Component.Destroy#destroyPhase
  • References/Game Development/Phaser/Game Objects/Components/Component.Destroy

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

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

width : number The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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

onOutOfBounds : Phaser.Signal This signal is dispatched

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

pointerTimeDown(pointerId) → {number} A timestamp representing when

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

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components

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

priorityID : number The priorityID is used to determine which game objects should get priority when input events occur. For example

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Component.InWorld.preUpdate()
  • References/Game Development/Phaser/Game Objects/Components/Component.InWorld

<static> preUpdate() The InWorld component preUpdate handler.Called automatically by

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Group#total
  • References/Game Development/Phaser/Game Objects/Group

[readonly] total : integer Total number of existing children in the group.

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

tween(obj) → {Phaser.Tween}

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Component.Core#Core
  • References/Game Development/Phaser/Game Objects/Components/Component.Core

new Core() Core Component Features. Source code:

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