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

renderTexture(width, height, key, addToCache)

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

pixelPerfectOver : boolean Set to true to use pixel perfect hit detection when checking if the pointer is over this Sprite.

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

graphics(x, y) → {

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

downPoint : Phaser.Point A Point object containing

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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

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

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

setTouchLock() Sets the Input Manager touch callback to be Video.unlock.Required for mobile video unlocking. Mostly just used

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Component.Crop#cropRect
  • References/Game Development/Phaser/Game Objects/Components/Component.Crop

cropRect : Phaser.Rectangle The Rectangle used

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

right : number The right coordinate of this Group. It is derived by calling getBounds, calculating the Groups

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