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

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

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

dragStartPoint : Phaser.Point The Point from which

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

audioSprite(key) → {Phaser.AudioSprite}

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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

onRevived : Phaser.Signal This signal is dispatched

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

bitmapData(width, height, key, addToCache)

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

new InputHandler(sprite) The Input Handler is bound to a specific Sprite and is responsible for managing all Input events on that Sprite

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

overDuration(pointerId) → {number} If the pointer is currently over

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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

justReleased(pointerId, delay) → {boolean} Returns true if the pointer

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