InputHandler#isPixelPerfect()
  • References/Game Development/Phaser/Game Objects/InputHandler

isPixelPerfect() → {boolean} Is this object using pixel perfect checking? Returns

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InputHandler#pointerOut()
  • References/Game Development/Phaser/Game Objects/InputHandler

pointerOut(pointerId) → {boolean} Is the Pointer outside of this Sprite

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InputHandler#bringToTop
  • References/Game Development/Phaser/Game Objects/InputHandler

bringToTop : boolean If true when this Sprite is clicked or dragged it will automatically be bought to the top of the Group it

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InputHandler#start()
  • References/Game Development/Phaser/Game Objects/InputHandler

start(priority, useHandCursor) → {

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InputHandler#snapY
  • References/Game Development/Phaser/Game Objects/InputHandler

snapY : number When a Sprite has snapping enabled this holds the height of the snap grid.

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InputHandler#allowHorizontalDrag
  • References/Game Development/Phaser/Game Objects/InputHandler

allowHorizontalDrag : boolean Controls if the Sprite is allowed to be dragged horizontally.

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InputHandler#pointerDown()
  • References/Game Development/Phaser/Game Objects/InputHandler

pointerDown(pointerId) → {boolean} If the Pointer is down this returns

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InputHandler#useHandCursor
  • References/Game Development/Phaser/Game Objects/InputHandler

useHandCursor : boolean On a desktop browser you can set the 'hand' cursor to appear when moving over the Sprite.

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InputHandler#disableSnap()
  • References/Game Development/Phaser/Game Objects/InputHandler

disableSnap() Stops the sprite from snapping to a grid during drag or release. Source

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InputHandler#draggable
  • References/Game Development/Phaser/Game Objects/InputHandler

draggable : boolean Is this sprite allowed to be dragged by the mouse? true = yes, false = no

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