Mouse#requestPointerLock()
  • References/Game Development/Phaser/Input/Mouse

requestPointerLock() If the browser supports it you can request that the pointer be locked to the browser window.This is classically

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Mouse#pointerLock
  • References/Game Development/Phaser/Input/Mouse

pointerLock : Phaser.Signal This event is dispatched

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Mouse#onMouseOutGlobal()
  • References/Game Development/Phaser/Input/Mouse

onMouseOutGlobal(event) The internal method that handles the mouse out event from the window. Parameters

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Mouse.FORWARD_BUTTON
  • References/Game Development/Phaser/Input/Mouse

[static] FORWARD_BUTTON : number Source code:

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Mouse#start()
  • References/Game Development/Phaser/Input/Mouse

start() Starts the event listeners running. Source code:

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Mouse#stopOnGameOut
  • References/Game Development/Phaser/Input/Mouse

stopOnGameOut : boolean If true Pointer.stop will be called if the mouse leaves the game canvas.

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

new Mouse(game) The Mouse class is responsible for handling all aspects of mouse interaction with the browser. It captures and

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Mouse#onMouseOut()
  • References/Game Development/Phaser/Input/Mouse

onMouseOut(event) The internal method that handles the mouse out event from the browser. Parameters

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Mouse#releasePointerLock()
  • References/Game Development/Phaser/Input/Mouse

releasePointerLock() Internal release pointer lock handler. Source code:

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Mouse#onMouseOver()
  • References/Game Development/Phaser/Input/Mouse

onMouseOver(event) The internal method that handles the mouse over event from the browser. Parameters

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