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
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
Component.Bounds#bottom
  • References/Game Development/Phaser/Game Objects/Components/Component.Bounds

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY.

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

timeDelta : number How quickly the animation advances. Default Value

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

onChangeSource : Phaser.Signal This signal is dispatched

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

snapY : number When a Sprite has snapping enabled this holds the height of the snap grid.

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

pointerDown(pointerId) → {boolean} If the Pointer is down this returns

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

rope(x, y, key, frame, points,

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

[readonly] duration : number The duration of the video in seconds.

2025-01-10 15:47:30