Phaser Source: src/input/InputHandler.js

# Source: src/input/InputHandler.js

    /**
    * @author       Richard Davey <rich@photonstorm.com>
    * @copyright    2016 Photon Storm Ltd.
    * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
    */

    /**
    * The Input Handler is bound to a specific Sprite and is responsible for managing all Input events on that Sprite.
    *
    * @class Phaser.InputHandler
    * @constructor
    * @param {Phaser.Sprite} sprite - The Sprite object to which this Input Handler belongs.
    */
    Phaser.InputHandler = function (sprite) {

        /**
        * @property {Phaser.Sprite} sprite - The Sprite object to which this Input Handler belongs.
        */
        this.sprite = sprite;

        /**
        * @property {Phaser.Game} game - A reference to the currently running game.
        */
        this.game = sprite.game;

        /**
        * @property {boolean} enabled - If enabled the Input Handler will process input requests and monitor pointer activity.
        * @default
        */
        this.enabled = false;

        /**
        * @property {boolean} checked - A disposable flag used by the Pointer class when performing priority checks.
        * @protected
        */
        this.checked = false;

        /**
        * The priorityID is used to determine which game objects should get priority when input events occur. For example if you have
        * several Sprites that overlap, by default the one at the top of the display list is given priority for input events. You can
        * stop this from happening by controlling the priorityID value. The higher the value, the more important they are considered to the Input events.
        * @property {number} priorityID
        * @default
        */
        this.priorityID = 0;

        /**
        * @property {boolean} useHandCursor - On a desktop browser you can set the 'hand' cursor to appear when moving over the Sprite.
        * @default
        */
        this.useHandCursor = false;

        /**
        * @property {boolean} _setHandCursor - Did this Sprite trigger the hand cursor?
        * @private
        */
        this._setHandCursor = false;

        /**
        * @property {boolean} isDragged - true if the Sprite is being currently dragged.
        * @default
        */
        this.isDragged = false;

        /**
        * @property {boolean} allowHorizontalDrag - Controls if the Sprite is allowed to be dragged horizontally.
        * @default
        */
        this.allowHorizontalDrag = true;

        /**
        * @property {boolean} allowVerticalDrag - Controls if the Sprite is allowed to be dragged vertically.
        * @default
        */
        this.allowVerticalDrag = true;

        /**
        * @property {boolean} bringToTop - If true when this Sprite is clicked or dragged it will automatically be bought to the top of the Group it is within.
        * @default
        */
        this.bringToTop = false;

        /**
        * @property {Phaser.Point} snapOffset - A Point object that contains by how far the Sprite snap is offset.
        * @default
        */
        this.snapOffset = null;

        /**
        * @property {boolean} snapOnDrag - When the Sprite is dragged this controls if the center of the Sprite will snap to the pointer on drag or not.
        * @default
        */
        this.snapOnDrag = false;

        /**
        * @property {boolean} snapOnRelease - When the Sprite is dragged this controls if the Sprite will be snapped on release.
        * @default
        */
        this.snapOnRelease = false;

        /**
        * @property {number} snapX - When a Sprite has snapping enabled this holds the width of the snap grid.
        * @default
        */
        this.snapX = 0;

        /**
        * @property {number} snapY - When a Sprite has snapping enabled this holds the height of the snap grid.
        * @default
        */
        this.snapY = 0;

        /**
        * @property {number} snapOffsetX - This defines the top-left X coordinate of the snap grid.
        * @default
        */
        this.snapOffsetX = 0;

        /**
        * @property {number} snapOffsetY - This defines the top-left Y coordinate of the snap grid..
        * @default
        */
        this.snapOffsetY = 0;

        /**
        * Set to true to use pixel perfect hit detection when checking if the pointer is over this Sprite.
        * The x/y coordinates of the pointer are tested against the image in combination with the InputHandler.pixelPerfectAlpha value.
        * This feature only works for display objects with image based textures such as Sprites. It won't work on BitmapText or Rope.
        * 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.
        * @property {boolean} pixelPerfectOver - Use a pixel perfect check when testing for pointer over.
        * @default
        */
        this.pixelPerfectOver = false;

        /**
        * Set to true to use pixel perfect hit detection when checking if the pointer is over this Sprite when it's clicked or touched.
        * The x/y coordinates of the pointer are tested against the image in combination with the InputHandler.pixelPerfectAlpha value.
        * This feature only works for display objects with image based textures such as Sprites. It won't work on BitmapText or Rope.
        * Warning: This is expensive so only enable if you really need it.
        * @property {boolean} pixelPerfectClick - Use a pixel perfect check when testing for clicks or touches on the Sprite.
        * @default
        */
        this.pixelPerfectClick = false;

        /**
        * @property {number} pixelPerfectAlpha - The alpha tolerance threshold. If the alpha value of the pixel matches or is above this value, it's considered a hit.
        * @default
        */
        this.pixelPerfectAlpha = 255;

        /**
        * @property {boolean} draggable - Is this sprite allowed to be dragged by the mouse? true = yes, false = no
        * @default
        */
        this.draggable = false;

        /**
        * @property {Phaser.Rectangle} boundsRect - A region of the game world within which the sprite is restricted during drag.
        * @default
        */
        this.boundsRect = null;

        /**
        * @property {Phaser.Sprite} boundsSprite - A Sprite the bounds of which this sprite is restricted during drag.
        * @default
        */
        this.boundsSprite = null;

        /**
        * @property {boolean} scaleLayer - EXPERIMENTAL: Please do not use this property unless you know what it does. Likely to change in the future.
        */
        this.scaleLayer = false;

        /**
        * @property {Phaser.Point} dragOffset - The offset from the Sprites position that dragging takes place from.
        */
        this.dragOffset = new Phaser.Point();

        /**
        * @property {boolean} dragFromCenter - Is the Sprite dragged from its center, or the point at which the Pointer was pressed down upon it?
        */
        this.dragFromCenter = false;

        /**
        * @property {boolean} dragStopBlocksInputUp - If enabled, when the Sprite stops being dragged, it will only dispatch the `onDragStop` event, and not the `onInputUp` event. If set to `false` it will dispatch both events.
        */
        this.dragStopBlocksInputUp = false;

        /**
        * @property {Phaser.Point} dragStartPoint - The Point from which the most recent drag started from. Useful if you need to return an object to its starting position.
        */
        this.dragStartPoint = new Phaser.Point();

