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

[static] MOUSE_TOUCH_COMBINE : number Source code:

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

reset(hard) Reset all of the Pointers and Input states. The optional hard parameter

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

[readonly] pointers : Array.<Phaser.Pointer>

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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

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

recordPointerHistory : boolean Sets if the Pointer objects should record a history of x/y coordinates they have passed through

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Input#pointer1
  • References/Game Development/Phaser/Input/Input

pointer1 : Phaser.Pointer A Pointer object.

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

mouse : Phaser.Mouse The Mouse Input manager. You

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