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

destroy() Clean up memory. Source code:

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

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

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

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

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

snapOffsetY : number This defines the top-left Y 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#pointerTimeUp()
  • References/Game Development/Phaser/Game Objects/InputHandler

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

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

checkPointerOver(pointer, fastTest) → {boolean} Checks if the given

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