Component.Core#Core
  • References/Game Development/Phaser/Game Objects/Components/Component.Core

new Core() Core Component Features. Source code:

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

button(x, y, key, callback, c

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

animations : Phaser.AnimationManager

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

addAll(property, amount, checkAlive, checkVisible) Adds the amount to the given property on all children in this group. Group

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Component.AutoCull#inCamera
  • References/Game Development/Phaser/Game Objects/Components/Component.AutoCull

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

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

onRemovedFromGroup : Phaser.Signal This signal is

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

checkAll(key, value, checkAlive, checkVisible, force)

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Component.Bounds#alignIn()
  • References/Game Development/Phaser/Game Objects/Components/Component.Bounds

alignIn(container, position, offsetX, offsetY)

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