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

getAll(property, value, startIndex, endIndex)

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

getRandom(startIndex, length) → {any} Returns

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

pointerTimeOver(pointerId) → {number} A timestamp representing when

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

destroy() Clean up memory. Source code:

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

physicsGroup(physicsBodyType, parent, name, addToStage)

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

moveAll(group, silent) → {Phaser

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

emitter(x, y, maxParticles) → {Phaser.Emitter}

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

sound(key, volume, loop, connect) → {

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

graphics(x, y) → {

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