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

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

activePointer : Phaser.Pointer The most recently active

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

pointer2 : Phaser.Pointer A Pointer object.

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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

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

speed : Phaser.Point A point object representing the

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

hitContext :CanvasRenderingContext2D The context of the pixel perfect hit canvas. Source

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