Component.InWorld#outOfCameraBoundsKill
  • References/Game Development/Phaser/Game Objects/Components/Component.InWorld

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill

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

destroy() Clean up memory. Source code:

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

new ScaleMinMax() The ScaleMinMax component allows a Game Object to limit how far it can be scaled by its parent.

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

complete() Called when the video completes playback (reaches and ended state).Dispatches the Video.onComplete signal.

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

play(loop, playbackRate) → {

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

getRandomExists(startIndex, endIndex) → {any}

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

iterate(key, value, returnType, callback, callbackContext, args)

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Component.BringToTop#moveUp()
  • References/Game Development/Phaser/Game Objects/Components/Component.BringToTop

moveUp() → {PIXI.DisplayObject} Moves this Game Object up one place in its parents display list

2025-01-10 15:47:30
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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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

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