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

stopDrag(pointer) Called by Pointer when drag is stopped on this Sprite. Should not usually be called directly. Parameters

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

snapOffset : Phaser.Point A Point object that contains

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

isDragged : boolean true if the Sprite is being currently dragged. Source

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

downPoint : Phaser.Point A Point object containing

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

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

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

snapPoint : Phaser.Point If the sprite is set to snap

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

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

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

stop() Stops the Input Handler from running. Source code:

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