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< a href = "Phaser.Text.html" > Text< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Time.html" > Time< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
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< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
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< li class = "class-depth-1" >
< a href = "Phaser.TweenData.html" > TweenData< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
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< li class = "class-depth-2" >
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< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.World.html" > World< / a >
< / li >
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< li class = "class-depth-1" >
< a href = "PIXI.AbstractFilter.html" > AbstractFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AjaxRequest.html" > AjaxRequest< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AlphaMaskFilter.html" > AlphaMaskFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AsciiFilter.html" > AsciiFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AssetLoader.html" > AssetLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AtlasLoader.html" > AtlasLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BaseTexture.html" > BaseTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BitmapFontLoader.html" > BitmapFontLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BitmapText.html" > BitmapText< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BlurFilter.html" > BlurFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BlurXFilter.html" > BlurXFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BlurYFilter.html" > BlurYFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasBuffer.html" > CanvasBuffer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasGraphics.html" > CanvasGraphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasMaskManager.html" > CanvasMaskManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasRenderer.html" > CanvasRenderer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasTinter.html" > CanvasTinter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Circle.html" > Circle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ColorMatrixFilter.html" > ColorMatrixFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ColorStepFilter.html" > ColorStepFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ComplexPrimitiveShader.html" > ComplexPrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ConvolutionFilter.html" > ConvolutionFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CrossHatchFilter.html" > CrossHatchFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplacementFilter.html" > DisplacementFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObject.html" > DisplayObject< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObjectContainer.html" > DisplayObjectContainer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DotScreenFilter.html" > DotScreenFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Ellipse.html" > Ellipse< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Event.html" > Event< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.EventTarget.html" > EventTarget< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.FilterBlock.html" > FilterBlock< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.FilterTexture.html" > FilterTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Graphics.html" > Graphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.GraphicsData.html" > GraphicsData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.GrayFilter.html" > GrayFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ImageLoader.html" > ImageLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InteractionData.html" > InteractionData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InteractionManager.html" > InteractionManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InvertFilter.html" > InvertFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.JsonLoader.html" > JsonLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Matrix.html" > Matrix< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.MovieClip.html" > MovieClip< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.NoiseFilter.html" > NoiseFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.NormalMapFilter.html" > NormalMapFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixelateFilter.html" > PixelateFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PIXI.html" > PIXI< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiFastShader.html" > PixiFastShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiShader.html" > PixiShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Point.html" > Point< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Polygon.html" > Polygon< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PolyK.html" > PolyK< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PrimitiveShader.html" > PrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Rectangle.html" > Rectangle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RenderTexture.html" > RenderTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RGBSplitFilter.html" > RGBSplitFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Rope.html" > Rope< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RoundedRectangle.html" > RoundedRectangle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SepiaFilter.html" > SepiaFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SmartBlurFilter.html" > SmartBlurFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Spine.html" > Spine< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpineLoader.html" > SpineLoader< / a >
< / li >
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< li class = "class-depth-1" >
< a href = "PIXI.SpineTextureLoader.html" > SpineTextureLoader< / a >
< / li >
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< li class = "class-depth-1" >
< a href = "PIXI.Sprite.html" > Sprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpriteBatch.html" > SpriteBatch< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpriteSheetLoader.html" > SpriteSheetLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Stage.html" > Stage< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Strip.html" > Strip< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.StripShader.html" > StripShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Text.html" > Text< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Texture.html" > Texture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TilingSprite.html" > TilingSprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftFilter.html" > TiltShiftFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftXFilter.html" > TiltShiftXFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftYFilter.html" > TiltShiftYFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TwistFilter.html" > TwistFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.VideoTexture.html" > VideoTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLBlendModeManager.html" > WebGLBlendModeManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLFastSpriteBatch.html" > WebGLFastSpriteBatch< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLFilterManager.html" > WebGLFilterManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLRenderer.html" > WebGLRenderer< / a >
< / li >
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< / ul >
< / li >
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< li class = "dropdown" >
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< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Core< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "Phaser.Game.html" > Game< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Group.html" > Group< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.World.html" > World< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Loader.html" > Loader< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Time.html" > Time< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Camera.html" > Camera< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.StateManager.html" > State Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TweenManager.html" > Tween Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.SoundManager.html" > Sound Manager< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Input.html" > Input Manager< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.ScaleManager.html" > Scale Manager< / a > < / li >
< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Game Objects< b class = "caret" > < / b > < / a >
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< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "Phaser.GameObjectFactory.html" > Factory (game.add)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.GameObjectCreator.html" > Creator (game.make)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sprite.html" > Sprite< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Image.html" > Image< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sound.html" > Sound< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Particles.Arcade.Emitter.html" > Particle Emitter< / a > < / li >
