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

activePointer : Phaser.Pointer The most recently active

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

[static] WHEEL_DOWN : number Source code:

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

deleteMoveCallback(callback, context) Removes the callback from the Phaser.Input.moveCallbacks array. Parameters

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

[static] WHEEL_UP : number 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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Key#isUp
  • References/Game Development/Phaser/Input/Key

isUp : boolean The "up" state of the key. This will remain true for as long as the keyboard thinks this key is up

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

mouseWheelCallback : Function A callback that can be fired when the mousewheel is used.

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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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