2016-12-05 10:06:09 +00:00
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< / 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.PrimitiveShader.html" > PrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Sprite.html" > Sprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.StripShader.html" > StripShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Texture.html" > Texture< / 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 >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "global.html" class = "dropdown-toggle" data-toggle = "dropdown" > Global< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_DOWN" > ANGLE_DOWN< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_LEFT" > ANGLE_LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_NORTH_EAST" > ANGLE_NORTH_EAST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_NORTH_WEST" > ANGLE_NORTH_WEST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_RIGHT" > ANGLE_RIGHT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_SOUTH_EAST" > ANGLE_SOUTH_EAST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_SOUTH_WEST" > ANGLE_SOUTH_WEST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_UP" > ANGLE_UP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#arc" > arc< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#AUTO" > AUTO< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#beginFill" > beginFill< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#bezierCurveTo" > bezierCurveTo< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BITMAPDATA" > BITMAPDATA< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BITMAPTEXT" > BITMAPTEXT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#blendModes" > blendModes< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_CENTER" > BOTTOM_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_LEFT" > BOTTOM_LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_RIGHT" > BOTTOM_RIGHT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BUTTON" > BUTTON< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CANVAS" > CANVAS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CANVAS_FILTER" > CANVAS_FILTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CENTER" > CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CIRCLE" > CIRCLE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#clear" > clear< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CREATURE" > CREATURE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#destroyCachedSprite" > destroyCachedSprite< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#displayList" > displayList< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#DOWN" > DOWN< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#drawCircle" > drawCircle< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#drawEllipse" > drawEllipse< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#drawPolygon" > drawPolygon< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#drawRect" > drawRect< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#drawRoundedRect" > drawRoundedRect< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#drawShape" > drawShape< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ELLIPSE" > ELLIPSE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#emit" > emit< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#EMITTER" > EMITTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#endFill" > endFill< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GAMES" > GAMES< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#generateTexture" > generateTexture< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#getBounds" > getBounds< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#getLocalBounds" > getLocalBounds< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GRAPHICS" > GRAPHICS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GROUP" > GROUP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#HEADLESS" > HEADLESS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#HORIZONTAL" > HORIZONTAL< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#IMAGE" > IMAGE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LANDSCAPE" > LANDSCAPE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT" > LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT_BOTTOM" > LEFT_BOTTOM< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT_CENTER" > LEFT_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT_TOP" > LEFT_TOP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LINE" > LINE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#lineStyle" > lineStyle< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#lineTo" > lineTo< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#listeners" > listeners< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#MATRIX" > MATRIX< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#mixin" > mixin< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#moveTo" > moveTo< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#NONE" > NONE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#off" > off< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#on" > on< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#once" > once< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#PENDING_ATLAS" > PENDING_ATLAS< / a >
< / li >
< li class = "class-depth-2" >
< a href = "global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath." > Phaser.Path#numPoints
return {number} The total number of PathPoints in this Path.< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POINT" > POINT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POINTER" > POINTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POLYGON" > POLYGON< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#PORTRAIT" > PORTRAIT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#quadraticCurveTo" > quadraticCurveTo< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RECTANGLE" > RECTANGLE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#removeAllListeners" > removeAllListeners< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RENDERTEXTURE" > RENDERTEXTURE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RETROFONT" > RETROFONT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT" > RIGHT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT_BOTTOM" > RIGHT_BOTTOM< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT_CENTER" > RIGHT_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT_TOP" > RIGHT_TOP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ROPE" > ROPE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ROUNDEDRECTANGLE" > ROUNDEDRECTANGLE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#scaleModes" > scaleModes< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#SPRITE" > SPRITE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#SPRITEBATCH" > SPRITEBATCH< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#stopImmediatePropagation" > stopImmediatePropagation< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#stopPropagation" > stopPropagation< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TEXT" > TEXT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILEMAP" > TILEMAP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILEMAPLAYER" > TILEMAPLAYER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILESPRITE" > TILESPRITE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TOP_CENTER" > TOP_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TOP_LEFT" > TOP_LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TOP_RIGHT" > TOP_RIGHT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#UP" > UP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#updateLocalBounds" > updateLocalBounds< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#VERSION" > VERSION< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#VERTICAL" > VERTICAL< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#VIDEO" > VIDEO< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL" > WEBGL< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL_FILTER" > WEBGL_FILTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL_MULTI" > WEBGL_MULTI< / a >
< / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Core< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Game.html" > Game< / a > < / li >
< 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.Cache.html" > Cache< / 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 >
< li class = "class-depth-1" > < a href = "Phaser.Input.html" > Input Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.ScaleManager.html" > Scale Manager< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Game Objects< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< 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 >
< li class = "class-depth-1" > < a href = "Phaser.Video.html" > Video< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Particles.Arcade.Emitter.html" > Particle Emitter< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Particle.html" > Particle< / a > < / li >
< 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.Ellipse.html" > Ellipse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Line.html" > Line< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Matrix.html" > Matrix< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Point.html" > Point< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Polygon.html" > Polygon< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Rectangle.html" > Rectangle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RoundedRectangle.html" > Rounded Rectangle< / a > < / li >
< / ul >
< / li >
< 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-2" > < a href = "Phaser.Weapon.html" > Weapon< / 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 >
< / ul >
< / li >
< 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.DeviceButton.html" > Device Button< / 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.KeyCode.html" > Key Codes< / 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 " >
< li class = "class-depth-1" > < a href = "http://phaser.io" > Phaser Web Site< / a > < / li >
< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser" > Phaser Github< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/examples" > 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 = "http://phaser.io/learn" > Tutorials< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/newsletter" > Newsletter< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/twitter" > Twitter< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/slack" > Slack< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/donate" > Donate< / a > < / li >
< li class = "class-depth-1" > < a href = "https://www.codeandweb.com/texturepacker/phaser" > Texture Packer< / a > < / li >
< / ul >
< / li >
< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span8" >
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<!-- <h1 class="page - title">Class: InputHandler</h1> -->
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< h2 >
< span class = "ancestors" > < a href = "Phaser.html" > Phaser< / a > .< / span >
InputHandler
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< article >
< div class = "container-overview" >
< dt >
< 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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< dd >
< 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 >
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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 > sprite< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
< / td >
< td class = "description last" > < p > The Sprite object to which this Input Handler belongs.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
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< h3 class = "subsection-title" > Members< / h3 >
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< dt >
< h4 class = "name "
id="allowHorizontalDrag">< span class = "type-signature" > < / span > allowHorizontalDrag< span class = "type-signature" > :boolean< / span > < / h4 >
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< dd >
< div class = "description" >
< p > Controls if the Sprite is allowed to be dragged horizontally.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > true< / li > < / ul > < / dd >
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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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< dd >
< div class = "description" >
< p > Controls if the Sprite is allowed to be dragged vertically.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > true< / li > < / ul > < / 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 >
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< div class = "description" >
< p > A region of the game world within which the sprite is restricted during drag.< / p >
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< dt >
< 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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< div class = "description" >
< p > A Sprite the bounds of which this sprite is restricted during drag.< / p >
< / div >
< dl class = "details" >
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< h4 class = "name "
id="bringToTop">< span class = "type-signature" > < / span > bringToTop< span class = "type-signature" > :boolean< / span > < / h4 >
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< dd >
< 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 >
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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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< dd >
< div class = "description" >
< p > A disposable flag used by the Pointer class when performing priority checks.< / p >
< / div >
< dl class = "details" >
< 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 >
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< h4 class = "name "
id="downPoint">< span class = "type-signature" > < / span > downPoint< span class = "type-signature" > :< a href = "Phaser.Point.html" > Phaser.Point< / a > < / span > < / h4 >
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< div class = "description" >
< p > A Point object containing the coordinates of the Pointer when it was first pressed down onto this Sprite.< / p >
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< h4 class = "name "
id="dragDistanceThreshold">< span class = "type-signature" > < / span > dragDistanceThreshold< span class = "type-signature" > :integer< / span > < / h4 >
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< div class = "description" >
< p > The distance, in pixels, the pointer has to move while being held down, before the Sprite thinks it is being dragged.< / p >
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< h4 class = "name "