2014-12-03 10:39:11 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Particle.html" > Particle< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Text.html" > Text< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tween.html" > Tween< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapText.html" > BitmapText< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tilemap.html" > Tilemap< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapData.html" > BitmapData< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RetroFont.html" > RetroFont< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Button.html" > Button< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Animation.html" > Animation< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Graphics.html" > Graphics< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RenderTexture.html" > RenderTexture< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TileSprite.html" > TileSprite< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Geometry< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Circle.html" > Circle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Rectangle.html" > Rectangle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Point.html" > Point< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Line.html" > Line< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Ellipse.html" > Ellipse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Polygon.html" > Polygon< / a > < / li >
< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Physics< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Arcade.html" > Arcade Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Arcade.Body.html" > Body< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.P2.html" > P2 Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Body.html" > Body< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Spring.html" > Spring< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Ninja.html" > Ninja Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Body.html" > Body< / a > < / li >
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< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Input< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.InputHandler.html" > Input Handler< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Pointer.html" > Pointer< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Mouse.html" > Mouse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Keyboard.html" > Keyboard< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Key.html" > Key< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Gamepad.html" > Gamepad< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Community< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "https://leanpub.com/u/photonstorm" > Phaser Books< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser" > Phaser Github< / a > < / li >
< li class = "class-depth-1" > < a href = "http://examples.phaser.io" > Phaser Examples< / a > < / li >
< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser-plugins" > Phaser Plugins< / a > < / li >
< li class = "class-depth-1" > < a href = "http://www.html5gamedevs.com/forum/14-phaser/" > Forum< / a > < / li >
< li class = "class-depth-1" > < a href = "http://stackoverflow.com/questions/tagged/phaser-framework" > Stack Overflow< / a > < / li >
< li class = "class-depth-1" > < a href = "https://confirmsubscription.com/h/r/369DE48E3E86AF1E" > Newsletter< / a > < / li >
< li class = "class-depth-1" > < a href = "https://twitter.com/photonstorm" > Twitter< / a > < / li >
< li class = "class-depth-1" > < a href = "http://www.html5gamedevs.com/topic/4470-official-phaserio-irc-channel-phaserio-on-freenode/" > IRC< / a > < / li >
< li class = "class-depth-1" > < a href = "https://www.gittip.com/photonstorm/" > GitTip< / a > < / li >
< / ul >
< / li >
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< / ul >
< / div >
< / div >
< div class = "row-fluid" >
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< div class = "span8" >
< div id = "main" >
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<!-- <h1 class="page - title">Class: InputHandler</h1> -->
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< section >
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< header >
< h2 >
< span class = "ancestors" > < a href = "Phaser.html" > Phaser< / a > .< / span >
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InputHandler
< / h2 >
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< / header >
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< article >
< div class = "container-overview" >
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< dt >
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< h4 class = "name "
id="InputHandler">< span class = "type-signature" > < / span > new InputHandler< span class = "signature" > (sprite)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > The Input Handler is bound to a specific Sprite and is responsible for managing all Input events on that Sprite.< / p >
< / div >
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< h5 > Parameters:< / h5 >
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< table class = "params table table-striped" >
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< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > sprite< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
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< / td >
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< td class = "description last" > < p > The Sprite object to which this Input Handler belongs.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
< a href = "InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "InputHandler.js.html#sunlight-1-line-14" > line 14< / a >
< / dt >
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< / dl >
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< / dd >
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< / div >
< h3 class = "subsection-title" > Members< / h3 >
< dl >
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< dt >
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< h4 class = "name "
id="allowHorizontalDrag">< span class = "type-signature" > < / span > allowHorizontalDrag< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Controls if the Sprite is allowed to be dragged horizontally.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-default" > Default Value:< / dt >
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< dd class = "tag-default" > < ul class = "dummy" > < li > true< / li > < / ul > < / dd >
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< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
id="allowVerticalDrag">< span class = "type-signature" > < / span > allowVerticalDrag< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Controls if the Sprite is allowed to be dragged vertically.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > true< / li > < / ul > < / dd >
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< / dt >
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< / dl >
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< / dd >
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< dt >
< h4 class = "name "
id="boundsRect">< span class = "type-signature" > < / span > boundsRect< span class = "type-signature" > :< a href = "Phaser.Rectangle.html" > Phaser.Rectangle< / a > < / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > A region of the game world within which the sprite is restricted during drag.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-default" > Default Value:< / dt >
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< dd class = "tag-default" > < ul class = "dummy" > < li > null< / li > < / ul > < / dd >
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< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
id="boundsSprite">< span class = "type-signature" > < / span > boundsSprite< span class = "type-signature" > :< a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > A Sprite the bounds of which this sprite is restricted during drag.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > null< / li > < / ul > < / dd >
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< / dt >
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< / dl >
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< / dd >
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< dt >
< h4 class = "name "
id="bringToTop">< span class = "type-signature" > < / span > bringToTop< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > If true when this Sprite is clicked or dragged it will automatically be bought to the top of the Group it is within.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-default" > Default Value:< / dt >
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< dd class = "tag-default" > < ul class = "dummy" > < li > false< / li > < / ul > < / dd >
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< dt >
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< h4 class = "name "
id="checked">< span class = "type-signature" > < internal> < / span > checked< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > A disposable flag used by the Pointer class when performing priority checks.< / p >
< / div >
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< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< / dt >
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< / dl >
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< / dd >
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< dt >
< h4 class = "name "
id="consumePointerEvent">< span class = "type-signature" > < / span > consumePointerEvent< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > If this object is set to consume the pointer event then it will stop all propogation from this object on.
