Component.ScaleMinMax#setScaleMinMax()
  • References/Game Development/Phaser/Game Objects/Components/Component.ScaleMinMax

setScaleMinMax(minX, minY, maxX, maxY) Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object

2025-01-10 15:47:30
Group#removeChild()
  • References/Game Development/Phaser/Game Objects/Group

removeChild(child) → {DisplayObject}

2025-01-10 15:47:30
InputHandler#dragTimeThreshold
  • References/Game Development/Phaser/Game Objects/InputHandler

dragTimeThreshold : integer The amount of time, in ms, the pointer has to be held down over the Sprite before it thinks it is being

2025-01-10 15:47:30
InputHandler#pointerUp()
  • References/Game Development/Phaser/Game Objects/InputHandler

pointerUp(pointerId) → {boolean} If the Pointer is up this returns

2025-01-10 15:47:30
Video#disableTextureUpload
  • References/Game Development/Phaser/Game Objects/Video

disableTextureUpload : boolean If true this video will never send its image data to the GPU when its dirty flag is true. This only

2025-01-10 15:47:30
Creature#lifespan
  • References/Game Development/Phaser/Game Objects/Creature

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born'

2025-01-10 15:47:30
Events#onInputUp
  • References/Game Development/Phaser/Game Objects/Events

onInputUp : Phaser.Signal This signal is dispatched

2025-01-10 15:47:30
Group#enableBodyDebug
  • References/Game Development/Phaser/Game Objects/Group

enableBodyDebug : boolean If true when a physics body is created (via

2025-01-10 15:47:30
Video#retry
  • References/Game Development/Phaser/Game Objects/Video

retry : integer The current retry attempt. Source code:

2025-01-10 15:47:30
Component.LoadTexture#resizeFrame()
  • References/Game Development/Phaser/Game Objects/Components/Component.LoadTexture

resizeFrame(parent, width, height) Resizes the Frame dimensions that the Game Object uses for rendering. You shouldn't normally

2025-01-10 15:47:30