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

alpha : number The alpha value of the group container. Source code:

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

justReleased(pointerId, delay) → {boolean} Returns true if the pointer

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

key : string | Phaser.RenderTexture |

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

onRevived : Phaser.Signal This signal is dispatched

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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

align(width, height, cellWidth, cellHeight, position, offset) → {boolean}

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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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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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GameObjectCreator#GameObjectCreator
  • References/Game Development/Phaser/Game Objects/GameObjectCreator

new GameObjectCreator(game) The GameObjectCreator is a quick way to create common game objects without adding them to the game

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

new InputHandler(sprite) The Input Handler is bound to a specific Sprite and is responsible for managing all Input events on that Sprite

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