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

new Animation() The Animation Component provides a play method, which is a proxy to the AnimationManager.play

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

new InWorld() The InWorld component checks if a Game Object is within the Game World Bounds.An object is considered as being "in

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InputHandler#allowHorizontalDrag
  • References/Game Development/Phaser/Game Objects/InputHandler

allowHorizontalDrag : boolean Controls if the Sprite is allowed to be dragged horizontally.

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Video#height
  • References/Game Development/Phaser/Game Objects/Video

height : number The height of the video in pixels. Source code:

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GameObjectFactory#audioSprite()
  • References/Game Development/Phaser/Game Objects/GameObjectFactory

audioSprite(key) → {Phaser.AudioSprite}

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

updateTexture(event, width, height) Called

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

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

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

[readonly] previousPosition : Phaser.Point

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

removeFromHash(child) → {boolean} Removes a child of this Group from the hash array.This call

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