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

2025-01-10 15:47:30
Input#deleteMoveCallback()
  • References/Game Development/Phaser/Input/Input

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

2025-01-10 15:47:30
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.

2025-01-10 15:47:30
Input#pointer5
  • References/Game Development/Phaser/Input/Input

pointer5 : Phaser.Pointer A Pointer object.

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

pointer2 : Phaser.Pointer A Pointer object.

2025-01-10 15:47:30
Input#onUp
  • References/Game Development/Phaser/Input/Input

onUp : Phaser.Signal A Signal that is dispatched each

2025-01-10 15:47:30
Input#game
  • References/Game Development/Phaser/Input/Input

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

2025-01-10 15:47:30
Input#pointer10
  • References/Game Development/Phaser/Input/Input

pointer10 : Phaser.Pointer A Pointer object.

2025-01-10 15:47:30
Input#speed
  • References/Game Development/Phaser/Input/Input

speed : Phaser.Point A point object representing the

2025-01-10 15:47:30
Input#tapRate
  • References/Game Development/Phaser/Input/Input

tapRate : number The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or

2025-01-10 15:47:30