        /**
        * @property {integer} dragDistanceThreshold - The distance, in pixels, the pointer has to move while being held down, before the Sprite thinks it is being dragged.
        */
        this.dragDistanceThreshold = 0;

        /**
        * @property {integer} dragTimeThreshold - The amount of time, in ms, the pointer has to be held down over the Sprite before it thinks it is being dragged.
        */
        this.dragTimeThreshold = 0;

        /**
        * @property {Phaser.Point} downPoint - A Point object containing the coordinates of the Pointer when it was first pressed down onto this Sprite.
        */
        this.downPoint = new Phaser.Point();

        /**
        * @property {Phaser.Point} snapPoint - If the sprite is set to snap while dragging this holds the point of the most recent 'snap' event.
        */
        this.snapPoint = new Phaser.Point();

        /**
        * @property {Phaser.Point} _dragPoint - Internal cache var.
        * @private
        */
        this._dragPoint = new Phaser.Point();

        /**
        * @property {boolean} _dragPhase - Internal cache var.
        * @private
        */
        this._dragPhase = false;

        /**
        * @property {boolean} _pendingDrag - Internal cache var.
        * @private
        */
        this._pendingDrag = false;

        /**
        * @property {boolean} _dragTimePass - Internal cache var.
        * @private
        */
        this._dragTimePass = false;

        /**
        * @property {boolean} _dragDistancePass - Internal cache var.
        * @private
        */
        this._dragDistancePass = false;

        /**
        * @property {boolean} _wasEnabled - Internal cache var.
        * @private
        */
        this._wasEnabled = false;

        /**
        * @property {Phaser.Point} _tempPoint - Internal cache var.
        * @private
        */
        this._tempPoint = new Phaser.Point();

        /**
        * @property {array} _pointerData - Internal cache var.
        * @private
        */
        this._pointerData = [];

        this._pointerData.push({
            id: 0,
            x: 0,
            y: 0,
            camX: 0,
            camY: 0,
            isDown: false,
            isUp: false,
            isOver: false,
            isOut: false,
            timeOver: 0,
            timeOut: 0,
            timeDown: 0,
            timeUp: 0,
            downDuration: 0,
            isDragged: false
        });

    };

    Phaser.InputHandler.prototype = {

        /**
        * 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.
        *
        * @method Phaser.InputHandler#start
        * @param {number} [priority=0] - Higher priority sprites take click priority over low-priority sprites when they are stacked on-top of each other.
        * @param {boolean} [useHandCursor=false] - If true the Sprite will show the hand cursor on mouse-over (doesn't apply to mobile browsers)
        * @return {Phaser.Sprite} The Sprite object to which the Input Handler is bound.
        */
        start: function (priority, useHandCursor) {

            priority = priority || 0;
            if (useHandCursor === undefined) { useHandCursor = false; }

            //  Turning on
            if (this.enabled === false)
            {
                //  Register, etc
                this.game.input.interactiveItems.add(this);
                this.useHandCursor = useHandCursor;
                this.priorityID = priority;

                for (var i = 0; i < 10; i++)
                {
                    this._pointerData[i] = {
                        id: i,
                        x: 0,
                        y: 0,
                        isDown: false,
                        isUp: false,
                        isOver: false,
                        isOut: false,
                        timeOver: 0,
                        timeOut: 0,
                        timeDown: 0,
                        timeUp: 0,
                        downDuration: 0,
                        isDragged: false
                    };
                }

                this.snapOffset = new Phaser.Point();
                this.enabled = true;
                this._wasEnabled = true;

            }

            this.sprite.events.onAddedToGroup.add(this.addedToGroup, this);
            this.sprite.events.onRemovedFromGroup.add(this.removedFromGroup, this);

            return this.sprite;

        },

        /**
        * Handles when the parent Sprite is added to a new Group.
        *
        * @method Phaser.InputHandler#addedToGroup
        * @private
        */
        addedToGroup: function () {

            if (this._dragPhase)
            {
                return;
            }

            if (this._wasEnabled && !this.enabled)
            {
                this.start();
            }

        },

        /**
        * Handles when the parent Sprite is removed from a Group.
        *
        * @method Phaser.InputHandler#removedFromGroup
        * @private
        */
        removedFromGroup: function () {

            if (this._dragPhase)
            {
                return;
            }

            if (this.enabled)
            {
                this._wasEnabled = true;
                this.stop();
            }
            else
            {
                this._wasEnabled = false;
            }

        },

        /**
        * Resets the Input Handler and disables it.
        * @method Phaser.InputHandler#reset
        */
        reset: function () {

            this.enabled = false;

            for (var i = 0; i < 10; i++)
            {
                this._pointerData[i] = {
                    id: i,
                    x: 0,
                    y: 0,
                    isDown: false,
                    isUp: false,
                    isOver: false,
                    isOut: false,
                    timeOver: 0,
                    timeOut: 0,
                    timeDown: 0,
                    timeUp: 0,
                    downDuration: 0,
                    isDragged: false
                };
            }
        },

        /**
        * Stops the Input Handler from running.
        * @method Phaser.InputHandler#stop
        */
        stop: function () {

            //  Turning off
            if (this.enabled === false)
            {
                return;
            }
            else
            {
                //  De-register, etc
                this.enabled = false;
                this.game.input.interactiveItems.remove(this);
            }

        },

        /**
        * Clean up memory.
        * @method Phaser.InputHandler#destroy
        */
        destroy: function () {

            if (this.sprite)
            {
                if (this._setHandCursor)
                {
                    this.game.canvas.style.cursor = "default";
                    this._setHandCursor = false;
                }

                this.enabled = false;

                this.game.input.interactiveItems.remove(this);

                this._pointerData.length = 0;
                this.boundsRect = null;
                this.boundsSprite = null;
                this.sprite = null;
            }

        },

        /**
        * Checks if the object this InputHandler is bound to is valid for consideration in the Pointer move event.
        * This is called by Phaser.Pointer and shouldn't typically be called directly.
        *
        * @method Phaser.InputHandler#validForInput
        * @protected
        * @param {number} highestID - The highest ID currently processed by the Pointer.
        * @param {number} highestRenderID - The highest Render Order ID currently processed by the Pointer.
        * @param {boolean} [includePixelPerfect=true] - If this object has `pixelPerfectClick` or `pixelPerfectOver` set should it be considered as valid?
        * @return {boolean} True if the object this InputHandler is bound to should be considered as valid for input detection.
        */
        validForInput: function (highestID, highestRenderID, includePixelPerfect) {

            if (includePixelPerfect === undefined) { includePixelPerfect = true; }

            if (!this.enabled ||
                this.sprite.scale.x === 0 ||
                this.sprite.scale.y === 0 ||
                this.priorityID < this.game.input.minPriorityID ||
                (this.sprite.parent && this.sprite.parent.ignoreChildInput))
            {
                return false;
            }

