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

checkPixel(x, y, pointer) → {boolean} Runs a pixel perfect check against

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Component.FixedToCamera.postUpdate()
  • References/Game Development/Phaser/Game Objects/Components/Component.FixedToCamera

<static> postUpdate() The FixedToCamera component postUpdate handler.Called automatically

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

new Create(game) The Phaser.Create class is a collection of smaller helper methods that allow you to generate game contentquickly

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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

[readonly] cursorIndex : integer The current index of the Group cursor. Advance it with Group

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

retryInterval : integer The number of ms between each retry at monitoring the status of a downloading video.

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

textureFrame : Phaser.Frame The Frame this video uses

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

physicsSortDirection : integer If this Group contains Arcade Physics Sprites you can set a custom sort direction via this property

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

retry : integer The current retry attempt. Source code:

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