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

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

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Create#grid()
  • References/Game Development/Phaser/Game Objects/Create

grid(key, width, height, cellWidth, cellHeight, color) → {PIXI

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

startMediaStream(captureAudio, width, height) →

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

addToWorld(x, y, anchorX, anchorY, scaleX

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

reverse() Reverses all children in this group. This operation applies only to immediate children and does not propagate to subgroups

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

moveAll(group, silent) → {Phaser

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

getFirstAlive(createIfNull, x, y, key,

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

video(key, url) → {

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

[readonly] z : number The z depth of this Game Object within its parent Group.No two

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