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

[static] TOUCH_OVERRIDES_MOUSE : number Source code:

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

getPointer(isActive) → {Phaser.Pointer}

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

[readonly] worldY : number The world Y coordinate of the most recently active pointer.

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

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

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

y : number The Y coordinate of the most recently active pointer.This value takes game scaling into account automatically

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

pollRate : number How often should the input pointers be checked for updates? A value of 0 means every single frame (60fps); a

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

activePointer : Phaser.Pointer The most recently active

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

deleteMoveCallback(callback, context) Removes the callback from the Phaser.Input.moveCallbacks array. Parameters

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