id="dragFromCenter">< span class = "type-signature" > < / span > dragFromCenter< span class = "type-signature" > :boolean< / span > < / h4 >
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< div class = "description" >
< p > Is the Sprite dragged from its center, or the point at which the Pointer was pressed down upon it?< / p >
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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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< div class = "description" >
< p > Is this sprite allowed to be dragged by the mouse? true = yes, false = no< / p >
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< h4 class = "name "
id="dragOffset">< span class = "type-signature" > < / span > dragOffset< span class = "type-signature" > :< a href = "Phaser.Point.html" > Phaser.Point< / a > < / span > < / h4 >
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< div class = "description" >
< p > The offset from the Sprites position that dragging takes place from.< / p >
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< h4 class = "name "
id="dragStartPoint">< span class = "type-signature" > < / span > dragStartPoint< span class = "type-signature" > :< a href = "Phaser.Point.html" > Phaser.Point< / a > < / span > < / h4 >
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< div class = "description" >
< p > The Point from which the most recent drag started from. Useful if you need to return an object to its starting position.< / p >
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< h4 class = "name "
id="dragStopBlocksInputUp">< span class = "type-signature" > < / span > dragStopBlocksInputUp< span class = "type-signature" > :boolean< / span > < / h4 >
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< div class = "description" >
< p > If enabled, when the Sprite stops being dragged, it will only dispatch the < code > onDragStop< / code > event, and not the < code > onInputUp< / code > event. If set to < code > false< / code > it will dispatch both events.< / p >
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< h4 class = "name "
id="dragTimeThreshold">< span class = "type-signature" > < / span > dragTimeThreshold< span class = "type-signature" > :integer< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The amount of time, in ms, the pointer has to be held down over the Sprite before it thinks it is being dragged.< / p >
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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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< dd >
< div class = "description" >
< p > If enabled the Input Handler will process input requests and monitor pointer activity.< / p >
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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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< dd >
< div class = "description" >
< p > A reference to the currently running game.< / p >
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< h4 class = "name "
id="isDragged">< span class = "type-signature" > < / span > isDragged< span class = "type-signature" > :boolean< / span > < / h4 >
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< div class = "description" >
< p > true if the Sprite is being currently dragged.< / p >
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< h4 class = "name "
id="pixelPerfectAlpha">< span class = "type-signature" > < / span > pixelPerfectAlpha< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
< 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 >
< dl class = "details" >
< 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" > :boolean< / span > < / h4 >
< / dt >
< dd >
< 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.< br > The x/y coordinates of the pointer are tested against the image in combination with the InputHandler.pixelPerfectAlpha value.< br > This feature only works for display objects with image based textures such as Sprites. It won't work on BitmapText or Rope.< br > 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 >
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< h4 class = "name "
id="pixelPerfectOver">< span class = "type-signature" > < / span > pixelPerfectOver< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Set to true to use pixel perfect hit detection when checking if the pointer is over this Sprite.< br > The x/y coordinates of the pointer are tested against the image in combination with the InputHandler.pixelPerfectAlpha value.< br > This feature only works for display objects with image based textures such as Sprites. It won't work on BitmapText or Rope.< br > 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 >
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< h4 class = "name "
id="priorityID">< span class = "type-signature" > < / span > priorityID< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The priorityID is used to determine which game objects should get priority when input events occur. For example if you have< br > several Sprites that overlap, by default the one at the top of the display list is given priority for input events. You can< br > stop this from happening by controlling the priorityID value. The higher the value, the more important they are considered to the Input events.< / p >
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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 >
< div class = "description" >
< p > EXPERIMENTAL: Please do not use this property unless you know what it does. Likely to change in the future.< / p >
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< 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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< div class = "description" >
< p > A Point object that contains by how far the Sprite snap is offset.< / p >
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< h4 class = "name "
id="snapOffsetX">< span class = "type-signature" > < / span > snapOffsetX< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > This defines the top-left X coordinate of the snap grid.< / p >
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< h4 class = "name "
id="snapOffsetY">< span class = "type-signature" > < / span > snapOffsetY< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > This defines the top-left Y coordinate of the snap grid..< / p >
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< h4 class = "name "
id="snapOnDrag">< span class = "type-signature" > < / span > snapOnDrag< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > When the Sprite is dragged this controls if the center of the Sprite will snap to the pointer on drag or not.< / p >
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< h4 class = "name "
id="snapOnRelease">< span class = "type-signature" > < / span > snapOnRelease< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > When the Sprite is dragged this controls if the Sprite will be snapped on release.< / p >
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< h4 class = "name "
id="snapPoint">< span class = "type-signature" > < / span > snapPoint< span class = "type-signature" > :< a href = "Phaser.Point.html" > Phaser.Point< / a > < / span > < / h4 >
< / dt >
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< div class = "description" >
< p > If the sprite is set to snap while dragging this holds the point of the most recent 'snap' event.< / p >
