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

touchLocked : boolean true if this video is currently locked awaiting a touch event. This happens on some mobile devices, such

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

start(priority, useHandCursor) → {

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

pointerOut(pointerId) → {boolean} Is the Pointer outside of this Sprite

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

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

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

subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group

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

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

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

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

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

disableSnap() Stops the sprite from snapping to a grid during drag or release. Source

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

left : number The left coordinate of the Game Object.This is the same as x - offsetX.

2025-01-10 15:47:30