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

rotation : number The angle of rotation of the group container, in radians. This will adjust the group container itself

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

texture : PIXI.Texture The texture the animation

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

new AutoCull() The AutoCull Component is responsible for providing methods that check if a Game Object is within the bounds of the World

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

onDestroy : Phaser.Signal This signal is dispatched

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

onChildInputDown : Phaser.Signal This Signal is dispatched

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

globalToLocalY(y) Warning: EXPERIMENTAL Parameters Name

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

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

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