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

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

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

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

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Video#createVideoFromURL()
  • References/Game Development/Phaser/Game Objects/Video

createVideoFromURL(url, autoplay) → {

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

stopDrag(pointer) Called by Pointer when drag is stopped on this Sprite. Should not usually be called directly. Parameters

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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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

onDragUpdate : Phaser.Signal This signal is dispatched

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

[readonly] children : Array.<Displa

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