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

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

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

upDuration(keycode, duration) → {boolean} Returns true

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

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

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

removeKeyCapture(keycode) Removes an existing key capture. Parameters

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

leftButton : Phaser.DeviceButton If this

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

[static] FORWARD_BUTTON : number Source code:

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

start() Starts the event listeners running. 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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Input#onUp
  • References/Game Development/Phaser/Input/Input

onUp : Phaser.Signal A Signal that is dispatched each

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