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

recordLimit : number The total number of entries that can be recorded into the Pointer objects tracking history.If the Pointer

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

minPriorityID : number You can tell all Pointers to ignore any Game Object with a priorityID lower than this value

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Input#pointer2
  • References/Game Development/Phaser/Input/Input

pointer2 : Phaser.Pointer A Pointer object.

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

mousePointer :Pointer The mouse has its own unique Phaser.Pointer object which you can use if making a desktop specific game.

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

onUp : Phaser.Signal A Signal that is dispatched each

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Input#pointer5
  • References/Game Development/Phaser/Input/Input

pointer5 : Phaser.Pointer A Pointer object.

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Input#pointer10
  • References/Game Development/Phaser/Input/Input

pointer10 : Phaser.Pointer A Pointer object.

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

speed : Phaser.Point A point object representing the

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

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

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

onTap : Phaser.Signal A Signal that is dispatched

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