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

onOutOfBounds : Phaser.Signal This signal is dispatched

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

sprite : Phaser.Sprite The Sprite object to which

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

width : number The width of the video in pixels. Source code:

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

new InCamera() The InCamera component checks if the Game Object intersects with the Game Camera.

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

existing(object) → {any} Adds an existing display object to the game world. Parameters

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Creature#removeChild()
  • References/Game Development/Phaser/Game Objects/Creature

removeChild(child) → {DisplayObject}

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

snapX : number When a Sprite has snapping enabled this holds the width of the snap grid.

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

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

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Component.Core#previousRotation
  • References/Game Development/Phaser/Game Objects/Components/Component.Core

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous

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