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

divideAll(property, amount, checkAlive, checkVisible) Divides the given property by the amount on all children in this group. Group

2025-01-10 15:47:30
Creature#bringToTop()
  • References/Game Development/Phaser/Game Objects/Creature

bringToTop() → {PIXI.DisplayObject} Brings this Game Object to the top of its parents display list

2025-01-10 15:47:30
Component.LoadTexture#frame
  • References/Game Development/Phaser/Game Objects/Components/Component.LoadTexture

frame : integer Gets or sets the current frame index of the texture being used to render this Game Object. To change the

2025-01-10 15:47:30
InputHandler#pointerTimeDown()
  • References/Game Development/Phaser/Game Objects/InputHandler

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

2025-01-10 15:47:30
Component.ScaleMinMax#setScaleMinMax()
  • References/Game Development/Phaser/Game Objects/Components/Component.ScaleMinMax

setScaleMinMax(minX, minY, maxX, maxY) Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object

2025-01-10 15:47:30
GameObjectCreator#group()
  • References/Game Development/Phaser/Game Objects/GameObjectCreator

group(parent, name, addToStage, enableBody, physicsBodyType

2025-01-10 15:47:30
GameObjectFactory#text()
  • References/Game Development/Phaser/Game Objects/GameObjectFactory

text(x, y, text, style, group

2025-01-10 15:47:30
InputHandler#pixelPerfectAlpha
  • References/Game Development/Phaser/Game Objects/InputHandler

pixelPerfectAlpha : number The alpha tolerance threshold. If the alpha value of the pixel matches or is above this value, it's

2025-01-10 15:47:30
Group#bottom
  • References/Game Development/Phaser/Game Objects/Group

bottom : number The bottom coordinate of this Group. It is derived by calling getBounds, calculating the Groups

2025-01-10 15:47:30
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

2025-01-10 15:47:30