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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 >
< div class = "description" >
< p > When a Sprite has snapping enabled this holds the width of the snap grid.< / p >
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< h4 class = "name "
id="snapY">< span class = "type-signature" > < / span > snapY< span class = "type-signature" > :number< / span > < / h4 >
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< div class = "description" >
< p > When a Sprite has snapping enabled this holds the height of the snap grid.< / p >
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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 >
< / dt >
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< div class = "description" >
< p > The Sprite object to which this Input Handler belongs.< / p >
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< h4 class = "name "
id="useHandCursor">< span class = "type-signature" > < / span > useHandCursor< span class = "type-signature" > :boolean< / span > < / h4 >
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< dd >
< 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 >
< / dl >
< / dd >
< / dl >
< h3 class = "subsection-title" > Methods< / h3 >
< dl >
< dt >
< h4 class = "name "
id="checkBoundsRect">< span class = "type-signature" > < / span > checkBoundsRect< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Bounds Rect check for the sprite drag< / p >
< / div >
< dl class = "details" >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="checkBoundsSprite">< span class = "type-signature" > < / span > checkBoundsSprite< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Parent Sprite Bounds check for the sprite drag.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
< / dd >
< dt >
< 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 >
< / dt >
< dd >
< div class = "description" >
< p > Runs a pixel perfect check against the given x/y coordinates of the Sprite this InputHandler is bound to.< br > It compares the alpha value of the pixel and if > = InputHandler.pixelPerfectAlpha it returns true.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / 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 = "attributes" >
< / td >
< td class = "description last" > < p > The x coordinate to check.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > The y coordinate to check.< / p > < / td >
< / tr >
< 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 >
< / tbody >
< / table >
< 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 >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
< / dd >
< dt >
< 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 >
< / dt >
< dd >
< div class = "description" >
< p > Checks if the given pointer is both down and over the Sprite this InputHandler belongs to.< br > 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 >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / 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 = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < / td >
< / tr >
< 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 >
< / tbody >
< / table >
< 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 >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
< / dd >
< dt >
< 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 >
< / dt >
< dd >
< div class = "description" >
< p > Checks if the given pointer is over the Sprite this InputHandler belongs to.< br > 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 >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / 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 = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < / td >
< / tr >
< 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 >
< / tbody >
< / table >
< 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 >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="destroy">< span class = "type-signature" > < / span > destroy< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Clean up memory.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="disableDrag">< span class = "type-signature" > < / span > disableDrag< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Stops this sprite from being able to be dragged.< br > If it is currently the target of an active drag it will be stopped immediately; also disables any set callbacks.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="disableSnap">< span class = "type-signature" > < / span > disableSnap< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Stops the sprite from snapping to a grid during drag or release.< / p >
< / div >
< dl class = "details" >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="downDuration">< span class = "type-signature" > < / span > downDuration< span class = "signature" > (< span class = "optional" > pointerId< / span > )< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
< / dt >
< dd >
< 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 > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointerId< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < / td >
< / tr >
< / tbody >
< / table >
< 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 >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
< / dd >
< dt >
< 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 >
< / dt >
< dd >
< div class = "description" >
2015-07-22 14:31:30 +00:00
< p > Allow this Sprite to be dragged by any valid pointer.< / p >
< p > When the drag begins the Sprite.events.onDragStart event will be dispatched.< / p >
< p > When the drag completes by way of the user letting go of the pointer that was dragging the sprite, the Sprite.events.onDragStop event is dispatched.< / p >
2016-06-09 16:13:31 +00:00
< p > You can control the thresholds over when a drag starts via the properties:< / p >
2016-08-26 00:18:47 +00:00
< p > < code > Pointer.dragDistanceThreshold< / code > the distance, in pixels, that the pointer has to move< br > before the drag will start.< / p >
< p > < code > Pointer.dragTimeThreshold< / code > the time, in ms, that the pointer must be held down on< br > the Sprite before the drag will start.< / p >
2016-06-09 16:13:31 +00:00
< p > You can set either (or both) of these properties after enabling a Sprite for drag.< / p >
2016-12-05 10:06:09 +00:00
< p > For the duration of the drag the Sprite.events.onDragUpdate event is dispatched. This event is only dispatched when the pointer actually< br > changes position and moves. The event sends 5 parameters: < code > sprite< / code > , < code > pointer< / code > , < code > dragX< / code > , < code > dragY< / code > and < code > snapPoint< / code > .< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > lockCenter< / 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 > 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" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< 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" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< 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 >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
255
< / td >
< 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 >
< / tr >
< tr >
< td class = "name" > < code > boundsRect< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Rectangle.html" > Phaser.Rectangle< / a > < / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
