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

setInteractiveCandidateHandler(callback, context) Adds a callback that is fired every time Pointer.processInteractiveObjects

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

addPointer() → {Phaser.Pointer | null}

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

getPointerFromId(pointerId) → {Phaser.Pointer}

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

holdRate : number The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event.

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

mspointer : Phaser.MSPointer The MSPointer Input

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

[static] MAX_POINTERS : integer The maximum number of pointers that can be added. This excludes

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

addMoveCallback(callback, context) Adds a callback that is fired every time the activePointer receives a DOM move event such as a mousemove

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Input#pointer9
  • References/Game Development/Phaser/Input/Input

pointer9 : Phaser.Pointer A Pointer object.

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Input#pointer8
  • References/Game Development/Phaser/Input/Input

pointer8 : Phaser.Pointer A Pointer object.

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