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

xy(index, x, y) Positions the child found at the given index within this group to the given x and y coordinates. Parameters

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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

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

removeVideoElement() Removes the Video element from the DOM by calling parentNode.removeChild on itself.Also removes the autoplay

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

destroy(destroyChildren, destroyTexture) Destroys the Game Object. This

2025-01-10 15:47:30
Video#timeout
  • References/Game Development/Phaser/Game Objects/Video

timeout : integer The amount of ms allowed to elapsed before the Video.onTimeout signal is dispatched while waiting for webcam

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

isPixelPerfect() → {boolean} Is this object using pixel perfect checking? Returns

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

useHandCursor : boolean On a desktop browser you can set the 'hand' cursor to appear when moving over the Sprite.

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

audioSprite(key) → {Phaser.AudioSprite}

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

[readonly] previousPosition : Phaser.Point

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