new Group(game, parent, name, addToStage, enableBody
dragStartPoint : Phaser.Point The Point from which
audioSprite(key) → {Phaser.AudioSprite}
ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children
onRevived : Phaser.Signal This signal is dispatched
bitmapData(width, height, key, addToCache)
new InputHandler(sprite) The Input Handler is bound to a specific Sprite and is responsible for managing all Input events on that Sprite
overDuration(pointerId) → {number} If the pointer is currently over
justReleased(pointerId, delay) → {boolean} Returns true if the pointer
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