Component.ScaleMinMax#transformCallbackContext
  • References/Game Development/Phaser/Game Objects/Components/Component.ScaleMinMax

transformCallbackContext : Object The context under which transformCallback is called.

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Component.Health#heal
  • References/Game Development/Phaser/Game Objects/Components/Component.Health

heal Heal the Game Object. This adds the given amount of health to the health property. Source code:

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

parent : Phaser.Sprite The Sprite that owns these

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

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components

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

cameraOffset : Phaser.Point The x/y coordinate offset

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

x : number The x coordinate of the group container. You can adjust the group container itself by modifying its coordinates

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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

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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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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

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Component.LifeSpan#kill()
  • References/Game Development/Phaser/Game Objects/Components/Component.LifeSpan

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive

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