Sprite#z
  • References/Game Development/Phaser/Display/Sprite

[readonly] z : number The z depth of this Game Object within its parent Group.No two

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ScaleManager#forceOrientation()
  • References/Game Development/Phaser/Game Scaling/ScaleManager

forceOrientation(forceLandscape, forcePortrait) Force the game to run in only one orientation. This

2025-01-10 15:47:30
InputHandler#pointerOver()
  • References/Game Development/Phaser/Game Objects/InputHandler

pointerOver(pointerId) → {boolean} Is the Pointer over this Sprite

2025-01-10 15:47:30
FlexLayer#length
  • References/Game Development/Phaser/Game Scaling/FlexLayer

[readonly] length : integer Total number of children in this group, regardless of exists/alive

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Math#isEven()
  • References/Game Development/Phaser/Math/Math

isEven(n) → {boolean} Returns true if the number given is even. Parameters

2025-01-10 15:47:30
Image#smoothed
  • References/Game Development/Phaser/Display/Image

smoothed : boolean Enable or disable texture smoothing for this Game Object. It only takes effect if the Game Object is

2025-01-10 15:47:30
SpriteBatch#removeFromHash()
  • References/Game Development/Phaser/Display/SpriteBatch

removeFromHash(child) → {boolean} Removes a child of this Group from the hash array.This call

2025-01-10 15:47:30
GameObjectFactory#creature()
  • References/Game Development/Phaser/Game Objects/GameObjectFactory

creature(x, y, key, group)

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Frame#sourceSizeH
  • References/Game Development/Phaser/Animation/Frame

sourceSizeH : number Height of the original sprite before it was trimmed. Source

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World#onChildInputDown
  • References/Game Development/Phaser/Core/World

onChildInputDown : Phaser.Signal This Signal is dispatched

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