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

snapX : number When a Sprite has snapping enabled this holds the width of the snap grid.

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

dragStartPoint : Phaser.Point The Point from which

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

sprite : Phaser.Sprite The Sprite object to which

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

pointerUp(pointerId) → {boolean} If the Pointer is up this returns

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

enableSnap(snapX, snapY, onDrag, onRelease, snapOffsetX, sn

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

overDuration(pointerId) → {number} If the pointer is currently over

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

snapOnRelease : boolean When the Sprite is dragged this controls if the Sprite will be snapped on release.

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

justReleased(pointerId, delay) → {boolean} Returns true if the pointer

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

downDuration(pointerId) → {number} If the pointer is currently over

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