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

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

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Creature#setChildIndex()
  • References/Game Development/Phaser/Game Objects/Creature

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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Component.PhysicsBody.preUpdate()
  • References/Game Development/Phaser/Game Objects/Components/Component.PhysicsBody

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

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

existing(object) → {any} Adds an existing display object to the game world. Parameters

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GameObjectCreator#tileSprite()
  • References/Game Development/Phaser/Game Objects/GameObjectCreator

tileSprite(x, y, width, height, key, frame) → {Phaser.T

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

centerY : number The center y coordinate of this Group. It is derived by calling getBounds, calculating the

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.

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

create(x, y, key, frame, exists, index)

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

physicsSortDirection : integer If this Group contains Arcade Physics Sprites you can set a custom sort direction via this property

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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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