snapX : number When a Sprite has snapping enabled this holds the width of the snap grid.
dragStartPoint : Phaser.Point The Point from which
dragTimeThreshold : integer The amount of time, in ms, the pointer has to be held down over the Sprite before it thinks it is being
sprite : Phaser.Sprite The Sprite object to which
pointerUp(pointerId) → {boolean} If the Pointer is up this returns
enableSnap(snapX, snapY, onDrag, onRelease, snapOffsetX, sn
overDuration(pointerId) → {number} If the pointer is currently over
snapOnRelease : boolean When the Sprite is dragged this controls if the Sprite will be snapped on release.
justReleased(pointerId, delay) → {boolean} Returns true if the pointer
downDuration(pointerId) → {number} If the pointer is currently over
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