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

key : string The key of the Video in the Cache, if stored there. Will be null if this Video is using the webcam instead

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

pointerOver(pointerId) → {boolean} Is the Pointer over this Sprite

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InputHandler#draggable
  • References/Game Development/Phaser/Game Objects/InputHandler

draggable : boolean Is this sprite allowed to be dragged by the mouse? true = yes, false = no

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Video#grab()
  • References/Game Development/Phaser/Game Objects/Video

grab(clear, alpha, blendMode) → {

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

alive : boolean The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks

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

sprite(x, y, key, frame) → {Phaser

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

bitmapData(width, height, key, addToCache)

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

update() Override this method in your own custom objects to handle any update requirements.It is called immediately after preUpdate

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Component.PhysicsBody#y
  • References/Game Development/Phaser/Game Objects/Components/Component.PhysicsBody

y : number The position of the Game Object on the y axis relative to the local coordinates of the parent.

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

rope(x, y, key, frame, points,

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