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

hasProperty(child, key) → {boolean} Checks if the child has the given property. Will scan

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

updateTexture(event, width, height) Called

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

useHandCursor : boolean On a desktop browser you can set the 'hand' cursor to appear when moving over the Sprite.

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

game : Phaser.Game A reference to the currently running Game

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

pointerDown(pointerId) → {boolean} If the Pointer is down this returns

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

removeVideoElement() Removes the Video element from the DOM by calling parentNode.removeChild on itself.Also removes the autoplay

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

height : number The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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

[readonly] previousPosition : Phaser.Point

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

width : number The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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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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