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

loop : boolean Should the current animation loop or not? Source

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

renderTexture(width, height, key, addToCache)

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

downPoint : Phaser.Point A Point object containing

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

bitmapText(x, y, font, text, size, group) → {

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

reset() Resets the Input Handler and disables it. Source code:

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

justOver(pointerId, delay) → {boolean} Returns true if the pointer

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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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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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