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

onChildInputDown : Phaser.Signal This Signal is dispatched

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GameObjectFactory#sprite()
  • References/Game Development/Phaser/Game Objects/GameObjectFactory

sprite(x, y, key, frame, grou

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GameObjectFactory#emitter()
  • References/Game Development/Phaser/Game Objects/GameObjectFactory

emitter(x, y, maxParticles) → {

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Component.Health#heal
  • References/Game Development/Phaser/Game Objects/Components/Component.Health

heal Heal the Game Object. This adds the given amount of health to the health property. Source code:

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Group.SORT_DESCENDING
  • References/Game Development/Phaser/Game Objects/Group

[static] SORT_DESCENDING : integer A sort ordering value, as specified in

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Component.LifeSpan#kill()
  • References/Game Development/Phaser/Game Objects/Components/Component.LifeSpan

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive

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

addAt(child, index, silent) → {

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

callAllExists(callback, existsValue, parameter) Calls a function, specified by name, on all children in the group who exist (or do not

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

sort(key, order) Sort the children in the group according to a particular

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Video#onAccess
  • References/Game Development/Phaser/Game Objects/Video

onAccess : Phaser.Signal This signal is dispatched

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