            //   If we're trying to specifically IGNORE pixel perfect objects, then set includePixelPerfect to false and skip it
            if (!includePixelPerfect && (this.pixelPerfectClick || this.pixelPerfectOver))
            {
                return false;
            }

            if (this.priorityID > highestID || (this.priorityID === highestID && this.sprite.renderOrderID > highestRenderID))
            {
                return true;
            }

            return false;

        },

        /**
        * Is this object using pixel perfect checking?
        *
        * @method Phaser.InputHandler#isPixelPerfect
        * @return {boolean} True if the this InputHandler has either `pixelPerfectClick` or `pixelPerfectOver` set to `true`.
        */
        isPixelPerfect: function () {

            return (this.pixelPerfectClick || this.pixelPerfectOver);

        },

        /**
        * The x coordinate of the Input pointer, relative to the top-left of the parent Sprite.
        * This value is only set when the pointer is over this Sprite.
        *
        * @method Phaser.InputHandler#pointerX
        * @param {integer} [pointerId=0]
        * @return {number} The x coordinate of the Input pointer.
        */
        pointerX: function (pointerId) {

            pointerId = pointerId || 0;

            return this._pointerData[pointerId].x;

        },

        /**
        * The y coordinate of the Input pointer, relative to the top-left of the parent Sprite
        * This value is only set when the pointer is over this Sprite.
        *
        * @method Phaser.InputHandler#pointerY
        * @param {integer} [pointerId=0]
        * @return {number} The y coordinate of the Input pointer.
        */
        pointerY: function (pointerId) {

            pointerId = pointerId || 0;

            return this._pointerData[pointerId].y;

        },

        /**
        * If the Pointer is down this returns true.
        * This *only* checks if the Pointer is down, not if it's down over any specific Sprite.
        *
        * @method Phaser.InputHandler#pointerDown
        * @param {integer} [pointerId=0]
        * @return {boolean} - True if the given pointer is down, otherwise false.
        */
        pointerDown: function (pointerId) {

            pointerId = pointerId || 0;

            return this._pointerData[pointerId].isDown;

        },

        /**
        * If the Pointer is up this returns true.
        * This *only* checks if the Pointer is up, not if it's up over any specific Sprite.
        *
        * @method Phaser.InputHandler#pointerUp
        * @param {integer} [pointerId=0]
        * @return {boolean} - True if the given pointer is up, otherwise false.
        */
        pointerUp: function (pointerId) {

            pointerId = pointerId || 0;

            return this._pointerData[pointerId].isUp;

        },

        /**
        * A timestamp representing when the Pointer first touched the touchscreen.
        *
        * @method Phaser.InputHandler#pointerTimeDown
        * @param {integer} [pointerId=(check all)]
        * @return {number}
        */
        pointerTimeDown: function (pointerId) {

            pointerId = pointerId || 0;

            return this._pointerData[pointerId].timeDown;

        },

        /**
        * A timestamp representing when the Pointer left the touchscreen.
        *
        * @method Phaser.InputHandler#pointerTimeUp
        * @param {integer} [pointerId=0]
        * @return {number}
        */
        pointerTimeUp: function (pointerId) {

            pointerId = pointerId || 0;

            return this._pointerData[pointerId].timeUp;

        },

        /**
        * Is the Pointer over this Sprite?
        *
        * @method Phaser.InputHandler#pointerOver
        * @param {integer} [pointerId=(check all)] The ID number of a Pointer to check. If you don't provide a number it will check all Pointers.
        * @return {boolean} - True if the given pointer (if a index was given, or any pointer if not) is over this object.
        */
        pointerOver: function (pointerId) {

            if (!this.enabled)
            {
                return false;
            }

            if (pointerId === undefined)
            {
                for (var i = 0; i < 10; i++)
                {
                    if (this._pointerData[i].isOver)
                    {
                        return true;
                    }
                }

                return false;
            }
            else
            {
                return this._pointerData[pointerId].isOver;
            }

        },

        /**
        * Is the Pointer outside of this Sprite?
        *
        * @method Phaser.InputHandler#pointerOut
        * @param {integer} [pointerId=(check all)] The ID number of a Pointer to check. If you don't provide a number it will check all Pointers.
        * @return {boolean} True if the given pointer (if a index was given, or any pointer if not) is out of this object.
        */
        pointerOut: function (pointerId) {

            if (!this.enabled)
            {
                return false;
            }

            if (pointerId === undefined)
            {
                for (var i = 0; i < 10; i++)
                {
                    if (this._pointerData[i].isOut)
                    {
                        return true;
                    }
                }
            }
            else
            {
                return this._pointerData[pointerId].isOut;
            }

        },

        /**
        * A timestamp representing when the Pointer first touched the touchscreen.
        *
        * @method Phaser.InputHandler#pointerTimeOver
        * @param {integer} [pointerId=0]
        * @return {number}
        */
        pointerTimeOver: function (pointerId) {

            pointerId = pointerId || 0;

            return this._pointerData[pointerId].timeOver;

        },

        /**
        * A timestamp representing when the Pointer left the touchscreen.
        *
        * @method Phaser.InputHandler#pointerTimeOut
        * @param {integer} [pointerId=0]
        * @return {number}
        */
        pointerTimeOut: function (pointerId) {

            pointerId = pointerId || 0;

            return this._pointerData[pointerId].timeOut;

        },

        /**
        * Is this sprite being dragged by the mouse or not?
        *
        * @method Phaser.InputHandler#pointerDragged
        * @param {integer} [pointerId=0]
        * @return {boolean} True if the pointer is dragging an object, otherwise false.
        */
        pointerDragged: function (pointerId) {

            pointerId = pointerId || 0;

            return this._pointerData[pointerId].isDragged;

