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

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

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

pointerTimeOver(pointerId) → {number} A timestamp representing when

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

downPoint : Phaser.Point A Point object containing

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

reset() Resets the Input Handler and disables it. Source code:

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

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

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

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

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