input/drag update multiple

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

function preload() {

    game.load.image('grid', 'assets/tests/debug-grid-1920x1920.png');
    game.load.image('ship', 'assets/sprites/ship.png');
    game.load.image('ball', 'assets/sprites/pangball.png');

}

var angle = 0;
var dragSprite;
var copySprite;

function create() {

    game.add.sprite(0, 0, 'grid').alpha = 0.4;

    dragSprite = game.add.sprite(game.world.centerX, game.world.centerY, 'ship');
    dragSprite.anchor.set(0.5);

    //  Input Enable the sprite
    dragSprite.inputEnabled = true;

    //  Allow dragging
    dragSprite.input.enableDrag();

    //  Drag events
    dragSprite.events.onDragStart.add(dragStart);
    dragSprite.events.onDragUpdate.add(dragUpdate);
    dragSprite.events.onDragStop.add(dragStop);

    copySprite = game.add.sprite(dragSprite.x + 200, dragSprite.y, 'ball');
    copySprite.anchor.set(0.5);
    copySprite.alpha = 0.5;

    // game.add.tween(angle).to( { x: 360 }, 2000, "Linear", true, 0, -1);

}

function dragStart() {

    copySprite.alpha = 1;

}

function dragUpdate(sprite, pointer, dragX, dragY, snapPoint) {

    //  As we drag the ship around inc the angle
    angle += 0.01;

    copySprite.x = dragSprite.x + 200 * Math.cos(angle);
    copySprite.y = dragSprite.y + 200 * Math.sin(angle);

}

function dragStop() {

    copySprite.alpha = 0.5;

}

function update() {


}

function render() {

 
}