onDown : Phaser.Signal A Signal that is dispatched
onHold : Phaser.Signal A Signal that is dispatched
scale : Phaser.Point The scale by which all input coordinates
[readonly] worldY : number The world Y coordinate of the most recently active pointer.
touch : Phaser.Touch The Touch Input manager. You
destroy() Stops all of the Input Managers from running. Source code:
minPriorityID : number You can tell all Pointers to ignore any Game Object with a priorityID lower than this value
game : Phaser.Game A reference to the currently running game
pollRate : number How often should the input pointers be checked for updates? A value of 0 means every single frame (60fps); a
pointer5 : Phaser.Pointer A Pointer object.
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