPointer

pointerMoveCallback : Function A callback that can be fired on a MSPointerMove event.

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

rawMovementX : number The horizontal raw relative movement of the Pointer in pixels since last event.

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