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

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

grab(clear, alpha, blendMode) → {

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

onRemovedFromWorld : Phaser.Signal This method is deprecated and

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
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

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

getTop() → {any} Return the child at the top of this group. The top child is the child displayed

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

events : Phaser.Events All Phaser Game Objects

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

timeDelta : number How quickly the animation advances. Default Value

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

new PhysicsBody() The PhysicsBody component manages the Game Objects physics body and physics enabling.It also overrides the x

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