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

onTap : Phaser.Signal A Signal that is dispatched

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

position : Phaser.Point A point object representing

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

interactiveItems : Phaser.ArraySet A list of interactive

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

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

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Input#pointer7
  • References/Game Development/Phaser/Input/Input

pointer7 : Phaser.Pointer A Pointer object.

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

[readonly] worldX : number The world X coordinate of the most recently active pointer.

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

resetSpeed(x, y) Resets the speed and old position properties. Parameters

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

mouse : Phaser.Mouse The Mouse Input manager. You

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

hitCanvas :HTMLCanvasElement The canvas to which single pixels are drawn in order to perform pixel-perfect hit detection.

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

enabled : boolean When enabled, input (eg. Keyboard, Mouse, Touch) will be processed - as long as the individual sources are enabled

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