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

onEnterBounds : Phaser.Signal This signal is dispatched

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

new GameObjectFactory(game) The GameObjectFactory is a quick way to create many common game objectsusing

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Group.RETURN_ALL
  • References/Game Development/Phaser/Game Objects/Group

[static] RETURN_ALL : integer A returnType value, as specified in

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Create.PALETTE_JMP
  • References/Game Development/Phaser/Game Objects/Create

[static] PALETTE_JMP : number A 16 color JMP inspired palette.

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

sprite(x, y, key, frame) → {Phaser

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

alignTo(parent, position, offsetX, offsetY) → {Object}

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

pointerOut(pointerId) → {boolean} Is the Pointer outside of this Sprite

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

retryLimit : integer When starting playback of a video Phaser will monitor its readyState using a setTimeout call.The setTimeout

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

snapY : number When a Sprite has snapping enabled this holds the height of the snap grid.

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

cameraOffset : Phaser.Point If this object is

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