null
< / td >
< 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 >
< / tr >
< tr >
< td class = "name" > < code > boundsSprite< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
null
< / td >
< 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 >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
< / dd >
< dt >
< 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" > snapOffsetY< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Make this Sprite snap to the given grid either during drag or when it's released.< br > 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 >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > snapX< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The width of the grid cell to snap to.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > snapY< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The height of the grid cell to snap to.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > onDrag< / 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 true the sprite will snap to the grid while being dragged.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > onRelease< / 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 > If true the sprite will snap to the grid when released.< / 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 >
< tr >
< td class = "name" > < code > snapOffsetY< / 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 >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="globalToLocalX">< span class = "type-signature" > < / span > globalToLocalX< span class = "signature" > (x)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< 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 >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="globalToLocalY">< span class = "type-signature" > < / span > globalToLocalY< span class = "signature" > (y)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< 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 >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="isPixelPerfect">< span class = "type-signature" > < / span > isPixelPerfect< span class = "signature" > ()< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Is this object using pixel perfect checking?< / p >
< / div >
< 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 >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_input_InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "src_input_InputHandler.js.html#sunlight-1-line-495" > line 495< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="justOut">< span class = "type-signature" > < / span > justOut< span class = "signature" > (< span class = "optional" > pointerId< / span > , delay)< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
< / dt >
< dd >
< 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 > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointerId< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / 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 = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The time below which the pointer is considered as just out.< / p > < / td >
< / tr >
< / tbody >
< / table >
< 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 >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_input_InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "src_input_InputHandler.js.html#sunlight-1-line-1292" > line 1292< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="justOver">< span class = "type-signature" > < / span > justOver< span class = "signature" > (< span class = "optional" > pointerId< / span > , delay)< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
< / dt >
< dd >
< 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 > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointerId< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / 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 = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The time below which the pointer is considered as just over.< / p > < / td >
< / tr >
< / tbody >
< / table >
< 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 >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_input_InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "src_input_InputHandler.js.html#sunlight-1-line-1275" > line 1275< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="justPressed">< span class = "type-signature" > < / span > justPressed< span class = "signature" > (< span class = "optional" > pointerId< / span > , delay)< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< 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 >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointerId< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / 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 = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The time below which the pointer is considered as just over.< / p > < / td >
< / tr >
< / tbody >
< / table >
< 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 >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_input_InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "src_input_InputHandler.js.html#sunlight-1-line-1309" > line 1309< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="justReleased">< span class = "type-signature" > < / span > justReleased< span class = "signature" > (< span class = "optional" > pointerId< / span > , delay)< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< 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 >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointerId< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / 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 = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The time below which the pointer is considered as just out.< / p > < / td >
< / tr >
< / tbody >
< / table >
< 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 >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_input_InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "src_input_InputHandler.js.html#sunlight-1-line-1326" > line 1326< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="overDuration">< span class = "type-signature" > < / span > overDuration< span class = "signature" > (< span class = "optional" > pointerId< / span > )< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
< / dt >
< dd >
< 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 > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointerId< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < / td >
< / tr >
< / tbody >
< / table >
< 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 >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_input_InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "src_input_InputHandler.js.html#sunlight-1-line-1343" > line 1343< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="pointerDown">< span class = "type-signature" > < / span > pointerDown< span class = "signature" > (< span class = "optional" > pointerId< / span > )< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > If the Pointer is down this returns true.< br > This < em > only< / em > checks if the Pointer is down, not if it's down over any specific Sprite.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointerId< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < / td >
< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > boolean< / span >
-
< / div >
