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

overDuration(pointerId) → {number} If the pointer is currently over

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

dragStartPoint : Phaser.Point The Point from which

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

onAnimationStart : Phaser.Signal This signal is dispatched

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

onDestroy : Phaser.Signal This signal is dispatched

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

hash :array The hash array is an array belonging to this Group into which you can add any of its children via Group.addToHash and

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Component.LoadTexture#resetFrame()
  • References/Game Development/Phaser/Game Objects/Components/Component.LoadTexture

resetFrame() Resets the texture frame dimensions that the Game Object uses for rendering. Source

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

addToHash(child) → {boolean} Adds a child of this Group into the hash array.This call will

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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Component.Health#damage
  • References/Game Development/Phaser/Game Objects/Components/Component.Health

damage Damages the Game Object. This removes the given amount of health from the health property. If health is taken below or is equal to zero

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Component.Bounds#Bounds
  • References/Game Development/Phaser/Game Objects/Components/Component.Bounds

new Bounds() The Bounds component contains properties related to the bounds of the Game Object.

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