        },

        /**
        * Checks if the given pointer is both down and over the Sprite this InputHandler belongs to.
        * Use the `fastTest` flag is to quickly check just the bounding hit area even if `InputHandler.pixelPerfectOver` is `true`.
        *
        * @method Phaser.InputHandler#checkPointerDown
        * @param {Phaser.Pointer} pointer
        * @param {boolean} [fastTest=false] - Force a simple hit area check even if `pixelPerfectOver` is true for this object?
        * @return {boolean} True if the pointer is down, otherwise false.
        */
        checkPointerDown: function (pointer, fastTest) {

            if (!pointer.isDown ||
                !this.enabled ||
                !this.sprite ||
                !this.sprite.parent ||
                !this.sprite.visible ||
                !this.sprite.parent.visible ||
                this.sprite.worldScale.x === 0 ||
                this.sprite.worldScale.y === 0)
            {
                return false;
            }

            //  Need to pass it a temp point, in case we need it again for the pixel check
            if (this.game.input.hitTest(this.sprite, pointer, this._tempPoint))
            {
                if (fastTest === undefined)
                {
                    fastTest = false;
                }

                if (!fastTest && this.pixelPerfectClick)
                {
                    return this.checkPixel(this._tempPoint.x, this._tempPoint.y);
                }
                else
                {
                    return true;
                }
            }

            return false;

        },

        /**
        * Checks if the given pointer is over the Sprite this InputHandler belongs to.
        * Use the `fastTest` flag is to quickly check just the bounding hit area even if `InputHandler.pixelPerfectOver` is `true`.
        *
        * @method Phaser.InputHandler#checkPointerOver
        * @param {Phaser.Pointer} pointer
        * @param {boolean} [fastTest=false] - Force a simple hit area check even if `pixelPerfectOver` is true for this object?
        * @return {boolean}
        */
        checkPointerOver: function (pointer, fastTest) {

            if (!this.enabled ||
                !this.sprite ||
                !this.sprite.parent ||
                !this.sprite.visible ||
                !this.sprite.parent.visible ||
                this.sprite.worldScale.x === 0 ||
                this.sprite.worldScale.y === 0)
            {
                return false;
            }

            //  Need to pass it a temp point, in case we need it again for the pixel check
            if (this.game.input.hitTest(this.sprite, pointer, this._tempPoint))
            {
                if (fastTest === undefined)
                {
                    fastTest = false;
                }

                if (!fastTest && this.pixelPerfectOver)
                {
                    return this.checkPixel(this._tempPoint.x, this._tempPoint.y);
                }
                else
                {
                    return true;
                }
            }

            return false;

        },

        /**
        * Runs a pixel perfect check against the given x/y coordinates of the Sprite this InputHandler is bound to.
        * It compares the alpha value of the pixel and if >= InputHandler.pixelPerfectAlpha it returns true.
        *
        * @method Phaser.InputHandler#checkPixel
        * @param {number} x - The x coordinate to check.
        * @param {number} y - The y coordinate to check.
        * @param {Phaser.Pointer} [pointer] - The pointer to get the x/y coordinate from if not passed as the first two parameters.
        * @return {boolean} true if there is the alpha of the pixel is >= InputHandler.pixelPerfectAlpha
        */
        checkPixel: function (x, y, pointer) {

            //  Grab a pixel from our image into the hitCanvas and then test it
            if (this.sprite.texture.baseTexture.source)
            {
                if (x === null && y === null)
                {
                    //  Use the pointer parameter
                    this.game.input.getLocalPosition(this.sprite, pointer, this._tempPoint);

                    var x = this._tempPoint.x;
                    var y = this._tempPoint.y;
                }

                if (this.sprite.anchor.x !== 0)
                {
                    x -= -this.sprite.texture.frame.width * this.sprite.anchor.x;
                }

                if (this.sprite.anchor.y !== 0)
                {
                    y -= -this.sprite.texture.frame.height * this.sprite.anchor.y;
                }

                x += this.sprite.texture.frame.x;
                y += this.sprite.texture.frame.y;

                if (this.sprite.texture.trim)
                {
                    x -= this.sprite.texture.trim.x;
                    y -= this.sprite.texture.trim.y;

                    //  If the coordinates are outside the trim area we return false immediately, to save doing a draw call
                    if (x < this.sprite.texture.crop.x || x > this.sprite.texture.crop.right || y < this.sprite.texture.crop.y || y > this.sprite.texture.crop.bottom)
                    {
                        this._dx = x;
                        this._dy = y;
                        return false;
                    }
                }

                this._dx = x;
                this._dy = y;

                this.game.input.hitContext.clearRect(0, 0, 1, 1);
                this.game.input.hitContext.drawImage(this.sprite.texture.baseTexture.source, x, y, 1, 1, 0, 0, 1, 1);

                var rgb = this.game.input.hitContext.getImageData(0, 0, 1, 1);

                if (rgb.data[3] >= this.pixelPerfectAlpha)
                {
                    return true;
                }
            }

            return false;

        },

        /**
        * Internal Update method. This is called automatically and handles the Pointer
        * and drag update loops.
        *
        * @method Phaser.InputHandler#update
        * @protected
        * @param {Phaser.Pointer} pointer
        * @return {boolean} True if the pointer is still active, otherwise false.
        */
        update: function (pointer) {

            if (this.sprite === null || this.sprite.parent === undefined)
            {
                //  Abort. We've been destroyed.
                return;
            }

            if (!this.enabled || !this.sprite.visible || !this.sprite.parent.visible)
            {
                this._pointerOutHandler(pointer);
                return false;
            }

            if (this._pendingDrag)
            {
                if (!this._dragDistancePass)
                {
                    this._dragDistancePass = (Phaser.Math.distance(pointer.x, pointer.y, this.downPoint.x, this.downPoint.y) >= this.dragDistanceThreshold);
                }

                if (this._dragDistancePass && this._dragTimePass)
                {
                    this.startDrag(pointer);
                }

                return true;
            }
            else if (this.draggable && this._draggedPointerID === pointer.id)
            {
                return this.updateDrag(pointer, false);
            }
            else if (this._pointerData[pointer.id].isOver)
            {
                if (this.checkPointerOver(pointer))
                {
                    this._pointerData[pointer.id].x = pointer.x - this.sprite.x;
                    this._pointerData[pointer.id].y = pointer.y - this.sprite.y;
                    return true;
                }
                else
                {
                    this._pointerOutHandler(pointer);
                    return false;
                }
            }
        },

