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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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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Create#canvas
  • References/Game Development/Phaser/Game Objects/Create

canvas :HTMLCanvasElement The canvas the BitmapData uses. Source code:

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

resizeFrame(parent, width, height) Resizes the Frame dimensions that the Game Object uses for rendering. You shouldn't normally

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Component.Core#key
  • References/Game Development/Phaser/Game Objects/Components/Component.Core

key : string | Phaser.RenderTexture |

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

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

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Component.Core#debug
  • References/Game Development/Phaser/Game Objects/Components/Component.Core

debug : boolean A debug flag designed for use with Game.enableStep. Source

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

onInputUp : Phaser.Signal This signal is dispatched

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