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

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera

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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

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

setDragLock(allowHorizontal, allowVertical) Restricts this sprite to drag

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

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

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

dragOffset : Phaser.Point The offset from the Sprites

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

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

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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

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

disableDrag() Stops this sprite from being able to be dragged.If it is currently the target of an active drag it will be stopped

2025-01-10 15:47:30
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

2025-01-10 15:47:30