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

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

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

snapOffset : Phaser.Point A Point object that contains

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

enableDrag(lockCenter, bringToTop, pixelPerfect, alphaThreshold

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

dragFromCenter : boolean Is the Sprite dragged from its center, or the point at which the Pointer was pressed down upon it?

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

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

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