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

globalToLocalX(x) Warning: EXPERIMENTAL Parameters Name

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

allowVerticalDrag : boolean Controls if the Sprite is allowed to be dragged vertically.

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

priorityID : number The priorityID is used to determine which game objects should get priority when input events occur. For example

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

disableDrag() Stops this sprite from being able to be dragged.If it is currently the target of an active drag it will be stopped

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

pixelPerfectClick : boolean Set to true to use pixel perfect hit detection when checking if the pointer is over this Sprite when

2025-01-10 15:47:30
InputHandler#scaleLayer
  • References/Game Development/Phaser/Game Objects/InputHandler

scaleLayer : boolean EXPERIMENTAL: Please do not use this property unless you know what it does. Likely to change in the future

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

dragTimeThreshold : integer The amount of time, in ms, the pointer has to be held down over the Sprite before it thinks it is being

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