InputHandler#checkPixel()

checkPixel(x, y, pointer) → {boolean} Runs a pixel perfect check against the given x/y coordinates of the Sprite this InputHandler is bound to.It compares the alpha value of the pixel and if >= InputHandler.pixelPerfectAlpha it returns true. Parameters Name Type Argument Description x number The x coordinate to check. y number The y coordinate to check. pointer Phaser.Pointer <optional> The pointer to get the x/y coordinate from if not passed as the first two parameters.

InputHandler#checkBoundsSprite()

checkBoundsSprite() Parent Sprite Bounds check for the sprite drag. Source code: input/InputHandler.js (Line 1704)

InputHandler#checkBoundsRect()

checkBoundsRect() Bounds Rect check for the sprite drag Source code: input/InputHandler.js (Line 1654)

InputHandler#bringToTop

bringToTop : boolean If true when this Sprite is clicked or dragged it will automatically be bought to the top of the Group it is within. Source code: input/InputHandler.js (Line 81)

InputHandler#boundsSprite

boundsSprite : Phaser.Sprite A Sprite the bounds of which this sprite is restricted during drag. Source code: input/InputHandler.js (Line 167)

InputHandler#boundsRect

boundsRect : Phaser.Rectangle A region of the game world within which the sprite is restricted during drag. Source code: input/InputHandler.js (Line 161)

InputHandler#allowVerticalDrag

allowVerticalDrag : boolean Controls if the Sprite is allowed to be dragged vertically. Default Value true Source code: input/InputHandler.js (Line 75)

InputHandler#allowHorizontalDrag

allowHorizontalDrag : boolean Controls if the Sprite is allowed to be dragged horizontally. Default Value true Source code: input/InputHandler.js (Line 69)

Input.TOUCH_OVERRIDES_MOUSE

[static] TOUCH_OVERRIDES_MOUSE : number Source code: input/Input.js (Line 364)

Input.MOUSE_TOUCH_COMBINE

[static] MOUSE_TOUCH_COMBINE : number Source code: input/Input.js (Line 370)