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

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

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

start(priority, useHandCursor) → {

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

checkPointerDown(pointer, fastTest) → {boolean} Checks if the given

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

globalToLocalX(x) Warning: EXPERIMENTAL Parameters Name

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

dragOffset : Phaser.Point The offset from the Sprites

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

boundsSprite : Phaser.Sprite A Sprite the bounds of

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

startDrag(pointer) Called by Pointer when drag starts on this Sprite. Should not usually be called directly. Parameters

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

dragStopBlocksInputUp : boolean If enabled, when the Sprite stops being dragged, it will only dispatch the onDragStop

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

pointerX(pointerId) → {number} The x coordinate of the Input pointer

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

pointerTimeDown(pointerId) → {number} A timestamp representing when

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