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

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

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

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

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

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

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