arcade physics/multi angle to pointer

 
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update });

function preload() {
    game.load.image('arrow', 'assets/sprites/longarrow.png');
}

var sprite1;
var sprite2;
var sprite3;
var sprite4;

function create() {

    game.physics.startSystem(Phaser.Physics.ARCADE);

    game.stage.backgroundColor = '#363636';

    sprite1 = game.add.sprite(150, 150, 'arrow');
    sprite1.anchor.setTo(0.1, 0.5);

    sprite2 = game.add.sprite(200, 500, 'arrow');
    sprite2.anchor.setTo(0.1, 0.5);

    sprite3 = game.add.sprite(400, 200, 'arrow');
    sprite3.anchor.setTo(0.1, 0.5);

    sprite4 = game.add.sprite(600, 400, 'arrow');
    sprite4.anchor.setTo(0.1, 0.5);

}

function update() {

    //  This will update the sprite.rotation so that it points to the currently active pointer
    //  On a Desktop that is the mouse, on mobile the most recent finger press.

    sprite1.rotation = game.physics.arcade.angleToPointer(sprite1);
    sprite2.rotation = game.physics.arcade.angleToPointer(sprite2);
    sprite3.rotation = game.physics.arcade.angleToPointer(sprite3);
    sprite4.rotation = game.physics.arcade.angleToPointer(sprite4);

}