< div class = "returns-desc param-desc" >
2014-11-15 20:01:46 +00:00
< ul >
< li > True if the given pointer is down, otherwise false.< / li >
2016-12-05 10:06:09 +00:00
< / ul >
< / div >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_input_InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "src_input_InputHandler.js.html#sunlight-1-line-539" > line 539< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="pointerDragged">< span class = "type-signature" > < / span > pointerDragged< span class = "signature" > (< span class = "optional" > pointerId< / span > )< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Is this sprite being dragged by the mouse or not?< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointerId< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < / td >
< / tr >
< / tbody >
< / table >
< 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 >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_input_InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "src_input_InputHandler.js.html#sunlight-1-line-695" > line 695< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="pointerOut">< span class = "type-signature" > < / span > pointerOut< span class = "signature" > (< span class = "optional" > pointerId< / span > )< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Is the Pointer outside of this Sprite?< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointerId< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
(check all)
< / td >
< 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 >
< / tr >
< / tbody >
< / table >
< 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 >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_input_InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "src_input_InputHandler.js.html#sunlight-1-line-634" > line 634< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="pointerOver">< span class = "type-signature" > < / span > pointerOver< span class = "signature" > (< span class = "optional" > pointerId< / span > )< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Is the Pointer over this Sprite?< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointerId< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
(check all)
< / td >
< 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 >
< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > boolean< / span >
-
< / div >
< div class = "returns-desc param-desc" >
2014-11-15 20:01:46 +00:00
< ul >
< li > True if the given pointer (if a index was given, or any pointer if not) is over this object.< / li >
2016-12-05 10:06:09 +00:00
< / ul >
< / div >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_input_InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "src_input_InputHandler.js.html#sunlight-1-line-601" > line 601< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="pointerTimeDown">< span class = "type-signature" > < / span > pointerTimeDown< span class = "signature" > (< span class = "optional" > pointerId< / span > )< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
< / dt >
< dd >
< 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 > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointerId< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
(check all)
< / td >
< td class = "description last" > < / td >
< / tr >
< / tbody >
< / table >
< 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 >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_input_InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "src_input_InputHandler.js.html#sunlight-1-line-571" > line 571< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="pointerTimeOut">< span class = "type-signature" > < / span > pointerTimeOut< span class = "signature" > (< span class = "optional" > pointerId< / span > )< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
< / dt >
< dd >
< 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 > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointerId< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < / td >
< / tr >
< / tbody >
< / table >
< 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 >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_input_InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "src_input_InputHandler.js.html#sunlight-1-line-680" > line 680< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="pointerTimeOver">< span class = "type-signature" > < / span > pointerTimeOver< span class = "signature" > (< span class = "optional" > pointerId< / span > )< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
< / dt >
< dd >
< 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 > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointerId< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < / td >
< / tr >
< / tbody >
< / table >
< 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 >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_input_InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "src_input_InputHandler.js.html#sunlight-1-line-665" > line 665< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="pointerTimeUp">< span class = "type-signature" > < / span > pointerTimeUp< span class = "signature" > (< span class = "optional" > pointerId< / span > )< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
< / dt >
< dd >
< 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 > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointerId< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < / td >
< / tr >
< / tbody >
< / table >
< 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 >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_input_InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "src_input_InputHandler.js.html#sunlight-1-line-586" > line 586< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="pointerUp">< span class = "type-signature" > < / span > pointerUp< span class = "signature" > (< span class = "optional" > pointerId< / span > )< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > If the Pointer is up this returns true.< br > This < em > only< / em > checks if the Pointer is up, not if it's up over any specific Sprite.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointerId< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < / td >
< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > boolean< / span >
-
< / div >
< div class = "returns-desc param-desc" >
2014-11-15 20:01:46 +00:00
< ul >
< li > True if the given pointer is up, otherwise false.< / li >
2016-12-05 10:06:09 +00:00
< / ul >
< / div >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_input_InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "src_input_InputHandler.js.html#sunlight-1-line-555" > line 555< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="pointerX">< span class = "type-signature" > < / span > pointerX< span class = "signature" > (< span class = "optional" > pointerId< / span > )< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The x coordinate of the Input pointer, relative to the top-left of the parent Sprite.< br > 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 > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointerId< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < / td >
< / tr >
< / tbody >
< / table >
