pointerDragged(pointerId) → {boolean} Is this sprite being dragged
pointerUp(pointerId) → {boolean} If the Pointer is up this returns
new InputHandler(sprite) The Input Handler is bound to a specific Sprite and is responsible for managing all Input events on that Sprite
dragStartPoint : Phaser.Point The Point from which
snapOnRelease : boolean When the Sprite is dragged this controls if the Sprite will be snapped on release.
enableSnap(snapX, snapY, onDrag, onRelease, snapOffsetX, sn
overDuration(pointerId) → {number} If the pointer is currently over
justReleased(pointerId, delay) → {boolean} Returns true if the pointer
downDuration(pointerId) → {number} If the pointer is currently over
snapX : number When a Sprite has snapping enabled this holds the width of the snap grid.
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