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

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

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

pointer5 : Phaser.Pointer A Pointer object.

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

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

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Input#pointer10
  • References/Game Development/Phaser/Input/Input

pointer10 : Phaser.Pointer A Pointer object.

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

stopOnGameOut : boolean If true Pointer.stop will be called if the mouse leaves the game canvas.

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

speed : Phaser.Point A point object representing the

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

clientY : number The vertical coordinate of the Pointer within the application's client area at which the event occurred (as opposed

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

position : Phaser.Point A Phaser.Point object containing

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

new Key(game, keycode) If you need more fine-grained control over the handling of specific keys you can create and use Phaser.Key objects

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