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

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

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

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

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

getLocalPosition(displayObject, pointer) → {Phaser.Point}

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

[static] MOUSE_TOUCH_COMBINE : number Source code:

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

pointer1 : Phaser.Pointer A Pointer object.

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

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

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

[static] MOUSE_OVERRIDES_TOUCH : number Source code:

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

x : number The X coordinate of the most recently active pointer.This value takes game scaling into account automatically

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