Creature#angle
  • References/Game Development/Phaser/Game Objects/Creature

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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InputHandler#isPixelPerfect()
  • References/Game Development/Phaser/Game Objects/InputHandler

isPixelPerfect() → {boolean} Is this object using pixel perfect checking? Returns

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Video#grab()
  • References/Game Development/Phaser/Game Objects/Video

grab(clear, alpha, blendMode) → {

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Creature#destroy()
  • References/Game Development/Phaser/Game Objects/Creature

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

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Creature#previousPosition
  • References/Game Development/Phaser/Game Objects/Creature

[readonly] previousPosition : Phaser.Point

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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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Video#render()
  • References/Game Development/Phaser/Game Objects/Video

render() If the game is running in WebGL this will push the texture up to the GPU if it's dirty.This is called automatically if

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

removeVideoElement() Removes the Video element from the DOM by calling parentNode.removeChild on itself.Also removes the autoplay

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Component.Delta#Delta
  • References/Game Development/Phaser/Game Objects/Components/Component.Delta

new Delta() The Delta component provides access to delta values between the Game Objects current and previous position.

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Group#createMultiple()
  • References/Game Development/Phaser/Game Objects/Group

createMultiple(quantity, key, frame, exists) → {array}

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