dragTimeThreshold : integer The amount of time, in ms, the pointer has to be held down over the Sprite before it thinks it is being
snapOnRelease : boolean When the Sprite is dragged this controls if the Sprite will be snapped on release.
stopDrag(pointer) Called by Pointer when drag is stopped on this Sprite. Should not usually be called directly. Parameters
snapOffset : Phaser.Point A Point object that contains
isDragged : boolean true if the Sprite is being currently dragged. Source
downPoint : Phaser.Point A Point object containing
justPressed(pointerId, delay) → {boolean} Returns true if the pointer
snapPoint : Phaser.Point If the sprite is set to snap
pixelPerfectOver : boolean Set to true to use pixel perfect hit detection when checking if the pointer is over this Sprite.
stop() Stops the Input Handler from running. Source code:
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