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

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

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

new Group(game, parent, name, addToStage, enableBody

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

removeAll(destroy, silent, destroyTexture) Removes

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

enableBody : boolean If true all Sprites created by, or added to this group, will have a physics body enabled on them. If

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

addAt(child, index, silent) → {

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

[readonly] total : integer Total number of existing children in the group.

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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

countDead() → {integer} Get the number of dead children in this group. Returns

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

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

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