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

countLiving() → {integer} Get the number of living children in this group. Returns

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Component.Core#renderOrderID
  • References/Game Development/Phaser/Game Objects/Components/Component.Core

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

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

onError : Phaser.Signal This signal is dispatched

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

ignoreDestroy : boolean A group with ignoreDestroy set to true ignores all calls to its destroy

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

new Video(game, key, url) A Video object that takes a previously loaded

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

add(object) → {Phaser.Video}

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Component.InWorld#outOfCameraBoundsKill
  • References/Game Development/Phaser/Game Objects/Components/Component.InWorld

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill

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

getRandomExists(startIndex, endIndex) → {any}

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