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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

removeChild(child) → {DisplayObject}

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

filter(filter) → {Phaser.Filter}

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

mute : boolean Gets or sets the muted state of the Video. Source code:

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

callAll(method, context, args) Calls a function, specified by name, on all on children. The function

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

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous

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

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

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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

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

enableBodyDebug : boolean If true when a physics body is created (via

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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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