        /**
        * Internal method handling the pointer over event.
        *
        * @method Phaser.InputHandler#_pointerOverHandler
        * @private
        * @param {Phaser.Pointer} pointer - The pointer that triggered the event
        * @param {boolean} [silent=false] - If silent is `true` then this method will not dispatch any Signals from the parent Sprite.
        */
        _pointerOverHandler: function (pointer, silent) {

            if (this.sprite === null)
            {
                //  Abort. We've been destroyed.
                return;
            }

            var data = this._pointerData[pointer.id];

            if (data.isOver === false || pointer.dirty)
            {
                var sendEvent = (data.isOver === false);

                data.isOver = true;
                data.isOut = false;
                data.timeOver = this.game.time.time;
                data.x = pointer.x - this.sprite.x;
                data.y = pointer.y - this.sprite.y;

                if (this.useHandCursor && data.isDragged === false)
                {
                    this.game.canvas.style.cursor = "pointer";
                    this._setHandCursor = true;
                }

                if (!silent && sendEvent && this.sprite && this.sprite.events)
                {
                    this.sprite.events.onInputOver$dispatch(this.sprite, pointer);
                }

                if (this.sprite.parent && this.sprite.parent.type === Phaser.GROUP)
                {
                    this.sprite.parent.onChildInputOver.dispatch(this.sprite, pointer);
                }
            }

        },

        /**
        * Internal method handling the pointer out event.
        *
        * @method Phaser.InputHandler#_pointerOutHandler
        * @private
        * @param {Phaser.Pointer} pointer - The pointer that triggered the event.
        * @param {boolean} [silent=false] - If silent is `true` then this method will not dispatch any Signals from the parent Sprite.
        */
        _pointerOutHandler: function (pointer, silent) {

            if (this.sprite === null)
            {
                //  Abort. We've been destroyed.
                return;
            }

            var data = this._pointerData[pointer.id];

            data.isOver = false;
            data.isOut = true;
            data.timeOut = this.game.time.time;

            if (this.useHandCursor && data.isDragged === false)
            {
                this.game.canvas.style.cursor = "default";
                this._setHandCursor = false;
            }

            if (!silent && this.sprite && this.sprite.events)
            {
                this.sprite.events.onInputOut$dispatch(this.sprite, pointer);

                if (this.sprite && this.sprite.parent && this.sprite.parent.type === Phaser.GROUP)
                {
                    this.sprite.parent.onChildInputOut.dispatch(this.sprite, pointer);
                }
            }

        },

        /**
        * Internal method handling the touched / clicked event.
        *
        * @method Phaser.InputHandler#_touchedHandler
        * @private
        * @param {Phaser.Pointer} pointer - The pointer that triggered the event.
        */
        _touchedHandler: function (pointer) {

            if (this.sprite === null)
            {
                //  Abort. We've been destroyed.
                return;
            }

            var data = this._pointerData[pointer.id];

            if (!data.isDown && data.isOver)
            {
                if (this.pixelPerfectClick && !this.checkPixel(null, null, pointer))
                {
                    return;
                }

                data.isDown = true;
                data.isUp = false;
                data.timeDown = this.game.time.time;

                this.downPoint.set(pointer.x, pointer.y);

                //  It's possible the onInputDown event creates a new Sprite that is on-top of this one, so we ought to force a Pointer update
                pointer.dirty = true;

                if (this.sprite && this.sprite.events)
                {
                    this.sprite.events.onInputDown$dispatch(this.sprite, pointer);

                    //  The event above might have destroyed this sprite.
                    if (this.sprite && this.sprite.parent && this.sprite.parent.type === Phaser.GROUP)
                    {
                        this.sprite.parent.onChildInputDown.dispatch(this.sprite, pointer);
                    }

                    //  The events might have destroyed this sprite.
                    if (this.sprite === null)
                    {
                        return;
                    }
                }

                //  Start drag
                if (this.draggable && this.isDragged === false)
                {
                    if (this.dragTimeThreshold === 0 && this.dragDistanceThreshold === 0)
                    {
                        this.startDrag(pointer);
                    }
                    else
                    {
                        this._pendingDrag = true;

                        this._dragDistancePass = (this.dragDistanceThreshold === 0);

                        if (this.dragTimeThreshold > 0)
                        {
                            this._dragTimePass = false;
                            this.game.time.events.add(this.dragTimeThreshold, this.dragTimeElapsed, this, pointer);
                        }
                        else
                        {
                            this._dragTimePass = true;
                        }
                    }
                }

                if (this.bringToTop)
                {
                    this.sprite.bringToTop();
                }
            }

        },

        /**
        * Internal method handling the drag threshold timer.
        *
        * @method Phaser.InputHandler#dragTimeElapsed
        * @private
        * @param {Phaser.Pointer} pointer
        */
        dragTimeElapsed: function (pointer) {

            this._dragTimePass = true;

            if (this._pendingDrag && this.sprite)
            {
                if (this._dragDistancePass)
                {
                    this.startDrag(pointer);
                }
            }

        },

        /**
        * Internal method handling the pointer released event.
        * @method Phaser.InputHandler#_releasedHandler
        * @private
        * @param {Phaser.Pointer} pointer
        */
        _releasedHandler: function (pointer) {

            if (this.sprite === null)
            {
                //  Abort. We've been destroyed.
                return;
            }

            var data = this._pointerData[pointer.id];

            //  If was previously touched by this Pointer, check if still is AND still over this item
            if (data.isDown && pointer.isUp)
            {
                data.isDown = false;
                data.isUp = true;
                data.timeUp = this.game.time.time;
                data.downDuration = data.timeUp - data.timeDown;

                //  Only release the InputUp signal if the pointer is still over this sprite
                var isOver = this.checkPointerOver(pointer);

                if (this.sprite && this.sprite.events)
                {
                    if (!this.dragStopBlocksInputUp ||
                        this.dragStopBlocksInputUp && !(this.draggable && this.isDragged && this._draggedPointerID === pointer.id))
                    {
                        this.sprite.events.onInputUp$dispatch(this.sprite, pointer, isOver);
                    }

                    if (this.sprite && this.sprite.parent && this.sprite.parent.type === Phaser.GROUP)
                    {
                        this.sprite.parent.onChildInputUp.dispatch(this.sprite, pointer, isOver);
                    }

                    //  The onInputUp event may have changed the sprite so that checkPointerOver is no longer true, so update it.
                    if (isOver)
                    {
                        isOver = this.checkPointerOver(pointer);
                    }
                }

                data.isOver = isOver;

                if (!isOver && this.useHandCursor)
                {
                    this.game.canvas.style.cursor = "default";
                    this._setHandCursor = false;
                }

                //  It's possible the onInputUp event created a new Sprite that is on-top of this one, so force a Pointer update
                pointer.dirty = true;

                this._pendingDrag = false;

