DeviceButton#onUp
  • References/Game Development/Phaser/Input/DeviceButton

onUp : Phaser.Signal This Signal is dispatched every

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

event : Object The DOM event that caused the change in button state. Source

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DeviceButton#parent
  • References/Game Development/Phaser/Input/DeviceButton

parent : Phaser.Pointer |

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

onDown : Phaser.Signal This Signal is dispatched every

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DeviceButton#justPressed()
  • References/Game Development/Phaser/Input/DeviceButton

justPressed(duration) → {boolean} Returns the "just pressed" state

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DeviceButton#ctrlKey
  • References/Game Development/Phaser/Input/DeviceButton

ctrlKey : boolean True if the control key was held down when this button was last pressed or released.Not supported on Gamepads

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

isDown : boolean The "down" state of the button. Source code:

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DeviceButton#onFloat
  • References/Game Development/Phaser/Input/DeviceButton

onFloat : Phaser.Signal Gamepad only.This Signal

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

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

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DeviceButton#timeDown
  • References/Game Development/Phaser/Input/DeviceButton

timeDown : number The timestamp when the button was last pressed down. Source

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