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

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

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

enableDrag(lockCenter, bringToTop, pixelPerfect, alphaThreshold

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

game : Phaser.Game A reference to the currently running game

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

checkBoundsSprite() Parent Sprite Bounds check for the sprite drag. Source code:

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

dragDistanceThreshold : integer The distance, in pixels, the pointer has to move while being held down, before the Sprite thinks

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

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

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