                //  Stop drag
                if (this.draggable && this.isDragged && this._draggedPointerID === pointer.id)
                {
                    this.stopDrag(pointer);
                }
            }

        },

        /**
        * Called as a Pointer actively drags this Game Object.
        *
        * @method Phaser.InputHandler#updateDrag
        * @private
        * @param {Phaser.Pointer} pointer - The Pointer causing the drag update.
        * @param {boolean} fromStart - True if this is the first update, immediately after the drag has started.
        * @return {boolean}
        */
        updateDrag: function (pointer, fromStart) {

            if (fromStart === undefined) { fromStart = false; }

            if (pointer.isUp)
            {
                this.stopDrag(pointer);
                return false;
            }

            var px = this.globalToLocalX(pointer.x) + this._dragPoint.x + this.dragOffset.x;
            var py = this.globalToLocalY(pointer.y) + this._dragPoint.y + this.dragOffset.y;

            if (this.sprite.fixedToCamera)
            {
                if (this.allowHorizontalDrag)
                {
                    this.sprite.cameraOffset.x = px;
                }

                if (this.allowVerticalDrag)
                {
                    this.sprite.cameraOffset.y = py;
                }

                if (this.boundsRect)
                {
                    this.checkBoundsRect();
                }

                if (this.boundsSprite)
                {
                    this.checkBoundsSprite();
                }

                if (this.snapOnDrag)
                {
                    this.sprite.cameraOffset.x = Math.round((this.sprite.cameraOffset.x - (this.snapOffsetX % this.snapX)) / this.snapX) * this.snapX + (this.snapOffsetX % this.snapX);
                    this.sprite.cameraOffset.y = Math.round((this.sprite.cameraOffset.y - (this.snapOffsetY % this.snapY)) / this.snapY) * this.snapY + (this.snapOffsetY % this.snapY);
                    this.snapPoint.set(this.sprite.cameraOffset.x, this.sprite.cameraOffset.y);
                }
            }
            else
            {
                var cx = this.game.camera.x - this._pointerData[pointer.id].camX;
                var cy = this.game.camera.y - this._pointerData[pointer.id].camY;

                if (this.allowHorizontalDrag)
                {
                    this.sprite.x = px + cx;
                }

                if (this.allowVerticalDrag)
                {
                    this.sprite.y = py + cy;
                }

                if (this.boundsRect)
                {
                    this.checkBoundsRect();
                }

                if (this.boundsSprite)
                {
                    this.checkBoundsSprite();
                }

                if (this.snapOnDrag)
                {
                    this.sprite.x = Math.round((this.sprite.x - (this.snapOffsetX % this.snapX)) / this.snapX) * this.snapX + (this.snapOffsetX % this.snapX);
                    this.sprite.y = Math.round((this.sprite.y - (this.snapOffsetY % this.snapY)) / this.snapY) * this.snapY + (this.snapOffsetY % this.snapY);
                    this.snapPoint.set(this.sprite.x, this.sprite.y);
                }
            }

            this.sprite.events.onDragUpdate.dispatch(this.sprite, pointer, px, py, this.snapPoint, fromStart);

            return true;

        },

        /**
        * Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second)
        *
        * @method Phaser.InputHandler#justOver
        * @param {integer} [pointerId=0]
        * @param {number} delay - The time below which the pointer is considered as just over.
        * @return {boolean}
        */
        justOver: function (pointerId, delay) {

            pointerId = pointerId || 0;
            delay = delay || 500;

            return (this._pointerData[pointerId].isOver && this.overDuration(pointerId) < delay);

        },

        /**
        * Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second)
        *
        * @method Phaser.InputHandler#justOut
        * @param {integer} [pointerId=0]
        * @param {number} delay - The time below which the pointer is considered as just out.
        * @return {boolean}
        */
        justOut: function (pointerId, delay) {

            pointerId = pointerId || 0;
            delay = delay || 500;

            return (this._pointerData[pointerId].isOut && (this.game.time.time - this._pointerData[pointerId].timeOut < delay));

        },

        /**
        * Returns true if the pointer has touched or clicked on the Sprite within the specified delay time (defaults to 500ms, half a second)
        *
        * @method Phaser.InputHandler#justPressed
        * @param {integer} [pointerId=0]
        * @param {number} delay - The time below which the pointer is considered as just over.
        * @return {boolean}
        */
        justPressed: function (pointerId, delay) {

            pointerId = pointerId || 0;
            delay = delay || 500;

            return (this._pointerData[pointerId].isDown && this.downDuration(pointerId) < delay);

        },

        /**
        * Returns true if the pointer was touching this Sprite, but has been released within the specified delay time (defaults to 500ms, half a second)
        *
        * @method Phaser.InputHandler#justReleased
        * @param {integer} [pointerId=0]
        * @param {number} delay - The time below which the pointer is considered as just out.
        * @return {boolean}
        */
        justReleased: function (pointerId, delay) {

            pointerId = pointerId || 0;
            delay = delay || 500;

            return (this._pointerData[pointerId].isUp && (this.game.time.time - this._pointerData[pointerId].timeUp < delay));

        },

        /**
        * If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.
        *
        * @method Phaser.InputHandler#overDuration
        * @param {integer} [pointerId=0]
        * @return {number} The number of milliseconds the pointer has been over the Sprite, or -1 if not over.
        */
        overDuration: function (pointerId) {

            pointerId = pointerId || 0;

            if (this._pointerData[pointerId].isOver)
            {
                return this.game.time.time - this._pointerData[pointerId].timeOver;
            }

            return -1;

        },

        /**
        * If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.
        *
        * @method Phaser.InputHandler#downDuration
        * @param {integer} [pointerId=0]
        * @return {number} The number of milliseconds the pointer has been pressed down on the Sprite, or -1 if not over.
        */
        downDuration: function (pointerId) {

            pointerId = pointerId || 0;

            if (this._pointerData[pointerId].isDown)
            {
                return this.game.time.time - this._pointerData[pointerId].timeDown;
            }

            return -1;