For example if you had a stack of 6 sprites with the same priority IDs and one consumed the event, none of the others would receive it.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-default" > Default Value:< / dt >
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< dd class = "tag-default" > < ul class = "dummy" > < li > false< / li > < / ul > < / dd >
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< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
id="draggable">< span class = "type-signature" > < / span > draggable< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Is this sprite allowed to be dragged by the mouse? true = yes, false = no< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > false< / li > < / ul > < / dd >
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< dt >
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< h4 class = "name "
id="enabled">< span class = "type-signature" > < / span > enabled< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > If enabled the Input Handler will process input requests and monitor pointer activity.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > false< / li > < / ul > < / dd >
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< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
id="game">< span class = "type-signature" > < / span > game< span class = "type-signature" > :< a href = "Phaser.Game.html" > Phaser.Game< / a > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > A reference to the currently running game.< / p >
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< / div >
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< dl class = "details" >
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< / dt >
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< / dl >
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< / dd >
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< dt >
< h4 class = "name "
id="isDragged">< span class = "type-signature" > < / span > isDragged< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > true if the Sprite is being currently dragged.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > false< / li > < / ul > < / dd >
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< dt >
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< h4 class = "name "
id="pixelPerfectAlpha">< span class = "type-signature" > < / span > pixelPerfectAlpha< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > The alpha tolerance threshold. If the alpha value of the pixel matches or is above this value, it's considered a hit.< / p >
< / div >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > 255< / li > < / ul > < / dd >
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< h4 class = "name "
id="pixelPerfectClick">< span class = "type-signature" > < / span > pixelPerfectClick< span class = "type-signature" > :number< / span > < / h4 >
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< div class = "description" >
< p > Set to true to use pixel perfect hit detection when checking if the pointer is over this Sprite when it's clicked or touched.
The x/y coordinates of the pointer are tested against the image in combination with the InputHandler.pixelPerfectAlpha value.
Warning: This is expensive so only enable if you really need it. Use a pixel perfect check when testing for clicks or touches on the Sprite.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-default" > Default Value:< / dt >
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< dt >
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< h4 class = "name "
id="pixelPerfectOver">< span class = "type-signature" > < / span > pixelPerfectOver< span class = "type-signature" > :number< / span > < / h4 >
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< div class = "description" >
< p > Set to true to use pixel perfect hit detection when checking if the pointer is over this Sprite.
The x/y coordinates of the pointer are tested against the image in combination with the InputHandler.pixelPerfectAlpha value.
