InputHandler#draggable
  • References/Game Development/Phaser/Game Objects/InputHandler

draggable : boolean Is this sprite allowed to be dragged by the mouse? true = yes, false = no

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Tile#intersects()
  • References/Game Development/Phaser/Tilemaps/Tile

intersects(x, y, right, bottom) Check for intersection with this tile. Parameters

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AudioSprite#AudioSprite
  • References/Game Development/Phaser/Sound/AudioSprite

new AudioSprite(game, key) Audio Sprites are a combination of audio files and a JSON configuration.The JSON follows the format

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Video#retryLimit
  • References/Game Development/Phaser/Game Objects/Video

retryLimit : integer When starting playback of a video Phaser will monitor its readyState using a setTimeout call.The setTimeout

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Video#onPlay
  • References/Game Development/Phaser/Game Objects/Video

onPlay : Phaser.Signal This signal is dispatched when

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TweenManager#update()
  • References/Game Development/Phaser/Tweens/TweenManager

update() → {boolean} Update all the tween objects you added to this manager. Returns

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Video#key
  • References/Game Development/Phaser/Game Objects/Video

key : string The key of the Video in the Cache, if stored there. Will be null if this Video is using the webcam instead

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StateManager#states
  • References/Game Development/Phaser/Game States/StateManager

states : Object The object containing Phaser.States. Source code:

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Sound#duration
  • References/Game Development/Phaser/Sound/Sound

duration : number The duration of the current sound marker in seconds. Source

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Color.RGBtoHSL()
  • References/Game Development/Phaser/Utils/Color

<static> RGBtoHSL(r, g, b, out) → {object}

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