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

onInputDown : Phaser.Signal This signal is dispatched

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

disableTextureUpload : boolean If true this video will never send its image data to the GPU when its dirty flag is true. This only

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

unlock() Enables the video on mobile devices, usually after the first touch.If the SoundManager hasn't been unlocked then this

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

alpha : number The alpha value of the group container. Source code:

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

align(width, height, cellWidth, cellHeight, position, offset) → {boolean}

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

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

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

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

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

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

2025-01-10 15:47:30
Component.Angle#Angle
  • References/Game Development/Phaser/Game Objects/Components/Component.Angle

new Angle() The Angle Component provides access to an angle property; the rotation of a Game Object in degrees.

2025-01-10 15:47:30
Create.PALETTE_C64
  • References/Game Development/Phaser/Game Objects/Create

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

2025-01-10 15:47:30