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

snapOffset : Phaser.Point A Point object that contains

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

cursor : DisplayObject The current

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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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Component.Crop#crop()
  • References/Game Development/Phaser/Game Objects/Components/Component.Crop

crop(rect, copy) Crop allows you to crop the texture being used to display this Game Object.Setting

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Component.PhysicsBody#body
  • References/Game Development/Phaser/Game Objects/Components/Component.PhysicsBody

body : Phaser.Physics.Arcade.Body |

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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

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

play(loop, playbackRate) → {

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

angle : number The angle of rotation of the group container, in degrees. This adjusts the group itself by modifying its

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