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

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

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

enableSnap(snapX, snapY, onDrag, onRelease, snapOffsetX, sn

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

onChildInputUp : Phaser.Signal This Signal is dispatched

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

onChildInputOut : Phaser.Signal This Signal is dispatched

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

text(x, y, text, style) → {Phaser.Text}

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

moveUp(child) → {any} Moves the given child up one place in this group unless it's already at the

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

alignTo(parent, position, offsetX, offsetY) → {

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

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

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