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

onDown : Phaser.Signal This Signal is dispatched every

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

onMouseOut(event) The internal method that handles the mouse out event from the browser. Parameters

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

game : Phaser.Game Local reference to game.

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

removeKeyCapture(keycode) Removes an existing key capture. Parameters

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

touchCancelCallback : Function A callback that can be fired on a touchCancel event. Source

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Input#pointer5
  • References/Game Development/Phaser/Input/Input

pointer5 : Phaser.Pointer A Pointer object.

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

exists : boolean A Pointer object that exists is allowed to be checked for physics collisions and overlaps.

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