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
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
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

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
GameObjectCreator#bitmapData()
  • References/Game Development/Phaser/Game Objects/GameObjectCreator

bitmapData(width, height, key, addToCache)

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

pointerOver(pointerId) → {boolean} Is the Pointer over this Sprite

2025-01-10 15:47:30
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

2025-01-10 15:47:30