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

downPoint : Phaser.Point A Point object containing

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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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

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

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

video(key, url) → {

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Component.LoadTexture#setFrame()
  • References/Game Development/Phaser/Game Objects/Components/Component.LoadTexture

setFrame(frame) Sets the texture frame the Game Object uses for rendering. This is primarily an internal method used by

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Create.PALETTE_CGA
  • References/Game Development/Phaser/Game Objects/Create

[static] PALETTE_CGA : number A 16 color CGA inspired palette.

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

game : Phaser.Game A reference to the currently running game

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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.

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

stop() Stops the Input Handler from running. Source code:

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Component.PhysicsBody#body
  • References/Game Development/Phaser/Game Objects/Components/Component.PhysicsBody

body : Phaser.Physics.Arcade.Body |

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