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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Component.FixedToCamera#FixedToCamera
  • References/Game Development/Phaser/Game Objects/Components/Component.FixedToCamera

new FixedToCamera() The FixedToCamera component enables a Game Object to be rendered relative to the game camera coordinates, regardless

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

[readonly] cursorIndex : integer The current index of the Group cursor. Advance it with Group

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

new Create(game) The Phaser.Create class is a collection of smaller helper methods that allow you to generate game contentquickly

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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.InputEnabled#input
  • References/Game Development/Phaser/Game Objects/Components/Component.InputEnabled

input : Phaser.InputHandler | null The

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

bitmapData(width, height, key, addToCache)

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

downDuration(pointerId) → {number} If the pointer is currently over

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