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

[readonly] totalActivePointers : integers The total number of active Pointers, not counting

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

getPointerFromIdentifier(identifier) → {Phaser.Pointer}

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

recordRate : number The rate in milliseconds at which the Pointer objects should update their tracking history.

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

onHold : Phaser.Signal A Signal that is dispatched

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

justPressedRate : number The number of milliseconds below which the Pointer is considered justPressed.

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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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Input.TOUCH_OVERRIDES_MOUSE
  • References/Game Development/Phaser/Input/Input

[static] TOUCH_OVERRIDES_MOUSE : number Source code:

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

getPointer(isActive) → {Phaser.Pointer}

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

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

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