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

currentTime : number The current time of the video in seconds. If set the video will attempt to seek to that point in time.

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

onRemovedFromGroup : Phaser.Signal This signal is

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

plugin(plugin, parameter) → {Phaser.Plugin}

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Component.BringToTop#moveDown()
  • References/Game Development/Phaser/Game Objects/Components/Component.BringToTop

moveDown() → {PIXI.DisplayObject} Moves this Game Object down one place in its parents display list

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

sprite(x, y, key, frame, grou

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

moveDown(child) → {any} Moves the given child down one place in this group unless it's already at

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Component.InWorld#outOfBoundsKill
  • References/Game Development/Phaser/Game Objects/Components/Component.InWorld

outOfBoundsKill : boolean If this and the checkWorldBounds property are both set to true then the kill

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

onDragStart : Phaser.Signal This signal is dispatched

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

checkAll(key, value, checkAlive, checkVisible, force)

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