GameObject drag Area -> pointerConstraint group?

Hello,

I want to drag and move around a GameObject just in an restricted Area. How to do that?

So far:

var canDrag = this.matter.world.nextGroup();

this.matter.add.pointerConstraint({
        label: 'Pointer Constraint',
        pointA: { x: 10, y: 400 },
        pointB: { x: 200, y: 550 },
        damping: 0,
        length: 1,
        stiffness: 1,
        angularStiffness: 1,
        collisionFilter: {
            category: 0x0001,
            mask: 0xFFFFFFFF,
            group: 'canDrag'
        }
    });
 var player = this.matter.add.sprite(startX,startY, 'player', null, { chamfer: 16 }).setBounce(0.9).setCollisionGroup(canDrag);;
    player.setData('name', 'player');
    player.setIgnoreGravity(true);
    player.setInteractive({draggable: true});

So … then the clickHandler schould be on the world:

 this.matter.world.on('drag', clickHandler);


 function clickHandler (pointer,dragX,dragY) {
            player.x=pointer.x;
            player.y=pointer.y;
    }

So the funny thing is, add pointerConstrains enables drag for all objects!??? I am confused I think I am completely on the wrong path…

So just how to have an gameObject drag in just an Area? (Shape would be nice!)
I try
player.on(‘drag’,clickHandler)

and did there an if for pointer but this seems to ugly too me.(origin-Obj,pointer … )

The on drag on matter.word should emit a custom Event to GameObject when pointerConstrains is what I am searching for moving a gameObject in just and defined space.

Thanks for help,

Tom

PS: can’t find any Examples … just reference/source

Ok, I put out the category: 0x0001 on the pointerContrains, so the magic - every body is draggable is gone.

Still the
this.matter.world.on(‘drag’,clickHandler);
does not work!

Do I have to activate something?

Or write if I should do this by just checking position of gameObject.on(‘drag’,fn) and don’t move then …