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

dragOffset : Phaser.Point The offset from the Sprites

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

pixelPerfectAlpha : number The alpha tolerance threshold. If the alpha value of the pixel matches or is above this value, it's

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

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

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

setDragLock(allowHorizontal, allowVertical) Restricts this sprite to drag

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

globalToLocalX(x) Warning: EXPERIMENTAL Parameters Name

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