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

checkProperty(child, key, value, force) → {boolean} Checks a property

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

filter(filter) → {Phaser.Filter}

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

onAnimationStart : Phaser.Signal This signal is dispatched

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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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Creature#key
  • References/Game Development/Phaser/Game Objects/Creature

key : string | Phaser.RenderTexture |

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

mute : boolean Gets or sets the muted state of the Video. Source code:

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

visible : boolean The visible state of the group. Non-visible Groups and all of their children are not rendered.

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

onDestroy : Phaser.Signal This signal is dispatched

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