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

visible : boolean The visible state of the group. Non-visible Groups and all of their children are not rendered.

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

new InputEnabled() The InputEnabled component allows a Game Object to have its own InputHandler and process input related events.

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

onChildInputOut : Phaser.Signal This Signal is dispatched

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

tileSprite(x, y, width, height, key, frame) → {Phaser.T

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

checkProperty(child, key, value, force) → {boolean} Checks a property

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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

centerY : number The center y coordinate of this Group. It is derived by calling getBounds, calculating the

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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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