dragTimeThreshold : integer The amount of time, in ms, the pointer has to be held down over the Sprite before it thinks it is being
new InputHandler(sprite) The Input Handler is bound to a specific Sprite and is responsible for managing all Input events on that Sprite
snapOnRelease : boolean When the Sprite is dragged this controls if the Sprite will be snapped on release.
dragStartPoint : Phaser.Point The Point from which
enableSnap(snapX, snapY, onDrag, onRelease, snapOffsetX, sn
snapX : number When a Sprite has snapping enabled this holds the width of the snap grid.
overDuration(pointerId) → {number} If the pointer is currently over
checkPixel(x, y, pointer) → {boolean} Runs a pixel perfect check against
justReleased(pointerId, delay) → {boolean} Returns true if the pointer
downDuration(pointerId) → {number} If the pointer is currently over
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