GameObjectFactory#GameObjectFactory
  • References/Game Development/Phaser/Game Objects/GameObjectFactory

new GameObjectFactory(game) The GameObjectFactory is a quick way to create many common game objectsusing

2025-01-10 15:47:30
Component.Bounds#offsetX
  • References/Game Development/Phaser/Game Objects/Components/Component.Bounds

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

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

maxHealth : number The Game Objects maximum health value. This works in combination with the heal method to ensure

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

getRandomExists(startIndex, endIndex) → {any}

2025-01-10 15:47:30
Cache#addBinary()
  • References/Game Development/Phaser/Loader/Cache

addBinary(key, binaryData) Add a binary object in to the cache. Parameters

2025-01-10 15:47:30
Component.Core#update()
  • References/Game Development/Phaser/Game Objects/Components/Component.Core

update() Override this method in your own custom objects to handle any update requirements.It is called immediately after preUpdate

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

destroy(destroyChildren, destroyTexture) Destroys the Game Object. This

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

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

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

[readonly] inWorld : boolean Checks if the Game Objects bounds are within, or intersect at

2025-01-10 15:47:30
WebGLFilterManager#initShaderBuffers()
  • References/Game Development/Phaser/PIXI/PIXI.WebGLFilterManager

initShaderBuffers() Initialises the shader buffers. Source code:

2025-01-10 15:47:30