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

enableSnap(snapX, snapY, onDrag, onRelease, snapOffsetX, sn

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

dragTimeThreshold : integer The amount of time, in ms, the pointer has to be held down over the Sprite before it thinks it is being

2025-01-10 15:47:30
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

2025-01-10 15:47:30
GameObjectFactory#filter()
  • References/Game Development/Phaser/Game Objects/GameObjectFactory

filter(filter) → {Phaser.Filter}

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

onInputOut : Phaser.Signal This signal is dispatched

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

disableTextureUpload : boolean If true this video will never send its image data to the GPU when its dirty flag is true. This only

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

snapOnRelease : boolean When the Sprite is dragged this controls if the Sprite will be snapped on release.

2025-01-10 15:47:30
Group#resetCursor()
  • References/Game Development/Phaser/Game Objects/Group

resetCursor(index) → {any} Sets the group cursor to the first child

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

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

2025-01-10 15:47:30
Group#setAll()
  • References/Game Development/Phaser/Game Objects/Group

setAll(key, value, checkAlive, checkVisible, operation, force)

2025-01-10 15:47:30