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

onInputDown : Phaser.Signal This signal is dispatched

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

alignTo(parent, position, offsetX, offsetY) → {

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

removeChild(child) → {DisplayObject}

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

debug : boolean A debug flag designed for use with Game.enableStep. Source

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Creature#moveDown()
  • References/Game Development/Phaser/Game Objects/Creature

moveDown() → {PIXI.DisplayObject} Moves this Game Object down one place in its parents display list

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

key : string | Phaser.RenderTexture |

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

alpha : number The alpha value of the group container. Source code:

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

pointerUp(pointerId) → {boolean} If the Pointer is up this returns

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

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

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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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