Warning: This is expensive, especially on mobile (where it's not even needed!) so only enable if required. Also see the less-expensive InputHandler.pixelPerfectClick. Use a pixel perfect check when testing for pointer over.< / p >
< / div >
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< dd class = "tag-default" > < ul class = "dummy" > < li > false< / li > < / ul > < / dd >
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< dt >
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< h4 class = "name "
id="priorityID">< span class = "type-signature" > < / span > priorityID< span class = "type-signature" > :number< / span > < / h4 >
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< p > The priorityID is used to determine which game objects should get priority when input events occur. For example if you have
several Sprites that overlap, by default the one at the top of the display list is given priority for input events. You can
stop this from happening by controlling the priorityID value. The higher the value, the more important they are considered to the Input events.< / p >
< / div >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > 0< / li > < / ul > < / dd >
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< dt >
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< h4 class = "name "
id="scaleLayer">< span class = "type-signature" > < / span > scaleLayer< span class = "type-signature" > :boolean< / span > < / h4 >
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< dd >
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< div class = "description" >
< p > EXPERIMENTAL: Please do not use this property unless you know what it does. Likely to change in the future.< / p >
< / div >
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< dt >
< h4 class = "name "
id="snapOffset">< span class = "type-signature" > < / span > snapOffset< span class = "type-signature" > :< a href = "Phaser.Point.html" > Phaser.Point< / a > < / span > < / h4 >
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< dd >
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< div class = "description" >
< p > A Point object that contains by how far the Sprite snap is offset.< / p >
< / div >
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< dt class = "tag-default" > Default Value:< / dt >
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< dd class = "tag-default" > < ul class = "dummy" > < li > null< / li > < / ul > < / dd >
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< h4 class = "name "
id="snapOffsetX">< span class = "type-signature" > < / span > snapOffsetX< span class = "type-signature" > :number< / span > < / h4 >
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< div class = "description" >
< p > This defines the top-left X coordinate of the snap grid.< / p >
< / div >
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< dt class = "tag-default" > Default Value:< / dt >
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< dd class = "tag-default" > < ul class = "dummy" > < li > 0< / li > < / ul > < / dd >
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< h4 class = "name "
id="snapOffsetY">< span class = "type-signature" > < / span > snapOffsetY< span class = "type-signature" > :number< / span > < / h4 >
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< p > This defines the top-left Y coordinate of the snap grid..< / p >
< / div >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > 0< / li > < / ul > < / dd >
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< h4 class = "name "
id="snapOnDrag">< span class = "type-signature" > < / span > snapOnDrag< span class = "type-signature" > :boolean< / span > < / h4 >
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< dd >
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< p > When the Sprite is dragged this controls if the center of the Sprite will snap to the pointer on drag or not.< / p >
< / div >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > false< / li > < / ul > < / dd >
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< dt >
< h4 class = "name "
id="snapOnRelease">< span class = "type-signature" > < / span > snapOnRelease< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > When the Sprite is dragged this controls if the Sprite will be snapped on release.< / p >
< / div >
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< dt class = "tag-default" > Default Value:< / dt >
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< dd class = "tag-default" > < ul class = "dummy" > < li > false< / li > < / ul > < / dd >
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< dt >
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< h4 class = "name "
id="snapX">< span class = "type-signature" > < / span > snapX< span class = "type-signature" > :number< / span > < / h4 >
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< dd >
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< div class = "description" >
< p > When a Sprite has snapping enabled this holds the width of the snap grid.< / p >
< / div >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > 0< / li > < / ul > < / dd >
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< / dl >
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< dt >
< h4 class = "name "
id="snapY">< span class = "type-signature" > < / span > snapY< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > When a Sprite has snapping enabled this holds the height of the snap grid.< / p >
< / div >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > 0< / li > < / ul > < / dd >
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< dt >
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< h4 class = "name "
id="sprite">< span class = "type-signature" > < / span > sprite< span class = "type-signature" > :< a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span > < / h4 >
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< dd >
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< div class = "description" >
< p > The Sprite object to which this Input Handler belongs.< / p >
< / div >
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< dt >
< h4 class = "name "
id="useHandCursor">< span class = "type-signature" > < / span > useHandCursor< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > On a desktop browser you can set the 'hand' cursor to appear when moving over the Sprite.< / p >
< / div >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > false< / li > < / ul > < / dd >
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< / dl >
< h3 class = "subsection-title" > Methods< / h3 >
< dl >
< dt >
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< h4 class = "name "
id="checkBoundsRect">< span class = "type-signature" > < / span > checkBoundsRect< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< dd >
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< p > Bounds Rect check for the sprite drag< / p >
< / div >
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< dt >
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< h4 class = "name "
id="checkBoundsSprite">< span class = "type-signature" > < / span > checkBoundsSprite< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< dd >
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< p > Parent Sprite Bounds check for the sprite drag.< / p >
< / div >
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< dt >
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< h4 class = "name "
id="checkPixel">< span class = "type-signature" > < / span > checkPixel< span class = "signature" > (x, y, < span class = "optional" > pointer< / span > )< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
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< dd >
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< p > 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.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
< / td >
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< td class = "description last" > < p > The x coordinate to check.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
< / td >
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< td class = "description last" > < p > The y coordinate to check.< / p > < / td >
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< / tr >
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< tr >
< td class = "name" > < code > pointer< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > The pointer to get the x/y coordinate from if not passed as the first two parameters.< / p > < / td >
< / tr >
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< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > boolean< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > true if there is the alpha of the pixel is > = InputHandler.pixelPerfectAlpha< / p >
< / div >
< / div >
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< dl class = "details" >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="checkPointerDown">< span class = "type-signature" > < / span > checkPointerDown< span class = "signature" > (pointer, < span class = "optional" > fastTest< / span > )< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Checks if the given pointer is both down and over the Sprite this InputHandler belongs to.
