[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag
width : number The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set
onOutOfBounds : Phaser.Signal This signal is dispatched
pointerTimeDown(pointerId) → {number} A timestamp representing when
alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components
priorityID : number The priorityID is used to determine which game objects should get priority when input events occur. For example
<static> preUpdate() The InWorld component preUpdate handler.Called automatically by
[readonly] total : integer Total number of existing children in the group.
tween(obj) → {Phaser.Tween}
new Core() Core Component Features. Source code:
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