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

sound(key, volume, loop, connect) → {

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

graphics(x, y) → {

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

remove(child, destroy, silent) → {boolean}

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

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

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

new Events(sprite) The Events component is a collection of events fired by the parent Game Object. Phaser uses what are known

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

centerX : number The center x coordinate of the Game Object.This is the same as (x - offsetX) + (width / 2)

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

grid(key, width, height, cellWidth, cellHeight, color) → {PIXI

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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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

[readonly] z : number The z depth of this Game Object within its parent Group.No two

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

getChildAt(index) → {DisplayObject}

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