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

playbackRate : number Gets or sets the playback rate of the Video. This is the speed at which the video is playing.

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

snapX : number When a Sprite has snapping enabled this holds the width of the snap grid.

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

onInputDown : Phaser.Signal This signal is dispatched

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Create.PALETTE_JAPANESE_MACHINE
  • References/Game Development/Phaser/Game Objects/Create

[static] PALETTE_JAPANESE_MACHINE : number A 16 color palette inspired by Japanese computers

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

addToHash(child) → {boolean} Adds a child of this Group into the hash array.This call will

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

checkPixel(x, y, pointer) → {boolean} Runs a pixel perfect check against

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

audioSprite(key) → {Phaser.AudioSprite}

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

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

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