Create#canvas
  • References/Game Development/Phaser/Game Objects/Create

canvas :HTMLCanvasElement The canvas the BitmapData uses. Source code:

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Create.PALETTE_C64
  • References/Game Development/Phaser/Game Objects/Create

[static] PALETTE_C64 : number A 16 color C64 inspired palette.

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

sound(key, volume, loop, connect) → {

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

callAll(method, context, args) Calls a function, specified by name, on all on children. The function

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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the displayObjectContainer

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

[readonly] children : Array.<Displa

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

dragStartPoint : Phaser.Point The Point from which

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