Phaser.InputHandler = function (sprite) { this.game = sprite.game; this.sprite = sprite; this.enabled = false; // Linked list references this.last = this; this.first = this; /** * The PriorityID controls which Sprite receives an Input event first if they should overlap. */ this.priorityID = 0; this.isDragged = false; this.dragPixelPerfect = false; this.allowHorizontalDrag = true; this.allowVerticalDrag = true; this.bringToTop = false; this.snapOnDrag = false; this.snapOnRelease = false; this.snapX = 0; this.snapY = 0; /** * Is this sprite allowed to be dragged by the mouse? true = yes, false = no * @default false */ this.draggable = false; /** * A region of the game world within which the sprite is restricted during drag * @default null */ this.boundsRect = null; /** * An Sprite the bounds of which this sprite is restricted during drag * @default null */ this.boundsSprite = null; /** * If this object is set to consume the pointer event then it will stop all propogation from this object on. * For example if you had a stack of 6 sprites with the same priority IDs and one consumed the event, none of the others would receive it. * @type {bool} */ this.consumePointerEvent = false; }; Phaser.InputHandler.prototype = { game: null, sprite: null, // Linked list references parent: null, _iNext: null, _iPrev: null, first: null, last: null, enable: function () { }, };