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

tilemap(key, tileWidth, tileHeight, width,

2025-01-10 15:47:30
Component.Core#animations
  • References/Game Development/Phaser/Game Objects/Components/Component.Core

animations : Phaser.AnimationManager

2025-01-10 15:47:30
Group#exists
  • References/Game Development/Phaser/Game Objects/Group

exists : boolean If exists is true the group is updated, otherwise it is skipped. Default

2025-01-10 15:47:30
Group#swap()
  • References/Game Development/Phaser/Game Objects/Group

swap(child1, child2) Swaps the position of two children in this group. Both children must be in this group, a child cannot be

2025-01-10 15:47:30
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

2025-01-10 15:47:30
InputHandler#isDragged
  • References/Game Development/Phaser/Game Objects/InputHandler

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

2025-01-10 15:47:30
Group#getAll()
  • References/Game Development/Phaser/Game Objects/Group

getAll(property, value, startIndex, endIndex)

2025-01-10 15:47:30
Group#onChildInputOver
  • References/Game Development/Phaser/Game Objects/Group

onChildInputOver : Phaser.Signal This Signal is dispatched

2025-01-10 15:47:30
Video#createVideoFromURL()
  • References/Game Development/Phaser/Game Objects/Video

createVideoFromURL(url, autoplay) → {

2025-01-10 15:47:30
Group#classType
  • References/Game Development/Phaser/Game Objects/Group

classType : Object The type of objects that will be created when using

2025-01-10 15:47:30