Events#onEnterBounds
  • References/Game Development/Phaser/Game Objects/Events

onEnterBounds : Phaser.Signal This signal is dispatched

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

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the

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

button(x, y, key, callback, c

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

multiplyAll(property, amount, checkAlive, checkVisible) Multiplies the given property by the amount on all children in this group.

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

filter(predicate, checkExists) → {Phaser

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

2025-01-10 15:47:30
Group.RETURN_ALL
  • References/Game Development/Phaser/Game Objects/Group

[static] RETURN_ALL : integer A returnType value, as specified in

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

onPlay : Phaser.Signal This signal is dispatched when

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

[readonly] previousPosition : Phaser.Point

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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