GameObjectCreator#sprite()
  • References/Game Development/Phaser/Game Objects/GameObjectCreator

sprite(x, y, key, frame) → {Phaser

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

grab(clear, alpha, blendMode) → {

2025-01-10 15:47:30
World#forEachDead()
  • References/Game Development/Phaser/Core/World

forEachDead(callback, callbackContext, args) Call a function on each dead child in this group. See

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

2025-01-10 15:47:30
State#loadRender()
  • References/Game Development/Phaser/Game States/State

loadRender() loadRender is called during the Loader process. This only happens if you've set one or more assets to load in the preload

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

y : number The position of the Game Object on the y axis relative to the local coordinates of the parent.

2025-01-10 15:47:30
Time#fpsMax
  • References/Game Development/Phaser/Time/Time

fpsMax : number Advanced timing result: The highest rate the fps has reached (usually no higher than 60fps). Only calculated

2025-01-10 15:47:30
Animation#delay
  • References/Game Development/Phaser/Animation/Animation

delay : number The delay in ms between each frame of the Animation, based on the given frameRate.

2025-01-10 15:47:30
Frame#spriteSourceSizeW
  • References/Game Development/Phaser/Animation/Frame

spriteSourceSizeW : number Width of the trimmed sprite. Source code:

2025-01-10 15:47:30
Physics#enable()
  • References/Game Development/Phaser/Physics/Physics

enable(object, system, debug) This will create a default physics body on

2025-01-10 15:47:30