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

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

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

destroy() Clean up memory. 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#boundsRect
  • References/Game Development/Phaser/Game Objects/InputHandler

boundsRect : Phaser.Rectangle A region of the

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

enabled : boolean If enabled the Input Handler will process input requests and monitor pointer activity.

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

snapOffsetX : number This defines the top-left X coordinate of the snap grid. Source

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

checkBoundsRect() Bounds Rect check for the sprite drag Source code:

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

pointerY(pointerId) → {number} The y coordinate of the Input pointer

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

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

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