        },

        /**
        * Allow this Sprite to be dragged by any valid pointer.
        *
        * When the drag begins the Sprite.events.onDragStart event will be dispatched.
        *
        * 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.
        *
        * You can control the thresholds over when a drag starts via the properties:
        *
        * `Pointer.dragDistanceThreshold` the distance, in pixels, that the pointer has to move
        * before the drag will start.
        *
        * `Pointer.dragTimeThreshold` the time, in ms, that the pointer must be held down on
        * the Sprite before the drag will start.
        *
        * You can set either (or both) of these properties after enabling a Sprite for drag.
        *
        * For the duration of the drag the Sprite.events.onDragUpdate event is dispatched. This event is only dispatched when the pointer actually
        * changes position and moves. The event sends 5 parameters: `sprite`, `pointer`, `dragX`, `dragY` and `snapPoint`.
        *
        * @method Phaser.InputHandler#enableDrag
        * @param {boolean} [lockCenter=false] - 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.
        * @param {boolean} [bringToTop=false] - If true the Sprite will be bought to the top of the rendering list in its current Group.
        * @param {boolean} [pixelPerfect=false] - If true it will use a pixel perfect test to see if you clicked the Sprite. False uses the bounding box.
        * @param {boolean} [alphaThreshold=255] - If using pixel perfect collision this specifies the alpha level from 0 to 255 above which a collision is processed.
        * @param {Phaser.Rectangle} [boundsRect=null] - 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.
        * @param {Phaser.Sprite} [boundsSprite=null] - If you want to restrict the drag of this sprite to within the bounding box of another sprite, pass it here.
        */
        enableDrag: function (lockCenter, bringToTop, pixelPerfect, alphaThreshold, boundsRect, boundsSprite) {

            if (lockCenter === undefined) { lockCenter = false; }
            if (bringToTop === undefined) { bringToTop = false; }
            if (pixelPerfect === undefined) { pixelPerfect = false; }
            if (alphaThreshold === undefined) { alphaThreshold = 255; }
            if (boundsRect === undefined) { boundsRect = null; }
            if (boundsSprite === undefined) { boundsSprite = null; }

            this._dragPoint = new Phaser.Point();
            this.draggable = true;
            this.bringToTop = bringToTop;
            this.dragOffset = new Phaser.Point();
            this.dragFromCenter = lockCenter;

            this.pixelPerfectClick = pixelPerfect;
            this.pixelPerfectAlpha = alphaThreshold;

            if (boundsRect)
            {
                this.boundsRect = boundsRect;
            }

            if (boundsSprite)
            {
                this.boundsSprite = boundsSprite;
            }

        },

        /**
        * Stops this sprite from being able to be dragged.
        * If it is currently the target of an active drag it will be stopped immediately; also disables any set callbacks.
        *
        * @method Phaser.InputHandler#disableDrag
        */
        disableDrag: function () {

            if (this._pointerData)
            {
                for (var i = 0; i < 10; i++)
                {
                    this._pointerData[i].isDragged = false;
                }
            }

            this.draggable = false;
            this.isDragged = false;
            this._draggedPointerID = -1;
            this._pendingDrag = false;

        },

        /**
        * Called by Pointer when drag starts on this Sprite. Should not usually be called directly.
        *
        * @method Phaser.InputHandler#startDrag
        * @param {Phaser.Pointer} pointer
        */
        startDrag: function (pointer) {

            var x = this.sprite.x;
            var y = this.sprite.y;

            this.isDragged = true;
            this._draggedPointerID = pointer.id;

            this._pointerData[pointer.id].camX = this.game.camera.x;
            this._pointerData[pointer.id].camY = this.game.camera.y;

            this._pointerData[pointer.id].isDragged = true;

            if (this.sprite.fixedToCamera)
            {
                if (this.dragFromCenter)
                {
                    var bounds = this.sprite.getBounds();

                    this.sprite.cameraOffset.x = this.globalToLocalX(pointer.x) + (this.sprite.cameraOffset.x - bounds.centerX);
                    this.sprite.cameraOffset.y = this.globalToLocalY(pointer.y) + (this.sprite.cameraOffset.y - bounds.centerY);
                }

                this._dragPoint.setTo(this.sprite.cameraOffset.x - pointer.x, this.sprite.cameraOffset.y - pointer.y);
            }
            else
            {
                if (this.dragFromCenter)
                {
                    var bounds = this.sprite.getBounds();

                    this.sprite.x = this.globalToLocalX(pointer.x) + (this.sprite.x - bounds.centerX);
                    this.sprite.y = this.globalToLocalY(pointer.y) + (this.sprite.y - bounds.centerY);
                }

                this._dragPoint.setTo(this.sprite.x - this.globalToLocalX(pointer.x), this.sprite.y - this.globalToLocalY(pointer.y));
            }

            this.updateDrag(pointer, true);

            if (this.bringToTop)
            {
                this._dragPhase = true;
                this.sprite.bringToTop();
            }

            this.dragStartPoint.set(x, y);

            this.sprite.events.onDragStart$dispatch(this.sprite, pointer, x, y);

            this._pendingDrag = false;

        },

        /**
        * Warning: EXPERIMENTAL
        *
        * @method Phaser.InputHandler#globalToLocalX
        * @param {number} x
        */
        globalToLocalX: function (x) {

            if (this.scaleLayer)
            {
                x -= this.game.scale.grid.boundsFluid.x;
                x *= this.game.scale.grid.scaleFluidInversed.x;
            }

            return x;

        },

        /**
        * Warning: EXPERIMENTAL
        *
        * @method Phaser.InputHandler#globalToLocalY
        * @param {number} y
        */
        globalToLocalY: function (y) {

            if (this.scaleLayer)
            {
                y -= this.game.scale.grid.boundsFluid.y;
                y *= this.game.scale.grid.scaleFluidInversed.y;
            }

            return y;

        },

        /**
        * Called by Pointer when drag is stopped on this Sprite. Should not usually be called directly.
        *
        * @method Phaser.InputHandler#stopDrag
        * @param {Phaser.Pointer} pointer
        */
        stopDrag: function (pointer) {

            this.isDragged = false;
            this._draggedPointerID = -1;
            this._pointerData[pointer.id].isDragged = false;
            this._dragPhase = false;
            this._pendingDrag = false;

            if (this.snapOnRelease)
            {
                if (this.sprite.fixedToCamera)
                {
                    this.sprite.cameraOffset.x = Math.round((this.sprite.cameraOffset.x - (this.snapOffsetX % this.snapX)) / this.snapX) * this.snapX + (this.snapOffsetX % this.snapX);
                    this.sprite.cameraOffset.y = Math.round((this.sprite.cameraOffset.y - (this.snapOffsetY % this.snapY)) / this.snapY) * this.snapY + (this.snapOffsetY % this.snapY);
                }
                else
                {
                    this.sprite.x = Math.round((this.sprite.x - (this.snapOffsetX % this.snapX)) / this.snapX) * this.snapX + (this.snapOffsetX % this.snapX);
                    this.sprite.y = Math.round((this.sprite.y - (this.snapOffsetY % this.snapY)) / this.snapY) * this.snapY + (this.snapOffsetY % this.snapY);
                }
            }

            this.sprite.events.onDragStop$dispatch(this.sprite, pointer);

            if (this.checkPointerOver(pointer) === false)
            {
                this._pointerOutHandler(pointer);
            }

