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

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

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

destroy() Clean up memory. Source code:

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

tilemap(key, tileWidth, tileHeight, width,

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Creature#revive()
  • References/Game Development/Phaser/Game Objects/Creature

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object

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

boundsRect : Phaser.Rectangle A region of the

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

[readonly] z : integer The z-depth value of this object within its parent container/Group

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

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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

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

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

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

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