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

onInputOver : Phaser.Signal This signal is dispatched

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

key : string | Phaser.RenderTexture |

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

[readonly] children : Array.<Displa

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

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born'

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

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

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

forEachExists(callback, callbackContext, args) Call a function on each existing child in this group.

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Create.PALETTE_C64
  • References/Game Development/Phaser/Game Objects/Create

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

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

[readonly] type : number The const type of this object.

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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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