Use the < code > fastTest< / code > flag is to quickly check just the bounding hit area even if < code > InputHandler.pixelPerfectOver< / code > is < code > true< / code > .< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointer< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
< / td >
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< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < / td >
< / tr >
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< tr >
< td class = "name" > < code > fastTest< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > Force a simple hit area check even if < code > pixelPerfectOver< / code > is true for this object?< / p > < / td >
< / tr >
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< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > boolean< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > True if the pointer is down, otherwise false.< / p >
< / div >
< / div >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="checkPointerOver">< span class = "type-signature" > < / span > checkPointerOver< span class = "signature" > (pointer, < span class = "optional" > fastTest< / span > )< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Checks if the given pointer is over the Sprite this InputHandler belongs to.
Use the < code > fastTest< / code > flag is to quickly check just the bounding hit area even if < code > InputHandler.pixelPerfectOver< / code > is < code > true< / code > .< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointer< / code > < / td >
< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
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< / td >
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< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < / td >
< / tr >
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< tr >
< td class = "name" > < code > fastTest< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > Force a simple hit area check even if < code > pixelPerfectOver< / code > is true for this object?< / p > < / td >
< / tr >
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< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > boolean< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< / div >
< / div >
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< dl class = "details" >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="destroy">< span class = "type-signature" > < / span > destroy< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Clean up memory.< / p >
< / div >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="disableDrag">< span class = "type-signature" > < / span > disableDrag< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Stops this sprite from being able to be dragged. If it is currently the target of an active drag it will be stopped immediately. Also disables any set callbacks.< / p >
< / div >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="disableSnap">< span class = "type-signature" > < / span > disableSnap< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Stops the sprite from snapping to a grid during drag or release.< / p >
< / div >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="downDuration">< span class = "type-signature" > < / span > downDuration< span class = "signature" > (pointer)< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointer< / code > < / td >
< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
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< / td >
< td class = "description last" > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > number< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The number of milliseconds the pointer has been pressed down on the Sprite, or -1 if not over.< / p >
< / div >
< / div >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="enableDrag">< span class = "type-signature" > < / span > enableDrag< span class = "signature" > (< span class = "optional" > lockCenter< / span > , < span class = "optional" > bringToTop< / span > , < span class = "optional" > pixelPerfect< / span > , < span class = "optional" > alphaThreshold< / span > , < span class = "optional" > boundsRect< / span > , < span class = "optional" > boundsSprite< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Make this Sprite draggable by the mouse. You can also optionally set mouseStartDragCallback and mouseStopDragCallback< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > lockCenter< / code > < / td >
< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
false
< / td >
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< td class = "description last" > < p > If false the Sprite will drag from where you click it minus the dragOffset. If true it will center itself to the tip of the mouse pointer.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > bringToTop< / code > < / td >
< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
false
< / td >
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< td class = "description last" > < p > If true the Sprite will be bought to the top of the rendering list in its current Group.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > pixelPerfect< / code > < / td >
< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
false
< / td >
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< td class = "description last" > < p > If true it will use a pixel perfect test to see if you clicked the Sprite. False uses the bounding box.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > alphaThreshold< / code > < / td >
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< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
255
< / td >
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< td class = "description last" > < p > If using pixel perfect collision this specifies the alpha level from 0 to 255 above which a collision is processed.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > boundsRect< / code > < / td >
< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Rectangle.html" > Phaser.Rectangle< / a > < / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
null
< / td >
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< td class = "description last" > < p > If you want to restrict the drag of this sprite to a specific Rectangle, pass the Phaser.Rectangle here, otherwise it's free to drag anywhere.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > boundsSprite< / code > < / td >
< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
null
< / td >
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< td class = "description last" > < p > If you want to restrict the drag of this sprite to within the bounding box of another sprite, pass it here.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="enableSnap">< span class = "type-signature" > < / span > enableSnap< span class = "signature" > (snapX, snapY, < span class = "optional" > onDrag< / span > , < span class = "optional" > onRelease< / span > , < span class = "optional" > snapOffsetX< / span > , < span class = "optional" > snapOffsetX< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Make this Sprite snap to the given grid either during drag or when it's released.
