Component.FixedToCamera.postUpdate()
  • References/Game Development/Phaser/Game Objects/Components/Component.FixedToCamera

<static> postUpdate() The FixedToCamera component postUpdate handler.Called automatically

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

onDestroy : Phaser.Signal This signal is dispatched

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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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Video#retry
  • References/Game Development/Phaser/Game Objects/Video

retry : integer The current retry attempt. Source code:

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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the displayObjectContainer

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

text(x, y, text, style) → {Phaser.Text}

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

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

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

onAnimationStart : Phaser.Signal This signal is dispatched

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

exists : boolean Controls if this Game Object is processed by the core game loop.If this Game Object has a physics body it

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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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