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

onHold : Phaser.Signal A Signal that is dispatched

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

keyboard : Phaser.Keyboard The Keyboard Input manager

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

scale : Phaser.Point The scale by which all input coordinates

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

[readonly] pollLocked : boolean True if the Input is currently poll rate locked.

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

getPointerFromIdentifier(identifier) → {Phaser.Pointer}

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

touch : Phaser.Touch The Touch Input manager. You

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

destroy() Stops all of the Input Managers from running. Source code:

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

onDown : Phaser.Signal A Signal that is dispatched

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

doubleTapRate : number The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click

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

new Input(game) Phaser.Input is the Input Manager for all types of Input across Phaser, including mouse, keyboard, touch and MSPointer

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