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

button(x, y, key, callback, c

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Component.Destroy#destroyPhase
  • References/Game Development/Phaser/Game Objects/Components/Component.Destroy

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

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Component.Bounds#right
  • References/Game Development/Phaser/Game Objects/Components/Component.Bounds

right : number The right coordinate of the Game Object.This is the same as x + width - offsetX.

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

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

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InputHandler#scaleLayer
  • References/Game Development/Phaser/Game Objects/InputHandler

scaleLayer : boolean EXPERIMENTAL: Please do not use this property unless you know what it does. Likely to change in the future

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InputHandler#dragOffset
  • References/Game Development/Phaser/Game Objects/InputHandler

dragOffset : Phaser.Point The offset from the Sprites

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

onOutOfBounds : Phaser.Signal This signal is dispatched

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

onTimeout : Phaser.Signal This signal is dispatched

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

loop : boolean Gets or sets if the Video is set to loop.Please note that at present some browsers (i.e. Chrome) do not support

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

[readonly] total : integer Total number of existing children in the group.

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