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

enabled : boolean Touch events will only be processed if enabled. Default

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

start() Starts the event listeners running. Source code:

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

onHoldCallback : Function A callback that is called while this Key is held down. Warning: Depending on refresh rate that could

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

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

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Mouse#start()
  • References/Game Development/Phaser/Input/Mouse

start() Starts the event listeners running. Source code:

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

pointerUpCallback : Function A callback that can be fired on a MSPointerUp event. Source

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Mouse#onMouseOutGlobal()
  • References/Game Development/Phaser/Input/Mouse

onMouseOutGlobal(event) The internal method that handles the mouse out event from the window. Parameters

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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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