For example 16x16 as the snapX and snapY would make the sprite snap to every 16 pixels.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > snapX< / code > < / td >
< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The width of the grid cell to snap to.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > snapY< / code > < / td >
< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The height of the grid cell to snap to.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > onDrag< / code > < / td >
< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
true
< / td >
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< td class = "description last" > < p > If true the sprite will snap to the grid while being dragged.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > onRelease< / code > < / td >
< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
false
< / td >
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< td class = "description last" > < p > If true the sprite will snap to the grid when released.< / p > < / td >
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< / tr >
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< tr >
< td class = "name" > < code > snapOffsetX< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > Used to offset the top-left starting point of the snap grid.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > snapOffsetX< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > Used to offset the top-left starting point of the snap grid.< / p > < / td >
< / tr >
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< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "InputHandler.js.html#sunlight-1-line-1369" > line 1369< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="globalToLocalX">< span class = "type-signature" > < / span > globalToLocalX< span class = "signature" > (x)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Warning: EXPERIMENTAL< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < / td >
< / tr >
< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "InputHandler.js.html#sunlight-1-line-1284" > line 1284< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="globalToLocalY">< span class = "type-signature" > < / span > globalToLocalY< span class = "signature" > (y)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Warning: EXPERIMENTAL< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < / td >
< / tr >
< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "InputHandler.js.html#sunlight-1-line-1301" > line 1301< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="isPixelPerfect">< span class = "type-signature" > < / span > isPixelPerfect< span class = "signature" > ()< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Is this object using pixel perfect checking?< / p >
< / div >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > boolean< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > True if the this InputHandler has either < code > pixelPerfectClick< / code > or < code > pixelPerfectOver< / code > set to < code > true< / code > .< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "InputHandler.js.html#sunlight-1-line-433" > line 433< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="justOut">< span class = "type-signature" > < / span > justOut< span class = "signature" > (pointer, delay)< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second)< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointer< / code > < / td >
< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
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< / td >
< td class = "description last" > < / td >
< / tr >
< tr >
< td class = "name" > < code > delay< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The time below which the pointer is considered as just out.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > boolean< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "InputHandler.js.html#sunlight-1-line-1090" > line 1090< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="justOver">< span class = "type-signature" > < / span > justOver< span class = "signature" > (pointer, delay)< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second)< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointer< / code > < / td >
< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
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< / td >
< td class = "description last" > < / td >
< / tr >
< tr >
< td class = "name" > < code > delay< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The time below which the pointer is considered as just over.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > boolean< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "InputHandler.js.html#sunlight-1-line-1074" > line 1074< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="justPressed">< span class = "type-signature" > < / span > justPressed< span class = "signature" > (pointer, delay)< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Returns true if the pointer has touched or clicked on the Sprite within the specified delay time (defaults to 500ms, half a second)< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointer< / code > < / td >
< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
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< / td >
< td class = "description last" > < / td >
< / tr >
< tr >
< td class = "name" > < code > delay< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The time below which the pointer is considered as just over.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > boolean< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "InputHandler.js.html#sunlight-1-line-1106" > line 1106< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="justReleased">< span class = "type-signature" > < / span > justReleased< span class = "signature" > (pointer, delay)< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Returns true if the pointer was touching this Sprite, but has been released within the specified delay time (defaults to 500ms, half a second)< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointer< / code > < / td >
< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
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< / td >
< td class = "description last" > < / td >
< / tr >
< tr >
< td class = "name" > < code > delay< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The time below which the pointer is considered as just out.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > boolean< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "InputHandler.js.html#sunlight-1-line-1122" > line 1122< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="overDuration">< span class = "type-signature" > < / span > overDuration< span class = "signature" > (pointer)< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointer< / code > < / td >
< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
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< / td >
< td class = "description last" > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > number< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The number of milliseconds the pointer has been over the Sprite, or -1 if not over.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "InputHandler.js.html#sunlight-1-line-1138" > line 1138< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="pointerDown">< span class = "type-signature" > < / span > pointerDown< span class = "signature" > (pointer)< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > If the Pointer is down this returns true. Please note that it only checks if the Pointer is down, not if it's down over any specific Sprite.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointer< / code > < / td >
< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > The index of the pointer to check. You can get this from Phaser.Pointer.id.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
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< div class = "returns-type" >
< span class = "param-type" > boolean< / span >
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-
< / div >
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< div class = "returns-desc param-desc" >
< ul >
< li > True if the given pointer is down, otherwise false.< / li >
< / ul >
< / div >
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< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "InputHandler.js.html#sunlight-1-line-477" > line 477< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="pointerDragged">< span class = "type-signature" > < / span > pointerDragged< span class = "signature" > (pointer)< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Is this sprite being dragged by the mouse or not?< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > pointer< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
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< / td >
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< td class = "description last" > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > boolean< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > True if the pointer is dragging an object, otherwise false.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "InputHandler.js.html#sunlight-1-line-625" > line 625< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="pointerOut">< span class = "type-signature" > < / span > pointerOut< span class = "signature" > (< span class = "optional" > index< / span > )< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Is the Pointer outside of this Sprite?< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > index< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "description last" > < p > The ID number of a Pointer to check. If you don't provide a number it will check all Pointers.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > boolean< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > True if the given pointer (if a index was given, or any pointer if not) is out of this object.< / p >
< / div >
< / div >
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< dt class = "tag-source" > Source -
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< a href = "InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "InputHandler.js.html#sunlight-1-line-567" > line 567< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="pointerOver">< span class = "type-signature" > < / span > pointerOver< span class = "signature" > (< span class = "optional" > index< / span > )< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Is the Pointer over this Sprite?< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > index< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
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< td class = "description last" > < p > The ID number of a Pointer to check. If you don't provide a number it will check all Pointers.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > boolean< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< ul >
< li > True if the given pointer (if a index was given, or any pointer if not) is over this object.< / li >
< / ul >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "InputHandler.js.html#sunlight-1-line-536" > line 536< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="pointerTimeDown">< span class = "type-signature" > < / span > pointerTimeDown< span class = "signature" > (pointer)< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > A timestamp representing when the Pointer first touched the touchscreen.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointer< / code > < / td >
< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > The index of the pointer to check. You can get this from Phaser.Pointer.id.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > number< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "InputHandler.js.html#sunlight-1-line-507" > line 507< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="pointerTimeOut">< span class = "type-signature" > < / span > pointerTimeOut< span class = "signature" > (pointer)< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > A timestamp representing when the Pointer left the touchscreen.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointer< / code > < / td >
< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
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< / td >
< td class = "description last" > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > number< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "InputHandler.js.html#sunlight-1-line-611" > line 611< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="pointerTimeOver">< span class = "type-signature" > < / span > pointerTimeOver< span class = "signature" > (pointer)< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > A timestamp representing when the Pointer first touched the touchscreen.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointer< / code > < / td >
< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
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< / td >
< td class = "description last" > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > number< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "InputHandler.js.html#sunlight-1-line-597" > line 597< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="pointerTimeUp">< span class = "type-signature" > < / span > pointerTimeUp< span class = "signature" > (pointer)< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > A timestamp representing when the Pointer left the touchscreen.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointer< / code > < / td >
< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
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< / td >
< td class = "description last" > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
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< div class = "returns-type" >
< span class = "param-type" > number< / span >
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-
< / div >
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< div class = "returns-desc param-desc" >
< / div >
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< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "InputHandler.js.html#sunlight-1-line-522" > line 522< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="pointerUp">< span class = "type-signature" > < / span > pointerUp< span class = "signature" > (pointer)< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > If the Pointer is up this returns true. Please note that it only checks if the Pointer is up, not if it's up over any specific Sprite.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointer< / code > < / td >
< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > The index of the pointer to check. You can get this from Phaser.Pointer.id.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > boolean< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< ul >
< li > True if the given pointer is up, otherwise false.< / li >
< / ul >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "InputHandler.js.html#sunlight-1-line-492" > line 492< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="pointerX">< span class = "type-signature" > < / span > pointerX< span class = "signature" > (pointer)< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > The x coordinate of the Input pointer, relative to the top-left of the parent Sprite.
