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

snapPoint : Phaser.Point If the sprite is set to snap

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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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

countLiving() → {integer} Get the number of living children in this group. Returns

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GameObjectCreator#rope()
  • References/Game Development/Phaser/Game Objects/GameObjectCreator

rope(x, y, width, height, key, frame) → {Phaser.Rope}

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

image(x, y, key, frame, group

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

graphics(x, y, group) → {

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

onAnimationComplete : Phaser.Signal This signal is

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

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

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

addChild(child) → {DisplayObject}

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

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant

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