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

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

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

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

2025-01-10 15:47:30
Touch#event
  • References/Game Development/Phaser/Input/Touch

event :TouchEvent The browser touch DOM event. Will be set to null if no touch event has ever been received.

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

requestPointerLock() If the browser supports it you can request that the pointer be locked to the browser window.This is classically

2025-01-10 15:47:30
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

2025-01-10 15:47:30
Mouse.FORWARD_BUTTON
  • References/Game Development/Phaser/Input/Mouse

[static] FORWARD_BUTTON : number Source code:

2025-01-10 15:47:30
Pointer#forwardButton
  • References/Game Development/Phaser/Input/Pointer

forwardButton : Phaser.DeviceButton If this

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

removeKeyCapture(keycode) Removes an existing key capture. Parameters

2025-01-10 15:47:30
Keyboard#pressEvent
  • References/Game Development/Phaser/Input/Keyboard

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

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