enableSnap(snapX, snapY, onDrag, onRelease, snapOffsetX, sn
dragTimeThreshold : integer The amount of time, in ms, the pointer has to be held down over the Sprite before it thinks it is being
moveUp(child) → {any} Moves the given child up one place in this group unless it's already at the
filter(filter) → {Phaser.Filter}
onInputOut : Phaser.Signal This signal is dispatched
disableTextureUpload : boolean If true this video will never send its image data to the GPU when its dirty flag is true. This only
snapOnRelease : boolean When the Sprite is dragged this controls if the Sprite will be snapped on release.
resetCursor(index) → {any} Sets the group cursor to the first child
canvas :HTMLCanvasElement The canvas the BitmapData uses. Source code:
setAll(key, value, checkAlive, checkVisible, operation, force)
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