< 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 >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_input_InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "src_input_InputHandler.js.html#sunlight-1-line-507" > line 507< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="pointerY">< span class = "type-signature" > < / span > pointerY< span class = "signature" > (< span class = "optional" > pointerId< / span > )< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The y coordinate of the Input pointer, relative to the top-left of the parent Sprite< br > 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 > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointerId< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < / td >
< / tr >
< / tbody >
< / table >
< 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 >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_input_InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "src_input_InputHandler.js.html#sunlight-1-line-523" > line 523< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="reset">< span class = "type-signature" > < / span > reset< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Resets the Input Handler and disables it.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_input_InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "src_input_InputHandler.js.html#sunlight-1-line-382" > line 382< / a >
< / dt >
< / dl >
< / dd >
< dt >
< 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 >
< / dt >
< dd >
< 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 >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > allowHorizontal< / 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 > To enable the sprite to be dragged horizontally set to true, otherwise false.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > allowVertical< / 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 > To enable the sprite to be dragged vertically set to true, otherwise false.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_input_InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "src_input_InputHandler.js.html#sunlight-1-line-1597" > line 1597< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="start">< span class = "type-signature" > < / span > start< span class = "signature" > (< span class = "optional" > priority< / span > , < span class = "optional" > useHandCursor< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > }< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< 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 >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / 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 >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< 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 >
< / tr >
< tr >
< td class = "name" > < code > useHandCursor< / 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 > If true the Sprite will show the hand cursor on mouse-over (doesn't apply to mobile browsers)< / p > < / td >
< / tr >
< / tbody >
< / table >
< 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 >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_input_InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "src_input_InputHandler.js.html#sunlight-1-line-284" > line 284< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="startDrag">< span class = "type-signature" > < / span > startDrag< span class = "signature" > (pointer)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Called by Pointer when drag starts on this Sprite. Should not usually be called directly.< / 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" >
< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
< / td >
< td class = "description last" > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_input_InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "src_input_InputHandler.js.html#sunlight-1-line-1464" > line 1464< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="stop">< span class = "type-signature" > < / span > stop< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Stops the Input Handler from running.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_input_InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "src_input_InputHandler.js.html#sunlight-1-line-410" > line 410< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="stopDrag">< span class = "type-signature" > < / span > stopDrag< span class = "signature" > (pointer)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Called by Pointer when drag is stopped on this Sprite. Should not usually be called directly.< / 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" >
< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
< / td >
< td class = "description last" > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_input_InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "src_input_InputHandler.js.html#sunlight-1-line-1560" > line 1560< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="update">< span class = "type-signature" > < internal> < / span > update< span class = "signature" > (pointer)< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Internal Update method. This is called automatically and handles the Pointer< br > and drag update loops.< / 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" >
< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
< / td >
< td class = "description last" > < / td >
< / tr >
< / tbody >
< / table >
< 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 still active, otherwise false.< / p >
< / div >
< / div >
< dl class = "details" >
< 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 >
< dt class = "tag-source" > Source -
< a href = "src_input_InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "src_input_InputHandler.js.html#sunlight-1-line-868" > line 868< / a >
< / dt >
< / dl >
< / dd >
< dt >
< 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 >
< / dt >
< dd >
< div class = "description" >
< p > Checks if the object this InputHandler is bound to is valid for consideration in the Pointer move event.< br > 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 >
< th > Argument< / th >
< th > Default< / th >
< 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 >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< 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 >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The highest Render Order ID currently processed by the Pointer.< / p > < / td >
< / tr >
< 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 >
< / tbody >
< / table >
< 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 >
< dl class = "details" >
< 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 >
< dt class = "tag-source" > Source -
< a href = "src_input_InputHandler.js.html" > input/InputHandler.js< / a > , < a href = "src_input_InputHandler.js.html#sunlight-1-line-456" > line 456< / a >
< / dt >
< / dl >
< / dd >
< / dl >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
Phaser Copyright © 2012-2016 Photon Storm Ltd.
< / span >
< br / >
< span class = "jsdoc-message" >
Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.4.3< / a >
2016-12-06 23:50:50 +00:00
on Tue Dec 06 2016 23:49:00 GMT+0000 (GMT Standard Time) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
2016-12-05 10:06:09 +00:00
< / 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( {
anchorName : function(i, heading, prefix) {
return $(heading).attr("id") || ( prefix + i );
},
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 >
2013-10-02 14:05:55 +00:00
< / html >