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

texture : PIXI.Texture The texture the animation

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

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

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

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

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

manager :CreatureManager The CreatureManager instance for this object. Source

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Video#changeSource()
  • References/Game Development/Phaser/Game Objects/Video

changeSource(src, autoplay) → {Phaser

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

globalToLocalY(y) Warning: EXPERIMENTAL Parameters Name

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

getAt(index) → {DisplayObject | integer}

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Creature#update()
  • References/Game Development/Phaser/Game Objects/Creature

update() Override this method in your own custom objects to handle any update requirements.It is called immediately after preUpdate

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

new AutoCull() The AutoCull Component is responsible for providing methods that check if a Game Object is within the bounds of the World

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