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

leftButton : Phaser.DeviceButton If this

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

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

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

rawMovementY : number The vertical raw relative movement of the Pointer in pixels since last event.

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

previousTapTime : number A timestamp representing when the Pointer was last tapped or clicked.

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

middleButton : Phaser.DeviceButton If this

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

positionUp : Phaser.Point A Phaser.Point object containing

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

dirty : boolean A dirty pointer needs to re-poll any interactive objects it may have been over, regardless if it has moved or not

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

isMouse : boolean If the Pointer is a mouse or pen / stylus this is true, otherwise false.

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