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

retryLimit : integer When starting playback of a video Phaser will monitor its readyState using a setTimeout call.The setTimeout

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

onPlay : Phaser.Signal This signal is dispatched when

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

key : string The key of the Video in the Cache, if stored there. Will be null if this Video is using the webcam instead

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

allowHorizontalDrag : boolean Controls if the Sprite is allowed to be dragged horizontally.

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

touchLocked : boolean true if this video is currently locked awaiting a touch event. This happens on some mobile devices, such

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

multiplyAll(property, amount, checkAlive, checkVisible) Multiplies the given property by the amount on all children in this group.

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

pointerOver(pointerId) → {boolean} Is the Pointer over this Sprite

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

creature(x, y, key, group)

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

y : number The y coordinate of the group container. You can adjust the group container itself by modifying its coordinates

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

pointerOut(pointerId) → {boolean} Is the Pointer outside of this Sprite

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