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

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

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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

2025-01-10 15:47:30
Component.BringToTop#moveUp()
  • References/Game Development/Phaser/Game Objects/Components/Component.BringToTop

moveUp() → {PIXI.DisplayObject} Moves this Game Object up one place in its parents display list

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Component.PhysicsBody.postUpdate()
  • References/Game Development/Phaser/Game Objects/Components/Component.PhysicsBody

<static> postUpdate() The PhysicsBody component postUpdate handler.Called automatically

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

[readonly] children : Array.<Displa

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

sound(key, volume, loop, connect) → {

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

isDragged : boolean true if the Sprite is being currently dragged. Source

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

x : number The position of the Game Object on the x axis relative to the local coordinates of the parent.

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

physicsGroup(physicsBodyType, parent, name, addToStage)

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