Pointer#clientY
  • References/Game Development/Phaser/Input/Pointer

clientY : number The vertical coordinate of the Pointer within the application's client area at which the event occurred (as opposed

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Pointer#game
  • References/Game Development/Phaser/Input/Pointer

game : Phaser.Game A reference to the currently running game

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Pointer#resetMovement()
  • References/Game Development/Phaser/Input/Pointer

resetMovement() Resets the movementX and movementY properties. Use in your update handler after retrieving the values.

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Pointer#type
  • References/Game Development/Phaser/Input/Pointer

[readonly] type : number The const type of this object.

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Pointer#leave()
  • References/Game Development/Phaser/Input/Pointer

leave(event) Called when the Pointer leaves the target area. Parameters

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Pointer#pageY
  • References/Game Development/Phaser/Input/Pointer

pageY : number The vertical coordinate of the Pointer relative to whole document. Source

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Pointer#msSinceLastClick
  • References/Game Development/Phaser/Input/Pointer

msSinceLastClick : number The number of milliseconds since the last click or touch event.

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Pointer#exists
  • References/Game Development/Phaser/Input/Pointer

exists : boolean A Pointer object that exists is allowed to be checked for physics collisions and overlaps.

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Pointer#rawMovementX
  • References/Game Development/Phaser/Input/Pointer

rawMovementX : number The horizontal raw relative movement of the Pointer in pixels since last event.

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Pointer#position
  • References/Game Development/Phaser/Input/Pointer

position : Phaser.Point A Phaser.Point object containing

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