Group.RETURN_CHILD
  • References/Game Development/Phaser/Game Objects/Group

[static] RETURN_CHILD : integer A returnType value, as specified in

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

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

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Component.Delta#deltaX
  • References/Game Development/Phaser/Game Objects/Components/Component.Delta

[readonly] deltaX : number Returns the delta x value. The difference between world.x now and

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Component.ScaleMinMax#transformCallback
  • References/Game Development/Phaser/Game Objects/Components/Component.ScaleMinMax

transformCallback : Function The callback that will apply any scale limiting to the worldTransform.

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

addToWorld(x, y, anchorX, anchorY, scaleX

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

onChildInputOver : Phaser.Signal This Signal is dispatched

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

enabled : boolean If enabled the Input Handler will process input requests and monitor pointer activity.

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