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

new Bounds() The Bounds component contains properties related to the bounds of the Game Object.

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

onInputOut : Phaser.Signal This signal is dispatched

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

snapOnRelease : boolean When the Sprite is dragged this controls if the Sprite will be snapped on release.

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

paused : boolean Gets or sets the paused state of the Video.If the video is still touch locked (such as on iOS devices) this

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

sound(key, volume, loop, connect) → {

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

[static] PALETTE_JAPANESE_MACHINE : number A 16 color palette inspired by Japanese computers

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

tileSprite(x, y, width, height, key, frame) → {Phaser.T

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

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

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

resetCursor(index) → {any} Sets the group cursor to the first child

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