GameObjectCreator#group()
  • References/Game Development/Phaser/Game Objects/GameObjectCreator

group(parent, name, addToStage, enableBody, physicsBodyType

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

setAllChildren(key, value, checkAlive, checkVisible, operation,

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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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Component.Delta#deltaZ
  • References/Game Development/Phaser/Game Objects/Components/Component.Delta

[readonly] deltaZ : number Returns the delta z value. The difference between rotation now

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

onAccess : Phaser.Signal This signal is dispatched

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

addAt(child, index, silent) → {

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

getAt(index) → {DisplayObject | integer}

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

startDrag(pointer) Called by Pointer when drag starts on this Sprite. Should not usually be called directly. Parameters

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

getClosestTo(object, callback, callbackContext) → {any}

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