        },

        /**
        * Restricts this sprite to drag movement only on the given axis. Note: If both are set to false the sprite will never move!
        *
        * @method Phaser.InputHandler#setDragLock
        * @param {boolean} [allowHorizontal=true] - To enable the sprite to be dragged horizontally set to true, otherwise false.
        * @param {boolean} [allowVertical=true] - To enable the sprite to be dragged vertically set to true, otherwise false.
        */
        setDragLock: function (allowHorizontal, allowVertical) {

            if (allowHorizontal === undefined) { allowHorizontal = true; }
            if (allowVertical === undefined) { allowVertical = true; }

            this.allowHorizontalDrag = allowHorizontal;
            this.allowVerticalDrag = allowVertical;

        },

        /**
        * Make this Sprite snap to the given grid either during drag or when it's released.
        * For example 16x16 as the snapX and snapY would make the sprite snap to every 16 pixels.
        *
        * @method Phaser.InputHandler#enableSnap
        * @param {number} snapX - The width of the grid cell to snap to.
        * @param {number} snapY - The height of the grid cell to snap to.
        * @param {boolean} [onDrag=true] - If true the sprite will snap to the grid while being dragged.
        * @param {boolean} [onRelease=false] - If true the sprite will snap to the grid when released.
        * @param {number} [snapOffsetX=0] - Used to offset the top-left starting point of the snap grid.
        * @param {number} [snapOffsetY=0] - Used to offset the top-left starting point of the snap grid.
        */
        enableSnap: function (snapX, snapY, onDrag, onRelease, snapOffsetX, snapOffsetY) {

            if (onDrag === undefined) { onDrag = true; }
            if (onRelease === undefined) { onRelease = false; }
            if (snapOffsetX === undefined) { snapOffsetX = 0; }
            if (snapOffsetY === undefined) { snapOffsetY = 0; }

            this.snapX = snapX;
            this.snapY = snapY;
            this.snapOffsetX = snapOffsetX;
            this.snapOffsetY = snapOffsetY;
            this.snapOnDrag = onDrag;
            this.snapOnRelease = onRelease;

        },

        /**
        * Stops the sprite from snapping to a grid during drag or release.
        *
        * @method Phaser.InputHandler#disableSnap
        */
        disableSnap: function () {

            this.snapOnDrag = false;
            this.snapOnRelease = false;

        },

        /**
        * Bounds Rect check for the sprite drag
        *
        * @method Phaser.InputHandler#checkBoundsRect
        */
        checkBoundsRect: function () {

            if (this.sprite.fixedToCamera)
            {
                if (this.sprite.cameraOffset.x < this.boundsRect.left)
                {
                    this.sprite.cameraOffset.x = this.boundsRect.left;
                }
                else if ((this.sprite.cameraOffset.x + this.sprite.width) > this.boundsRect.right)
                {
                    this.sprite.cameraOffset.x = this.boundsRect.right - this.sprite.width;
                }

                if (this.sprite.cameraOffset.y < this.boundsRect.top)
                {
                    this.sprite.cameraOffset.y = this.boundsRect.top;
                }
                else if ((this.sprite.cameraOffset.y + this.sprite.height) > this.boundsRect.bottom)
                {
                    this.sprite.cameraOffset.y = this.boundsRect.bottom - this.sprite.height;
                }
            }
            else
            {
                if (this.sprite.left < this.boundsRect.left)
                {
                    this.sprite.x = this.boundsRect.x + this.sprite.offsetX;
                }
                else if (this.sprite.right > this.boundsRect.right)
                {
                    this.sprite.x = this.boundsRect.right - (this.sprite.width - this.sprite.offsetX);
                }

                if (this.sprite.top < this.boundsRect.top)
                {
                    this.sprite.y = this.boundsRect.top + this.sprite.offsetY;
                }
                else if (this.sprite.bottom > this.boundsRect.bottom)
                {
                    this.sprite.y = this.boundsRect.bottom - (this.sprite.height - this.sprite.offsetY);
                }
            }

        },

        /**
        * Parent Sprite Bounds check for the sprite drag.
        *
        * @method Phaser.InputHandler#checkBoundsSprite
        */
        checkBoundsSprite: function () {

            if (this.sprite.fixedToCamera && this.boundsSprite.fixedToCamera)
            {
                if (this.sprite.cameraOffset.x < this.boundsSprite.cameraOffset.x)
                {
                    this.sprite.cameraOffset.x = this.boundsSprite.cameraOffset.x;
                }
                else if ((this.sprite.cameraOffset.x + this.sprite.width) > (this.boundsSprite.cameraOffset.x + this.boundsSprite.width))
                {
                    this.sprite.cameraOffset.x = (this.boundsSprite.cameraOffset.x + this.boundsSprite.width) - this.sprite.width;
                }

                if (this.sprite.cameraOffset.y < this.boundsSprite.cameraOffset.y)
                {
                    this.sprite.cameraOffset.y = this.boundsSprite.cameraOffset.y;
                }
                else if ((this.sprite.cameraOffset.y + this.sprite.height) > (this.boundsSprite.cameraOffset.y + this.boundsSprite.height))
                {
                    this.sprite.cameraOffset.y = (this.boundsSprite.cameraOffset.y + this.boundsSprite.height) - this.sprite.height;
                }
            }
            else
            {
                if (this.sprite.left < this.boundsSprite.left)
                {
                    this.sprite.x = this.boundsSprite.left + this.sprite.offsetX;
                }
                else if (this.sprite.right > this.boundsSprite.right)
                {
                    this.sprite.x = this.boundsSprite.right - (this.sprite.width - this.sprite.offsetX);
                }

                if (this.sprite.top < this.boundsSprite.top)
                {
                    this.sprite.y = this.boundsSprite.top + this.sprite.offsetY;
                }
                else if (this.sprite.bottom > this.boundsSprite.bottom)
                {
                    this.sprite.y = this.boundsSprite.bottom - (this.sprite.height - this.sprite.offsetY);
                }
            }

        }

    };

    Phaser.InputHandler.prototype.constructor = Phaser.InputHandler;