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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Events#onRemovedFromWorld
  • References/Game Development/Phaser/Game Objects/Events

onRemovedFromWorld : Phaser.Signal This method is deprecated and

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

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

timeDelta : number How quickly the animation advances. Default Value

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

bitmapData(width, height, key, addToCache)

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InputHandler#pointerOver()
  • References/Game Development/Phaser/Game Objects/InputHandler

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

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

draggable : boolean Is this sprite allowed to be dragged by the mouse? true = yes, false = no

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

removeChildAt(index) → {DisplayObject}

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

button(x, y, key, callback, c

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