This value is only set when the pointer is over this Sprite.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointer< / code > < / td >
< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > The index of the pointer to check. You can get this from Phaser.Pointer.id.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > number< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The x coordinate of the Input pointer.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "InputHandler.js.html#sunlight-1-line-445" > line 445< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="pointerY">< span class = "type-signature" > < / span > pointerY< span class = "signature" > (pointer)< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > The y coordinate of the Input pointer, relative to the top-left of the parent Sprite
This value is only set when the pointer is over this Sprite.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointer< / code > < / td >
< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > The index of the pointer to check. You can get this from Phaser.Pointer.id.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > number< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The y coordinate of the Input pointer.< / p >
< / div >
< / div >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="reset">< span class = "type-signature" > < / span > reset< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Resets the Input Handler and disables it.< / p >
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< / div >
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< dt class = "tag-source" > Source -
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="setDragLock">< span class = "type-signature" > < / span > setDragLock< span class = "signature" > (< span class = "optional" > allowHorizontal< / span > , < span class = "optional" > allowVertical< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Restricts this sprite to drag movement only on the given axis. Note: If both are set to false the sprite will never move!< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > allowHorizontal< / code > < / td >
< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
true
< / td >
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< td class = "description last" > < p > To enable the sprite to be dragged horizontally set to true, otherwise false.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > allowVertical< / code > < / td >
< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
true
< / td >
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< td class = "description last" > < p > To enable the sprite to be dragged vertically set to true, otherwise false.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "InputHandler.js.html#sunlight-1-line-1353" > line 1353< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="start">< span class = "type-signature" > < / span > start< span class = "signature" > (priority, useHandCursor)< / span > < span class = "type-signature" > → {< a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Starts the Input Handler running. This is called automatically when you enable input on a Sprite, or can be called directly if you need to set a specific priority.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > priority< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "description last" > < p > Higher priority sprites take click priority over low-priority sprites when they are stacked on-top of each other.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > useHandCursor< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
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< td class = "description last" > < p > If true the Sprite will show the hand cursor on mouse-over (doesn't apply to mobile browsers)< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The Sprite object to which the Input Handler is bound.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
< a href = "InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "InputHandler.js.html#sunlight-1-line-224" > line 224< / a >
< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="startDrag">< span class = "type-signature" > < / span > startDrag< span class = "signature" > (pointer)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Called by Pointer when drag starts on this Sprite. Should not usually be called directly.< / p >
< / div >
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< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointer< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
< / td >
< td class = "description last" > < / td >
< / tr >
< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "InputHandler.js.html#sunlight-1-line-1236" > line 1236< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="stop">< span class = "type-signature" > < / span > stop< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Stops the Input Handler from running.< / p >
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< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "InputHandler.js.html#sunlight-1-line-352" > line 352< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="stopDrag">< span class = "type-signature" > < / span > stopDrag< span class = "signature" > (pointer)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Called by Pointer when drag is stopped on this Sprite. Should not usually be called directly.< / p >
< / div >
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< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointer< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
< / td >
< td class = "description last" > < / td >
< / tr >
< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "InputHandler.js.html#sunlight-1-line-1318" > line 1318< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="update">< span class = "type-signature" > < internal> < / span > update< span class = "signature" > (pointer)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Update.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointer< / code > < / td >
< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
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< / td >
< td class = "description last" > < / td >
< / tr >
< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "InputHandler.js.html#sunlight-1-line-777" > line 777< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="updateDrag">< span class = "type-signature" > < / span > updateDrag< span class = "signature" > (pointer)< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Updates the Pointer drag on this Sprite.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointer< / code > < / td >
< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
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< / td >
< td class = "description last" > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > boolean< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "InputHandler.js.html#sunlight-1-line-996" > line 996< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="validForInput">< span class = "type-signature" > < internal> < / span > validForInput< span class = "signature" > (highestID, highestRenderID, < span class = "optional" > includePixelPerfect< / span > )< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Checks if the object this InputHandler is bound to is valid for consideration in the Pointer move event.
This is called by Phaser.Pointer and shouldn't typically be called directly.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > highestID< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The highest ID currently processed by the Pointer.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > highestRenderID< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "attributes" >
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< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The highest Render Order ID currently processed by the Pointer.< / p > < / td >
< / tr >
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< tr >
< td class = "name" > < code > includePixelPerfect< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
true
< / td >
< td class = "description last" > < p > If this object has < code > pixelPerfectClick< / code > or < code > pixelPerfectOver< / code > set should it be considered as valid?< / p > < / td >
< / tr >
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< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > boolean< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > True if the object this InputHandler is bound to should be considered as valid for input detection.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "InputHandler.js.html#sunlight-1-line-398" > line 398< / a >
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< / dt >
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< / dl >
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< / dd >
< / dl >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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< / span >
< br / >
< span class = "jsdoc-message" >
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
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on Tue Jan 06 2015 06:32:02 GMT-0000 (GMT) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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< / span >
< / footer >
< / div >
< div class = "span3" >
< div id = "toc" > < / div >
< / div >
< br clear = "both" >
< / div >
< / div >
< script src = "scripts/sunlight.js" > < / script >
< script src = "scripts/sunlight.javascript.js" > < / script >
< script src = "scripts/sunlight-plugin.doclinks.js" > < / script >
< script src = "scripts/sunlight-plugin.linenumbers.js" > < / script >
< script src = "scripts/sunlight-plugin.menu.js" > < / script >
< script src = "scripts/jquery.min.js" > < / script >
< script src = "scripts/jquery.scrollTo.js" > < / script >
< script src = "scripts/jquery.localScroll.js" > < / script >
< script src = "scripts/bootstrap-dropdown.js" > < / script >
< script src = "scripts/toc.js" > < / script >
< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
< script >
$( function () {
$( "#toc" ).toc( {
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anchorName : function(i, heading, prefix) {
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return $(heading).attr("id") || ( prefix + i );
},
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selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
< / html >