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.

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

[readonly] totalInactivePointers : number The total number of inactive Pointers.

2025-01-10 15:47:30
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

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

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

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

interactiveItems : Phaser.ArraySet A list of interactive

2025-01-10 15:47:30
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

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

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

justReleasedRate : number The number of milliseconds below which the Pointer is considered justReleased .

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

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

2025-01-10 15:47:30
Input#pointer8
  • References/Game Development/Phaser/Input/Input

pointer8 : Phaser.Pointer A Pointer object.

2025-01-10 15:47:30