Creature#stop()
  • References/Game Development/Phaser/Game Objects/Creature

stop() Stops the currently playing animation. Source code:

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Component.LoadTexture#setFrame()
  • References/Game Development/Phaser/Game Objects/Components/Component.LoadTexture

setFrame(frame) Sets the texture frame the Game Object uses for rendering. This is primarily an internal method used by

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

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

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

scaleMin : Phaser.Point The minimum scale this Game

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

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

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Video#Video
  • References/Game Development/Phaser/Game Objects/Video

new Video(game, key, url) A Video object that takes a previously loaded

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

addMultiple(children, silent) → {Array.<

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Video#onError
  • References/Game Development/Phaser/Game Objects/Video

onError : Phaser.Signal This signal is dispatched

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

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

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