global#CREATURE
  • References/Game Development/Phaser/Global

<constant> CREATURE : integer Game Object type.

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TimerEvent#args
  • References/Game Development/Phaser/Time/TimerEvent

args Properties: Name Type Description

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Rectangle#ceil()
  • References/Game Development/Phaser/Geometry/Rectangle

ceil() Runs Math.ceil() on both the x and y values of this Rectangle. Source code:

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SpriteBatch#cursor
  • References/Game Development/Phaser/Display/SpriteBatch

cursor : DisplayObject The current

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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

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SpriteBatch#length
  • References/Game Development/Phaser/Display/SpriteBatch

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

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TweenManager#TweenManager
  • References/Game Development/Phaser/Tweens/TweenManager

new TweenManager(game) Phaser.Game has a single instance of the TweenManager through which all Tween objects are created and updated

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SoundManager#setTouchLock()
  • References/Game Development/Phaser/Sound/SoundManager

setTouchLock() Sets the Input Manager touch callback to be SoundManager.unlock.Required for iOS audio device unlocking. Mostly

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

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame

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Image#alive
  • References/Game Development/Phaser/Display/Image

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components

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