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

snapX : number When a Sprite has snapping enabled this holds the width of the snap grid.

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

pointerDragged(pointerId) → {boolean} Is this sprite being dragged

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

width : number The width of the video in pixels. Source code:

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

new GameObjectCreator(game) The GameObjectCreator is a quick way to create common game objects without adding them to the game

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

physicsBodyType : integer If enableBody

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

setAll(key, value, checkAlive, checkVisible, operation, force)

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

<static> preUpdate() The PhysicsBody component preUpdate handler.Called automatically

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

forEachExists(callback, callbackContext, args) Call a function on each existing child in this group.

2025-01-10 15:47:30