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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the displayObjectContainer

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

replace(oldChild, newChild) → {any} Replaces a child of this Group with the given newChild. The

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

bmd : Phaser.BitmapData The internal BitmapData

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

pixelPerfectClick : boolean Set to true to use pixel perfect hit detection when checking if the pointer is over this Sprite when

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

sendToBack(child) → {any} Sends the given child to the bottom of this group so it renders below

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Component.InWorld.preUpdate()
  • References/Game Development/Phaser/Game Objects/Components/Component.InWorld

<static> preUpdate() The InWorld component preUpdate handler.Called automatically by

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

allowVerticalDrag : boolean Controls if the Sprite is allowed to be dragged vertically.

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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

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

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

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

inputEnableChildren : boolean A Group with inputEnableChildren set to true will automatically call inputEnabled

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